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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-1}} 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> |
| Very similar to {{clr|L|2LP}} in terms of frame data, though {{clr|L|5LP}} has more range making it the ideal 4f punish starter. The extra active frame also makes it easier to land as a meaty, and it is slightly safer on Perfect Parry which can limit the opponent's punish options. Against {{clr|4|Drive Impact}}, {{clr|L|5LP}} recovers faster due to its lower recovery, making it the safer chain option. | | Very similar to {{clr|L|2LP}} in terms of frame data, though {{clr|L|5LP}} has more range making it the ideal 4f punish starter. The extra active frame also makes it easier to land as a meaty, and it is slightly safer on Perfect Parry which can limit the opponent's punish options. Against {{clr|DR|Drive Impact}}, {{clr|L|5LP}} recovers faster due to its lower recovery, making it the safer chain option. |
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| Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|4|Drive Rush}} light, this chain can be up to 4 hits. {{clr|L|5LP}} does have slightly more pushback than {{clr|L|2LP}}, though this rarely matters in practice. | | Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|DR|Drive Rush}} light, this chain can be up to 4 hits. {{clr|L|5LP}} does have slightly more pushback than {{clr|L|2LP}}, though this rarely matters in practice. |
| }} | | }} |
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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) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|DR|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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| The link into {{clr|H|4HP}} only works from absolute point blank, and even starting with a jumpin can prevent it from working. The link into {{clr|M|5MP}} or {{clr|M|2MP}} works from slightly farther out. On Counter-hit, {{clr|M|5MP}} can link into {{clr|H|2HP}} if close enough (for example, blocked {{clr|4|DR~}}{{clr|L|5LP}}, {{clr|M|CH 5MP}} links into {{clr|H|2HP}}, but without the {{clr|4|Drive Rush}} Ryu will be too far away). | | The link into {{clr|H|4HP}} only works from absolute point blank, and even starting with a jumpin can prevent it from working. The link into {{clr|M|5MP}} or {{clr|M|2MP}} works from slightly farther out. On Counter-hit, {{clr|M|5MP}} can link into {{clr|H|2HP}} if close enough (for example, blocked {{clr|DR|DR~}}{{clr|L|5LP}}, {{clr|M|CH 5MP}} links into {{clr|H|2HP}}, but without the {{clr|DR|Drive Rush}} Ryu will be too far away). |
| }} | | }} |
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| * Forces stand on hit | | * Forces stand on hit |
| * '''Cancel Hitconfirm Window:''' 19f / 22f (TC) | | * '''Cancel Hitconfirm Window:''' 19f / 22f (TC) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|DR|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. | | 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. |
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| The move is {{sf6-adv|VP|+4}} oH on hit, allowing you to link into either {{clr|L|5LP}} or {{clr|L|2LP}} on hit, and into {{clr|M|5MP}} or {{clr|M|2MP}} on Counter-hit. On Punish Counter you can get a Heavy Hashogeki ({{clr|H|214HP}}) or a {{clr|M|2MK}}, both of which allow for great conversions. | | The move is {{sf6-adv|VP|+4}} oH on hit, allowing you to link into either {{clr|L|5LP}} or {{clr|L|2LP}} on hit, and into {{clr|M|5MP}} or {{clr|M|2MP}} on Counter-hit. On Punish Counter you can get a Heavy Hashogeki ({{clr|H|214HP}}) or a {{clr|M|2MK}}, both of which allow for great conversions. |
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| Forces stand on hit, letting you either go into {{clr|H|5HK}} either with the {{clr|H|5HP}}~{{clr|H|HK}} Target Combo or link another normal if done out of a {{clr|4|Drive Rush}}. Very important to his high damage combos. | | Forces stand on hit, letting you either go into {{clr|H|5HK}} either with the {{clr|H|5HP}}~{{clr|H|HK}} Target Combo or link another normal if done out of a {{clr|DR|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 |
| ** {{clr|4|DR}} cancel is delayed until after 2nd active frame | | ** {{clr|DR|DR}} cancel is delayed until after 2nd active frame |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} 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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| Optimal cancel routes from {{clr|L|5LK}} depend on spacing and how the move connects: | | Optimal cancel routes from {{clr|L|5LK}} depend on spacing and how the move connects: |
| * Combos naturally: Shoryuken (close range), {{clr|10|Denjin/OD Hadoken}}, {{clr|L|LK High Blade Kick}}, {{clr|L|LK}}/{{clr|M|MK}}/{{clr|10|OD}} Tatsu, {{clr|L|LP Hashogeki}}, any Super | | * Combos naturally: Shoryuken (close range), {{clr|OD|Denjin/OD Hadoken}}, {{clr|L|LK High Blade Kick}}, {{clr|L|LK}}/{{clr|M|MK}}/{{clr|OD|OD}} Tatsu, {{clr|L|LP Hashogeki}}, any Super |
| * Punish Counter only: {{clr|H|HK Tatsu}}, {{clr|M|MK}}/{{clr|10|OD}} High Blade Kick, {{clr|M|MP}}/{{clr|10|OD}} Hashogeki, {{clr|10|OD Denjin Hashogeki}} | | * Punish Counter only: {{clr|H|HK Tatsu}}, {{clr|M|MK}}/{{clr|OD|OD}} High Blade Kick, {{clr|M|MP}}/{{clr|OD|OD}} Hashogeki, {{clr|OD|OD Denjin Hashogeki}} |
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| The Punish Counter conversion into {{clr|10|OD High Blade Kick}} or {{clr|10|OD Denjin Hashogeki}} are particularly noteworthy due to the high damage potential afterwards. | | The Punish Counter conversion into {{clr|OD|OD High Blade Kick}} or {{clr|OD|OD Denjin Hashogeki}} are particularly noteworthy due to the high damage potential afterwards. |
