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| * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into Lv.1 Super on reaction. OD Hadoken can also juggle in the corner with a PDR Normal. | | Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into SA1 on reaction. OD Hadoken can also juggle in the corner with a Drive Rush normal. |
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| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into Lv.3 Super. LK is a quick combo ender, The MK version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. HK is very slow but usually safe on block due to its huge pushback. 5LK is the fastest normal that can combo into LK, and 4HP is the only normal which can combo into HK without additional hit advantage. | | High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into SA3. LK is a quick combo ender, The MK version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. HK is very slow but usually safe on block due to its huge pushback. 5LK is the fastest normal that can combo into LK, and 4HP is the only normal which can combo into HK without additional hit advantage. |
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| OD High Blade Kick is the star of the show due to its Wall Bounce, which can lead to powerful juggles; it can even combo into fully charged Lv.2 Super when canceled (although the release must be manually timed). The OD version can be comboed into from medium attacks or from a Punish Counter 5LK. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no follow-up juggle. In these situations, OD Tatsu is preferred. | | OD High Blade Kick is the star of the show due to its Wall Bounce, which can lead to powerful juggles; it can even combo into fully charged SA2 when canceled (although the release must be manually timed). The OD version can be comboed into from medium attacks or from a Punish Counter 5LK. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no follow-up juggle. In these situations, OD Tatsu is preferred. |
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| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
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| All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. Because it has a strike hitbox, it cannot be used to stuff Lv.1 Supers; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to Super through. | | All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the OD version will completely destroy meterless fireballs just like any other OD projectile. Because it has a strike hitbox, it cannot be used to stuff Level 1 Supers; this is especially important to know when using it in a Burnout blockstring, as opponents will be looking for any gap to Super through. |
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| Hashogeki has juggle potential on all versions; the LP and MP versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with 236KK or 214KK, then following up with a juggled Drive Rush normal into 214P. On a grounded hit, the opponent is left standing after the LP/MP/OD versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. | | Hashogeki has juggle potential on all versions; the LP and MP versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with 236KK or 214KK, then following up with a juggled Drive Rush normal into 214P. On a grounded hit, the opponent is left standing after the LP/MP/OD versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. |
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| * 30% minimum damage scaling | | * 30% minimum damage scaling |
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| Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many Lv.1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. | | Shinku Hadoken is Ryu's classic Super. Due to the fireball priority system, it will completely dissipate any non-Super projectile before connecting all 5 hits, although it can still be slowed down by the clash. The move has high juggle potential, making it fairly easy to land compared to many Level 1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. |
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