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| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|ryu_5mp}} | | {{AttackDataCargo-SF6/Query|ryu_5mp}} |
| * '''Cancel Hitconfirm Window:''' 16f / 18f (TC) | | * '''Cancel Hitconfirm Window:''' 16f / 18f (TC) |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+4}} oB |
| <br> | | <br> |
| Ryu's main combo starter, but the distance after a hit can make the follow-ups a bit finicky. The Fuwa Triple Strike target combo is the most consistent ender and is easier to hitconfirm, but does fairly low damage. | | Ryu's main combo starter, but the distance after a hit can make the follow-ups a bit finicky. The Fuwa Triple Strike target combo is the most consistent ender and is easier to hitconfirm, but does fairly low damage. |
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| * Forces stand on hit | | * Forces stand on hit |
| * '''Cancel Hitconfirm Window:''' 19f / 22f (TC) | | * '''Cancel Hitconfirm Window:''' 19f / 22f (TC) |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+11}} oB |
| <br> | | <br> |
| A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you run stagger pressure while confirming into big damage on hit. Has the same startup but even more range than Ken's 5HP, making it superior in a vacuum, but since Ryu's offense isn't exactly on the same level, it doesn't compliment his gameplan quite as well. Forces stand on hit, letting you either go into 5HK either with the 5HP~5HK target combo or link another normal if done out of a drive rush. Very important to his high damage combos. | | A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you run stagger pressure while confirming into big damage on hit. Has the same startup but even more range than Ken's 5HP, making it superior in a vacuum, but since Ryu's offense isn't exactly on the same level, it doesn't compliment his gameplan quite as well. Forces stand on hit, letting you either go into 5HK either with the 5HP~5HK target combo or link another normal if done out of a drive rush. Very important to his high damage combos. |
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| {{AttackDataCargo-SF6/Query|ryu_5lk}} | | {{AttackDataCargo-SF6/Query|ryu_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| * Combos naturally into: Shoryuken, MP/HP/OD Hadoken, Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, all Supers
| |
| * Punish Counter combos into: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki
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| <br> | | <br> |
| A quick bufferable poke used for punishing and harassing the opponent at mid range. It doesn't work in light confirms, but its range is useful for converting from buttons like 2MP when nothing else will reach. The ability to combo into OD High Blade Kick or OD Denjin Hashogeki as a punish makes it quite powerful. Though it can combo into Shoryuken in theory, you have to be very close for it to correctly cancel. | | A quick bufferable poke used for punishing and harassing the opponent at mid range. It can't be linked into from other light normals, but its range is useful for converting from buttons like 2MP when nothing else will reach. |
| | |
| | Optimal cancel routes from 5LK depend on spacing and how the move connects: |
| | * Combos naturally: Shoryuken (close range), Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, any Super |
| | * Punish Counter only: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki |
| | |
| | The Punish Counter conversion into OD High Blade Kick or OD Denjin Hashogeki are particularly noteworthy due to the high damage potential afterwards. |
| }} | | }} |
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| * Chains into 5LP/2LP/2LK | | * Chains into 5LP/2LP/2LK |
| * '''Cancel Hitconfirm Window:''' 11f | | * '''Cancel Hitconfirm Window:''' 11f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|ryu_2mp}} | | {{AttackDataCargo-SF6/Query|ryu_2mp}} |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| <br> | | <br> |
| Decent button for applying pressure. Links into 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block. | | Decent button for applying pressure. Links into 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block. |
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| {{AttackDataCargo-SF6/Query|ryu_2hp}} | | {{AttackDataCargo-SF6/Query|ryu_2hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * Only the 1st active frame is cancelable | | * '''Cancel Hitconfirm Window:''' 18f (only 1st active frame is cancelable) |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+9}} oB |
| <br> | | <br> |
| Decent anti-air normal for situations where you don't have time to react with Shoryuken. Can be linked to after Counter-hit/Punish Counter 5MP, but the short range can make this a little inconsistent. Very unsafe on block. | | Decent anti-air normal for situations where you don't have time to react with Shoryuken. Can be linked to after Counter-hit/Punish Counter 5MP, but the short range can make this a little inconsistent. Very unsafe on block. |
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| {{AttackDataCargo-SF6/Query|ryu_2mk}} | | {{AttackDataCargo-SF6/Query|ryu_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|ryu_4hp}} | | {{AttackDataCargo-SF6/Query|ryu_4hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * Only 1st active frame is cancelable | | * '''Cancel Hitconfirm Window:''' 17f (only 1st active frame is cancelable) |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB |
| <br> | | <br> |
| Ryu's fastest heavy normal, but has fairly short range. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like OD Hadoken/Hashogeki. Can be used as an anti-air, but the hitbox is a little inconsistent so 2HP is more reliable. | | Ryu's fastest heavy normal, but has fairly short range. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like OD Hadoken/Hashogeki. Can be used as an anti-air, but the hitbox is a little inconsistent so 2HP is more reliable. |
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| * 2nd hit knocks down vs. airborne opponents | | * 2nd hit knocks down vs. airborne opponents |
| * Counter-hit/Punish Counter bonus advantage applies to both hits | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| * '''Cancel Hitconfirm Window:''' 37f (17f 2nd hit only) | | * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) |
| | * '''Drive Rush cancel advantage:''' 1st hit {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+4}} oB, 2nd hit {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+10}} oB |
| <br> | | <br> |
| Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. | | Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At -4 it's fairly safe most of the time due to pushback. The first hit can whiff on crouch blockers at farther ranges. The move has a lot of active frames, making it easy to time on the opponent's wakeup. |