| }} | | }} |
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| * Front leg hurtbox is raised on frames 4-11 | | * Front leg hurtbox is raised on frames 4-11 |
| <br> | | <br> |
| A solid mid-range poke that can go over some lows with its raised hurtbox. Generally mediocre reward, but can link into {{clr|10|SA1}} on a successful whiff punish. | | A solid mid-range poke that can go over some lows with its raised hurtbox. Generally mediocre reward, but can link into {{clr|SA|SA1}} on a successful whiff punish. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hk}} |
| * Punish Counter: KD +84 Crumple ({{sf6-adv|VP|+11}} before becoming airborne) | | * {{clr|PC|Punish Counter}}: KD +84 Crumple ({{sf6-adv|VP|+11}} before becoming airborne) |
| * Puts airborne opponents into {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Whiffs on crouching opponents (unless they extend an upwards hurtbox) | | * Whiffs on crouching opponents (unless they extend an upwards hurtbox) |
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| * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 11f | | * '''Cancel Hitconfirm Window:''' 11f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} 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...) |
| * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | * Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| A fast light normal similar to {{clr|L|5LP}}; in comparison, {{clr|L|2LP}} has less range and fewer active frames. It is also slightly worse than {{clr|L|5LP}} when chaining against {{clr|4|Drive Impact}} armor. Its only real advantage is that it has slightly less pushback, which could affect Ryu's follow-ups at some specific ranges. Since Ryu is crouching during the animation, it could also cause certain attacks to whiff, such as Guile attempting a meaty {{clr|H|6HP}} on your wakeup. | | A fast light normal similar to {{clr|L|5LP}}; in comparison, {{clr|L|2LP}} has less range and fewer active frames. It is also slightly worse than {{clr|L|5LP}} when chaining against {{clr|DR|Drive Impact}} armor. Its only real advantage is that it has slightly less pushback, which could affect Ryu's follow-ups at some specific ranges. Since Ryu is crouching during the animation, it could also cause certain attacks to whiff, such as Guile attempting a meaty {{clr|H|6HP}} on your wakeup. |
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| Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|4|Drive Rush}} light, this chain can be up to 4 hits. | | Works in any 3-light confirm regardless of what order the buttons are chained; when starting with a {{clr|DR|Drive Rush}} light, this chain can be up to 4 hits. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|ryu_2mp}} | | {{AttackDataCargo-SF6/Query|ryu_2mp}} |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * Topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air | | * Topmost hurtbox on frames 1-9 is vulnerable only to aerial attacks, preventing its use as an anti-air |
| <br> | | <br> |
| Decent button for applying pressure. Links into {{clr|L|5LK}} consistently, and is a great button to use after {{clr|4|Drive Rush}} for frame advantage on block. Due to its fast speed and disjoint, it's a useful button for checking an opponent's raw {{clr|4|Drive Rush}}. | | Decent button for applying pressure. Links into {{clr|L|5LK}} consistently, and is a great button to use after {{clr|DR|Drive Rush}} for frame advantage on block. Due to its fast speed and disjoint, it's a useful button for checking an opponent's raw {{clr|DR|Drive Rush}}. |
| }} | | }} |
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| * Active frames 2-5 have 5f less hitstun (can be punishable if used as a meaty) | | * Active frames 2-5 have 5f less hitstun (can be punishable if used as a meaty) |
| * '''Cancel Hitconfirm Window:''' 18f (only 1st active frame is cancelable) | | * '''Cancel Hitconfirm Window:''' 18f (only 1st active frame is cancelable) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|DR|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 {{clr|M|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 {{clr|M|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 |
| ** Special/{{clr|4|DR}} cancel is delayed until after active frames | | ** Special/{{clr|DR|DR}} cancel is delayed until after active frames |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+11}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|DR|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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| Some particularly useful cancel routes are: | | Some particularly useful cancel routes are: |
| * 236P - low risk, low reward poking tool; vulnerable to {{clr|4|Drive Impact}} if too predictable | | * 236P - low risk, low reward poking tool; vulnerable to {{clr|DR|Drive Impact}} if too predictable |
| * {{clr|M|236MK}} - relatively safe at max range (depending on opponent's punish tools) and good knockdown ender | | * {{clr|M|236MK}} - relatively safe at max range (depending on opponent's punish tools) and good knockdown ender |
| * {{clr|H|Denjin 214HP}} - rewarding on hit and great advantage on block; interruptible unless starting with {{clr|4|Drive Rush}}, but not on reaction | | * {{clr|H|Denjin 214HP}} - rewarding on hit and great advantage on block; interruptible unless starting with {{clr|DR|Drive Rush}}, but not on reaction |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2hk}} | | {{AttackDataCargo-SF6/Query|ryu_2hk}} |
