|
|
Line 358: |
Line 358: |
| * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| <br> | | <br> |
| A fast overhead that can link into {{clr|M|5MP}} or {{clr|M|2MP}} when used after {{clr|4|Drive Rush}}. Ryu can also link into light normals after a Counter-hit or with perfect meaty timing, such as after {{clr|L|214LK}} + whiff {{clr|L|5LP}} in the corner. | | A fast overhead that allows follow-up combos when used after {{clr|4|Drive Rush}}. Ryu can also link into light normals after a Counter-hit or with perfect meaty timing, such as after {{clr|L|214LK}} + whiff {{clr|L|5LP}} in the corner. |
| | |
| | While Ryu is {{sf6-adv|P|+3}} when the opponent blocks {{clr|4|DR~}}{{clr|M|6MP}}, he is out of throw range making it hard to press a real mixup. When hitting a crouching opponent at point blank, he can link into {{clr|H|4HP}} for a powerful combo extension that forces the opponent to stand. However, if the opponent somehow gets hit while standing, {{clr|H|4HP}} will whiff; for a more guaranteed combo ender, you can instead use {{clr|M|2MP}} > {{clr|M|236MK}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} for a Denjin stock. |
| }} | | }} |
|
| |
|
Line 374: |
Line 376: |
| {{AttackDataCargo-SF6/Query|ryu_6hp}} | | {{AttackDataCargo-SF6/Query|ryu_6hp}} |
| * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| * 2nd hit can whiff at a specific range, becoming {{sf6-adv|VM|-5}} oH / {{sf6-adv|VM|-9}} oB | | * If 1st hit connects on extended hurtbox and 2nd hit whiffs, becomes {{sf6-adv|VP|+6}} on CH / {{sf6-adv|VP|+8}} on PC |
| <br> | | <br> |
| A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back. The {{sf6-adv|P|+3}} block advantage is enough to continue your pressure with a {{clr|M|5MP}} or {{clr|M|2MP}} without being interrupted by an non invulnerable option, but the move now leave you too far away to initiate a throw mixup without walking. It can be up to {{sf6-adv|P|+5}} on block if spaced out, but this also results in more pushback. | | A powerful advancing strike with advantage on block, allowing Ryu to start pressure from mid-range. If the opponent is within this move's max range, they will be locked into a proximity guard animation when trying to walk back. |
|
| |
|
| Can combo into to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and gets even stronger links on Counter-hit/Punish Counter. It is very susceptible to {{clr|4|Drive Impact}}, however, so it shouldn't be overly relied upon. | | The {{sf6-adv|P|+3}} block advantage is enough to continue your pressure with a {{clr|M|5MP}} or {{clr|M|2MP}} without being interrupted by an non invulnerable option, but the move leaves you too far away to initiate a throw mixup without walking. It can be up to {{sf6-adv|VP|+5}} on block if spaced out, but this also results in more pushback. After a {{clr|4|DR~}}{{clr|H|6HP}} at point blank, Ryu can microwalk for a throw that beats 4f normals, but the timing is very strict. |
| | |
| | Can combo into to {{clr|M|5MP}} or {{clr|M|2MP}} on hit, and on Counter-hit/Punish Counter you can easily react with a stronger combo route. It is very susceptible to {{clr|4|Drive Impact}}, however, so it shouldn't be overly relied upon. |
| }} | | }} |
|
| |
|
Line 417: |
Line 421: |
| * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) | | * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) |
| <br> | | <br> |
| Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on {{clr|10|OD Air Tatsu}}. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced. | | Despite the animation, this attack is not considered airborne. It has good horizontal range and a lenient hitconfirm window for the cancel if you want to spend the meter on {{clr|10|OD Air Tatsu}}. If you manage to beat the opponent's low poke and score a Punish Counter, Ryu becomes {{sf6-adv|VP|+6}} and gains a link to {{clr|M|5MP}} or {{clr|M|2MP}}. |
| | |
| | The pushback generally keeps this move safe on block, and sets Ryu up to punish any attempts to contest his pressure. Be wary of some longer range light normals that can punish if not well spaced. |
| }} | | }} |
|
| |
|
Line 434: |
Line 440: |
| * 2 hits; () refers to startup of 2nd hit only | | * 2 hits; () refers to startup of 2nd hit only |
| * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state | | * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * 2nd hit causes ground bounce vs. airborne opponents | | * 2nd hit puts airborne opponents into OTG Bounce state |
| * 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) | | * '''Cancel Hitconfirm Window:''' 37f / 17f (2nd hit) |
Line 441: |
Line 447: |
| Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate follow-up on hit or block. At {{sf6-adv|VM|-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 {{sf6-adv|VM|-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. |
|
| |
|
| Though risky, using it as an AA has decent reward as the first hit can be canceled to Tatsu and the second to a consistent Shoryu due to the ground bounce on airborne connect. | | Though risky, using it as an AA has decent reward due to the 2nd hit's ground bounce, which can juggle into a move like {{clr|H|HP Shoryuken}} or {{clr|M|MK High Blade Kick}}. In some rare cases, a high connect only allows the 1st hit to juggle; in this case, an immediate cancel into Shoryuken or a Tatsu will also work. |
| }} | | }} |
| <br> | | <br> |