| * Counter-hit/Punish Counter: HKD +47 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +47 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential; not a Hard Knockdown when juggled into |
| * On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing) | | * On block, plays out a fixed 29f recovery (cannot be made safer with meaty timing) |
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| * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage applies to both hits |
| <br> | | <br> |
| 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. | | A fast overhead that allows follow-up combos when used after {{clr|DR|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. |
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| 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. | | While Ryu is {{sf6-adv|P|+3}} when the opponent blocks {{clr|DR|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. |
| }} | | }} |
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| 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. | | 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. |
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| 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. | | 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|DR|DR~}}{{clr|H|6HP}} at point blank, Ryu can microwalk for a throw that beats 4f normals, but the timing is very strict. |
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| 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. | | 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|DR|Drive Impact}}, however, so it shouldn't be overly relied upon. |
| }} | | }} |
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| * () refers to hit/block recovery on 1st active frame only | | * () refers to hit/block recovery on 1st active frame only |
| * '''Cancel Hitconfirm Window:''' 17f (1st active frame only) | | * '''Cancel Hitconfirm Window:''' 17f (1st active frame only) |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+20}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|DR|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 making it finicky in combos without {{clr|4|Drive Rush}} momentum. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like {{clr|10|OD Hadoken/Hashogeki}}. | | Ryu's fastest heavy normal, but has fairly short range making it finicky in combos without {{clr|DR|Drive Rush}} momentum. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like {{clr|OD|OD Hadoken/Hashogeki}}. |
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| Can be used as an anti-air, but the hitbox makes it a little inconsistent against strong air normals; stick with {{clr|H|2HP}} for a more reliable normal. | | Can be used as an anti-air, but the hitbox makes it a little inconsistent against strong air normals; stick with {{clr|H|2HP}} for a more reliable normal. |
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| {{AttackDataCargo-SF6/Query|ryu_6hk}} | | {{AttackDataCargo-SF6/Query|ryu_6hk}} |
| * '''Low Crush''' 13-20f (not airborne) | | * '''Low Crush''' 13-20f (not airborne) |
| * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) | | * '''Cancel Hitconfirm Window:''' 19f ({{clr|OD|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}}. | | 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|OD|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}}. |
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| 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. | | 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. |
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| * 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) |
| * '''{{clr|4|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 | | * '''{{clr|DR|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 {{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. |
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| A relatively weak target combo, but it's easier to confirm from {{clr|M|5MP}} than a special move. Also has some utility near max {{clr|M|5MP}} range where other follow-ups can whiff. However, the {{clr|L|LK}} can whiff if {{clr|M|5MP}} hits on an extended limb hurtbox. | | A relatively weak target combo, but it's easier to confirm from {{clr|M|5MP}} than a special move. Also has some utility near max {{clr|M|5MP}} range where other follow-ups can whiff. However, the {{clr|L|LK}} can whiff if {{clr|M|5MP}} hits on an extended limb hurtbox. |
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| At close range, Ryu is punishable after {{clr|M|5MP}}~{{clr|L|LK}}, but it's fairly easy to space safely against most characters. For example, about half the cast cannot punish the blocked sequence {{clr|4|DR~}}{{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|L|LK}} with their 4f normal, and the sequence {{clr|H|6HP}}, {{clr|M|5MP}}~{{clr|L|LK}} cannot be punished by anyone. Opponents unaware of this fact can be baited into a spacing trap as they whiff their attempted punish. | | At close range, Ryu is punishable after {{clr|M|5MP}}~{{clr|L|LK}}, but it's fairly easy to space safely against most characters. For example, about half the cast cannot punish the blocked sequence {{clr|DR|DR~}}{{clr|M|5MP}}, {{clr|M|5MP}}~{{clr|L|LK}} with their 4f normal, and the sequence {{clr|H|6HP}}, {{clr|M|5MP}}~{{clr|L|LK}} cannot be punished by anyone. Opponents unaware of this fact can be baited into a spacing trap as they whiff their attempted punish. |
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| On hit, the {{clr|H|HK}} ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. | | On hit, the {{clr|H|HK}} ender can be canceled in order to stock a Denjin Charge; doing so sacrifices oki unless Ryu is in the corner. If blocked, the charge will not come out. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_lplk}} | | {{AttackDataCargo-SF6/Query|ryu_lplk}} |
| * Punish Counter: HKD +17 | | * {{clr|PC|Punish Counter}}: HKD +17 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| Ryu has a great corner throw loop that requires no additional movement. Whiffing {{clr|L|5LP}} will auto-time the next throw, or it can be manually timed to avoid giving the opponent something to react to. Manual timing also allows Ryu to walk back to threaten a shimmy. | | Ryu has a great corner throw loop that requires no additional movement. Whiffing {{clr|L|5LP}} will auto-time the next throw, or it can be manually timed to avoid giving the opponent something to react to. Manual timing also allows Ryu to walk back to threaten a shimmy. |
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| Midscreen, Ryu can chase the opponent with an auto-timed {{clr|4|Drive Rush}} into {{clr|M|5MP}}/{{clr|M|2MP}}, leaving him {{sf6-adv|VP|+4~5}} on block and allowing a link to {{clr|H|5HP}} on hit. He can also slightly delay a {{clr|L|5LP}} to set up a frame trap or tick throw. Opponents who respect these options or attempt to Perfect Parry can be conditioned to eat a follow-up throw instead. | | Midscreen, Ryu can chase the opponent with an auto-timed {{clr|DR|Drive Rush}} into {{clr|M|5MP}}/{{clr|M|2MP}}, leaving him {{sf6-adv|VP|+4~5}} on block and allowing a link to {{clr|H|5HP}} on hit. He can also slightly delay a {{clr|L|5LP}} to set up a frame trap or tick throw. Opponents who respect these options or attempt to Perfect Parry can be conditioned to eat a follow-up throw instead. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|ryu_4lplk}} | | {{AttackDataCargo-SF6/Query|ryu_4lplk}} |
| * Side switch | | * Side switch |
| * Punish Counter: HKD +11 | | * {{clr|PC|Punish Counter}}: HKD +11 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
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| * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling | | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| * Combos when canceled from {{clr|H|5HP}}/{{clr|H|2HP}}/{{clr|H|4HP}} or Punish Counter {{clr|H|4HK (2nd)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) | | * Combos when canceled from {{clr|H|5HP}}/{{clr|H|2HP}}/{{clr|H|4HP}} or Punish Counter {{clr|H|4HK (2nd)}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) | | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes | | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo | | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|5HP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|H|4HK (2nd)}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|H|4HK (2nd)}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|DR|DR~}}{{clr|M|2MP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|4|DR~}}{{clr|H|4HP}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|DR|DR~}}{{clr|H|4HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| ** Can also be performed from whiffed cancelable light normals | | ** Can also be performed from whiffed cancelable light normals |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation | | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| * The first 15 recovery frames are cancelable into any attack | | * The first 15 recovery frames are cancelable into any attack |
| * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) | | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties | | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
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| Distance: | | Distance: |
| * 0.525 (min, cancel into immediate Throw) | | * 0.525 (min, cancel into immediate Throw) |
| * 1.878 (min, earliest blocking/movement frame) | | * 1.878 (min, earliest blocking/movement frame) |
| * 3.628 (max, final {{clr|4|DR}} frame) | | * 3.628 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_22p}} | | {{AttackDataCargo-SF6/Query|ryu_22p}} |
| * Charges up the next [[#Hadoken (Denjin 236HP)|{{clr|H|HP}}/{{clr|10|OD}} Hadoken]], [[#Hashogeki (Denjin 214HP)|{{clr|H|HP}}/{{clr|10|OD}} Hashogeki]], [[#Level 1 Super (236236P)|{{clr|10|SA1}}]], or [[#Level 2 Super (214214P)|{{clr|10|SA2}}]] into a more powerful Denjin version | | * Charges up the next [[#Hadoken (Denjin 236HP)|{{clr|H|HP}}/{{clr|OD|OD}} Hadoken]], [[#Hashogeki (Denjin 214HP)|{{clr|H|HP}}/{{clr|OD|OD}} Hashogeki]], [[#Level 1 Super (236236P)|{{clr|SA|SA1}}]], or [[#Level 2 Super (214214P)|{{clr|SA|SA2}}]] into a more powerful Denjin version |
| * Increases damage, and may change frame advantage, knockdown advantage, or number of hits | | * Increases damage, and may change frame advantage, knockdown advantage, or number of hits |
| * Can be performed after {{clr|H|5HK}}~{{clr|H|HP}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} by inputting 2P on hit only | | * Can be performed after {{clr|H|5HK}}~{{clr|H|HP}} or {{clr|M|5MP}}~{{clr|L|LK}}~{{clr|H|HK}} by inputting 2P on hit only |
| * Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds | | * Can only store 1 Denjin stock at a time, and is depleted after use; does not persist between rounds |
| <br> | | <br> |
| Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be weary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as {{clr|10|OD Denjin Charge Hadoken}}, {{clr|10|OD Tatsu}}, or {{clr|H|HK High Blade Kick}}. It's usually safe against midscreen {{clr|M|MK High Blade Kick}} too. | | Ryu's Denjin install is an important part of his fireball game, but it's risky to charge it up in neutral unless you're at full screen. You can also make the opponent block a slow, long range fireball to get a semi-safe charge, but be weary of fast long range Supers that could punish this. There are also some knockdowns that make it easy to safely charge up, such as {{clr|OD|OD Denjin Charge Hadoken}}, {{clr|OD|OD Tatsu}}, or {{clr|H|HK High Blade Kick}}. It's usually safe against midscreen {{clr|M|MK High Blade Kick}} too. |
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| Both of Ryu's Target Combos give him the option to end in a Denjin Charge on hit with a different input (2P). This sacrifices any possible midscreen oki, but in the corner he can gain the Denjin stock while still maintaining his offense. | | Both of Ryu's Target Combos give him the option to end in a Denjin Charge on hit with a different input (2P). This sacrifices any possible midscreen oki, but in the corner he can gain the Denjin stock while still maintaining his offense. |
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| {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. | | {{clr|H|HP Hadoken}} is the fastest meterless version and the most unsafe on block if too close to the opponent. It is best used at longer ranges to prevent the opponent from walking forward, or to prevent an install move like Jamie's Drink or Kimberly's Spraycan reload. This version turns into {{clr|H|Denjin Hadoken}} when Ryu has a stock. |
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| {{clr|10|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The knockdown time lets Ryu perform a Denjin Charge, and in the corner he can juggle into {{clr|10|SA1}} on reaction. He can also {{clr|4|Drive Rush}} into a juggled normal against cornered opponents when starting from about 1/3 to 1/2 screen away. Unlike his other fireballs, Ryu is allowed to use {{clr|10|SA1}} when {{clr|10|OD Hadoken}} is still on the screen. | | {{clr|OD|OD Hadoken}} is fast and higher priority, making it an important tool against other zoners. The knockdown time lets Ryu perform a Denjin Charge, and in the corner he can juggle into {{clr|SA|SA1}} on reaction. He can also {{clr|DR|Drive Rush}} into a juggled normal against cornered opponents when starting from about 1/3 to 1/2 screen away. Unlike his other fireballs, Ryu is allowed to use {{clr|SA|SA1}} when {{clr|OD|OD Hadoken}} is still on the screen. |
| }} | | }} |
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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) |
| <br> | | <br> |
| Hadoken gains an extra hit and becomes very fast when using {{clr|H|236HP}} or {{clr|10|236PP}} with a Denjin stock; using the {{clr|L|LP}} and {{clr|M|MP}} version lets Ryu preserve his stock while continuing to zone with projectiles. Denjin Hadoken is very hard to react to in neutral, and is great for winning fireball wars; however, the Denjin enhancement does not change how projectile priority works, so the meterless version loses to any {{clr|10|OD}} projectile and the {{clr|10|OD}} version loses to any {{clr|10|Super}} projectile. | | Hadoken gains an extra hit and becomes very fast when using {{clr|H|236HP}} or {{clr|OD|236PP}} with a Denjin stock; using the {{clr|L|LP}} and {{clr|M|MP}} version lets Ryu preserve his stock while continuing to zone with projectiles. Denjin Hadoken is very hard to react to in neutral, and is great for winning fireball wars; however, the Denjin enhancement does not change how projectile priority works, so the meterless version loses to any {{clr|OD|OD}} projectile and the {{clr|OD|OD}} version loses to any {{clr|SA|Super}} projectile. |
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| On hit, Denjin Hadoken has enough knockdown advantage to charge up another Denjin stock, and in the corner Ryu can juggle into {{clr|10|SA1}} on reaction. | | On hit, Denjin Hadoken has enough knockdown advantage to charge up another Denjin stock, and in the corner Ryu can juggle into {{clr|SA|SA1}} on reaction. |
| }} | | }} |
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| * Reduced damage on active frames 4-10 (high anti-air connect) | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|10|SA3}} starter: 40% total scaling) | | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623mp}} | | {{AttackDataCargo-SF6/Query|ryu_623mp}} |
| * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f ({{FKD}} state) |
| * Reduced damage on active frames 4-10 (high anti-air connect) | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f (Super) | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|10|SA3}} starter: 40% total scaling) | | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623hp}} | | {{AttackDataCargo-SF6/Query|ryu_623hp}} |
| * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f ({{FKD}} state) | | * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f ({{FKD}} state) |
| * Reduced damage on active frames 3-10 (high anti-air connect) | | * Reduced damage on active frames 3-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 22f (Super) | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|10|SA3}} starter: 40% total scaling) | | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|SA|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623pp}} | | {{AttackDataCargo-SF6/Query|ryu_623pp}} |
| * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f ({{FKD}} state) | | * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f ({{FKD}} state) |
| * Ryu's primary invincible reversal option | | * Ryu's primary invincible reversal option |
| <br> | | <br> |
| As always, Shoryuken is a great anti-air special and the {{clr|10|OD}} version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into {{clr|10|SA3}}. It cannot anti-air cross-ups, so if the opponent is too close Ryu will have to walk forward and input a cross-cut Shoryuken in the opposite direction (6321P input). All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. | | As always, Shoryuken is a great anti-air special and the {{clr|OD|OD}} version has a lot of invincibility to blow through the opponent's attacks. It's best to use as late as possible against jumping opponents, or else it will have its damage reduced and will no longer be cancelable into {{clr|SA|SA3}}. It cannot anti-air cross-ups, so if the opponent is too close Ryu will have to walk forward and input a cross-cut Shoryuken in the opposite direction (6321P input). All versions have good juggle potential, which helps squeeze out extra damage from Ryu's many corner juggle situations. |
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| The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into {{clr|10|SA3}}. It does not affect any other combo route ending in Shoryuken > {{clr|10|SA3}}, however. | | The extra damage scaling on Shoryuken severely weakens the anti-air damage when canceled directly into {{clr|SA|SA3}}. It does not affect any other combo route ending in Shoryuken > {{clr|SA|SA3}}, however. |
| }} | | }} |
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| Both the {{clr|M|MK}} and {{clr|H|HK}} versions can be used predictively against most projectiles due to the lower body invincibility, and they also get better frame advantage when the later hits connect as opposed to the first hit. | | Both the {{clr|M|MK}} and {{clr|H|HK}} versions can be used predictively against most projectiles due to the lower body invincibility, and they also get better frame advantage when the later hits connect as opposed to the first hit. |
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| {{clr|10|OD Tatsu}} is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. Using this version against an already airborne opponent is less effective because it uses up a significant amount of juggle points, which severely limits Ryu's follow-up options. | | {{clr|OD|OD Tatsu}} is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. Using this version against an already airborne opponent is less effective because it uses up a significant amount of juggle points, which severely limits Ryu's follow-up options. |
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| Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. {{clr|L|5LP}} cannot naturally combo into {{clr|M|MK}}/{{clr|H|HK}} Tatsu, and {{clr|L|2LP}}/{{clr|L|5LK}} cannot naturally combo into {{clr|H|HK Tatsu}} outside of a Punish Counter scenario. | | Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. {{clr|L|5LP}} cannot naturally combo into {{clr|M|MK}}/{{clr|H|HK}} Tatsu, and {{clr|L|2LP}}/{{clr|L|5LK}} cannot naturally combo into {{clr|H|HK Tatsu}} outside of a Punish Counter scenario. |
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| * {{FKD}} state until landing; the last 11f of landing recovery is in a crouching state | | * {{FKD}} state until landing; the last 11f of landing recovery is in a crouching state |
| * Can hit Cross-up | | * Can hit Cross-up |
| * Puts opponent into {{sf6-jug|limited juggle}} state ({{clr|H|2HK}} and {{clr|10|SA1}} are most consistent follow-ups) | | * Puts opponent into {{sf6-jug|limited juggle}} state ({{clr|H|2HK}} and {{clr|SA|SA1}} are most consistent follow-ups) |
| * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|ryu_j214kk}} | | {{AttackDataCargo-SF6/Query|ryu_j214kk}} |
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| The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least {{sf6-adv|P|+3}} on block, although most players will instinctively stand block when they see a jump. | | The meterless versions of Air Tatsu are not affected by which button strength is used. The timing to connect it on a grounded opponent is a little strict and can whiff if mistimed; the frame advantage also varies significantly depending on the exact timing. If the opponent crouch blocks it will always be at least {{sf6-adv|P|+3}} on block, although most players will instinctively stand block when they see a jump. |
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| Cancels from air-to-air {{clr|M|j.MP}} if Ryu jumps forward, which is especially useful for {{clr|10|OD Air Tatsu}} since it can lead to a strong juggles near the corner. | | Cancels from air-to-air {{clr|M|j.MP}} if Ryu jumps forward, which is especially useful for {{clr|OD|OD Air Tatsu}} since it can lead to a strong juggles near the corner. |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 25f (Super) | | * '''Cancel Hitconfirm Window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hk}} | | {{AttackDataCargo-SF6/Query|ryu_236hk}} |
| * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle {{clr|L|623LP}}/{{clr|10|SA3}} in corner | | * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle {{clr|L|623LP}}/{{clr|SA|SA3}} in corner |
| * Punish Counter: KD +95 (OTG Tumble state) | | * {{clr|PC|Punish Counter}}: KD +95 (OTG Tumble state) |
| * '''Cancel Hitconfirm Window:''' 30f (Super) | | * '''Cancel Hitconfirm Window:''' 30f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236kk}} | | {{AttackDataCargo-SF6/Query|ryu_236kk}} |
| * Wall Bounces opponent on hit for a {{sf6-jug|limited juggle}} state | | * Wall Bounces opponent on hit for a {{sf6-jug|limited juggle}} state |
| * Gives enough time to charge {{clr|10|SA2}} when canceled (depending on screen position) | | * Gives enough time to charge {{clr|SA|SA2}} when canceled (depending on screen position) |
| * '''Cancel Hitconfirm Window:''' 27f (Super) | | * '''Cancel Hitconfirm Window:''' 27f (Super) |
| * Applies an extra 5% damage scaling to next attack when comboed into | | * Applies an extra 5% damage scaling to next attack when comboed into |
| <br> | | <br> |
| High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a combo and juggle ender due to its high juggle potential, great oki, and consistent cancel into {{clr|10|SA3}}. | | High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a combo and juggle ender due to its high juggle potential, great oki, and consistent cancel into {{clr|SA|SA3}}. |
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| The {{clr|L|LK}} version is a quick combo ender that sets up an auto-timed safe jump in the corner against grounded opponents. It combos naturally from both {{clr|L|2LP}} and {{clr|L|5LK}}, making it a great ender for light strings. It has fewer active frames than other versions, making it hard to space safely in neutral against most characters. | | The {{clr|L|LK}} version is a quick combo ender that sets up an auto-timed safe jump in the corner against grounded opponents. It combos naturally from both {{clr|L|2LP}} and {{clr|L|5LK}}, making it a great ender for light strings. It has fewer active frames than other versions, making it hard to space safely in neutral against most characters. |
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| The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. It is great for harassing the opponent's Drive gauge unless they have an unusually fast and long-range punish option. It combos from all medium normals, as well as Punish Counter {{clr|L|5LK}}/{{clr|L|2LP}}. | | The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. It is great for harassing the opponent's Drive gauge unless they have an unusually fast and long-range punish option. It combos from all medium normals, as well as Punish Counter {{clr|L|5LK}}/{{clr|L|2LP}}. |
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| The {{clr|H|HK}} version is very slow, but the high pushback makes it much safer than other versions. Only {{clr|H|4HP}} can naturally combo into it; other buttons require {{clr|4|Drive Rush}}, Punish Counter, or juggle routes to combo successfully. Juggling into {{clr|H|236HK}} (e.g. {{clr|H|214HP}}, {{clr|4|DR~}}{{clr|H|5HP}} > {{clr|H|236HK}}) usually leaves the opponent at +42, setting up an auto-timed corner safe jump. Be careful when throwing this out in neutral, as the opponent can react with {{clr|4|Drive Impact}} unless you cancel into {{clr|10|SA3}} on reaction. | | The {{clr|H|HK}} version is very slow, but the high pushback makes it much safer than other versions. Only {{clr|H|4HP}} can naturally combo into it; other buttons require {{clr|DR|Drive Rush}}, Punish Counter, or juggle routes to combo successfully. Juggling into {{clr|H|236HK}} (e.g. {{clr|H|214HP}}, {{clr|DR|DR~}}{{clr|H|5HP}} > {{clr|H|236HK}}) usually leaves the opponent at +42, setting up an auto-timed corner safe jump. Be careful when throwing this out in neutral, as the opponent can react with {{clr|DR|Drive Impact}} unless you cancel into {{clr|SA|SA3}} on reaction. |
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| {{clr|10|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 {{clr|10|SA2}} when canceled (although the release must be manually timed). The {{clr|10|OD}} version can be comboed into from medium attacks or from a Punish Counter {{clr|L|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, {{clr|10|OD Tatsu}} is preferred. | | {{clr|OD|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 {{clr|SA|SA2}} when canceled (although the release must be manually timed). The {{clr|OD|OD}} version can be comboed into from medium attacks or from a Punish Counter {{clr|L|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, {{clr|OD|OD Tatsu}} is preferred. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214lp}} | | {{AttackDataCargo-SF6/Query|ryu_214lp}} |
| * Counter-hit/Punish Counter: KD +59 (spinning {{sf6-jug|limited juggle}} state) | | * {{clr|PC|Counter-hit/Punish Counter}}: KD +59 (spinning {{sf6-jug|limited juggle}} state) |
| * Increased pushback on block vs. opponents in Burnout | | * Increased pushback on block vs. opponents in Burnout |
| * '''Cancel Hitconfirm Window:''' 24f (Super) | | * '''Cancel Hitconfirm Window:''' 24f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214mp}} | | {{AttackDataCargo-SF6/Query|ryu_214mp}} |
| * Counter-hit/Punish Counter: KD +58 (spinning {{sf6-jug|limited juggle}} state) | | * {{clr|PC|Counter-hit/Punish Counter}}: KD +58 (spinning {{sf6-jug|limited juggle}} state) |
| * '''Cancel Hitconfirm Window:''' 23f (Super) | | * '''Cancel Hitconfirm Window:''' 23f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214hp}} | | {{AttackDataCargo-SF6/Query|ryu_214hp}} |
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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) |
| <br> | | <br> |
| All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the {{clr|10|OD}} version will completely destroy meterless fireballs just like any other {{clr|10|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. | | All versions of Hashogeki have a strike hitbox, but can also nullify a 1-hit projectile of equal priority; the {{clr|OD|OD}} version will completely destroy meterless fireballs just like any other {{clr|OD|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 {{clr|L|LP}} and {{clr|M|MP}} versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with {{clr|10|236KK}} or {{clr|10|214KK}}, then following up with a juggled {{clr|4|Drive Rush}} normal into 214P. On a grounded hit, the opponent is left standing after the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|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 {{clr|L|LP}} and {{clr|M|MP}} versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with {{clr|OD|236KK}} or {{clr|OD|214KK}}, then following up with a juggled {{clr|DR|Drive Rush}} normal into 214P. On a grounded hit, the opponent is left standing after the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|OD|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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| {{clr|L|214LP}} has short range and low pushback but is safe; {{clr|M|214MP}} is technically unsafe but the spacing often makes it more difficult to punish. With specific setups, the {{clr|L|LP}}/{{clr|M|MP}} versions are useful as meaty tools on the opponent's wakeup. | | {{clr|L|214LP}} has short range and low pushback but is safe; {{clr|M|214MP}} is technically unsafe but the spacing often makes it more difficult to punish. With specific setups, the {{clr|L|LP}}/{{clr|M|MP}} versions are useful as meaty tools on the opponent's wakeup. |
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| The following are some common blockstring gaps; all examples assume Ryu cancels at the fastest possible timing, though a longer gap can be created by delaying the cancel: | | The following are some common blockstring gaps; all examples assume Ryu cancels at the fastest possible timing, though a longer gap can be created by delaying the cancel: |
| * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} | | * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|214PP}} | | * 2f gap: {{clr|M|2MP}} > {{clr|OD|214PP}} |
| * 3f gap: {{clr|L|5LK}}/{{clr|L|2LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|10|214PP}} | | * 3f gap: {{clr|L|5LK}}/{{clr|L|2LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|OD|214PP}} |
| * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} | | * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} |
| }} | | }} |
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| * '''Cancel Hitconfirm Window:''' 22f (Super) | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| <br> | | <br> |
| The Denjin version of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is only used when using the {{clr|H|HP}} version of a regular Hashogeki while having Denjin, the {{clr|L|LP}} and {{clr|M|MP}} versions will be unchanged. Just like the standard version, it is a strike hitbox with projectile-nullifying properties, but now the meterless Hashogeki can dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The {{clr|10|OD}} version surprisingly does not gain an additional hit, but is still very rewarding to land due to its high damage and crumple state. | | The Denjin version of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is only used when using the {{clr|H|HP}} version of a regular Hashogeki while having Denjin, the {{clr|L|LP}} and {{clr|M|MP}} versions will be unchanged. Just like the standard version, it is a strike hitbox with projectile-nullifying properties, but now the meterless Hashogeki can dissipate 2-hit meterless projectiles like Denjin Hadoken or Sonic Cross. The {{clr|OD|OD}} version surprisingly does not gain an additional hit, but is still very rewarding to land due to its high damage and crumple state. |
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| Despite usually forming a true blockstring, you can delay cancel {{clr|H|5HP}} to {{clr|10|Denjin 214P}} on block creating a frametrap. | | Despite usually forming a true blockstring, you can delay cancel {{clr|H|5HP}} to {{clr|OD|Denjin 214P}} on block creating a frametrap. |
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| There are some blockstrings that can create frame traps on block: | | There are some blockstrings that can create frame traps on block: |
| * 1f gap: {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|10|Denjin 214PP}}, {{clr|H|4HK (2nd)}} > {{clr|H|Denjin 214HP}} | | * 1f gap: {{clr|DR|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|OD|Denjin 214PP}}, {{clr|H|4HK (2nd)}} > {{clr|H|Denjin 214HP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} | | * 2f gap: {{clr|M|2MP}} > {{clr|OD|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} |
| * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}}, {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|H|Denjin 214HP}} | | * 3f gap: {{clr|H|4HP}} > {{clr|OD|Denjin 214PP}}, {{clr|DR|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|H|Denjin 214HP}} |
| }} | | }} |
| <br> | | <br> |
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| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| <br> | | <br> |
| 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 {{clr|10|Level 1 Supers}}. This Super can be performed even when an {{clr|10|OD Hadoken}} is on the screen, which improves Ryu's juggle routes and can also let him punish opponents jumping over fireballs at certain ranges. | | 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 {{clr|SA|Level 1 Supers}}. This Super can be performed even when an {{clr|OD|OD Hadoken}} is on the screen, which improves Ryu's juggle routes and can also let him punish opponents jumping over fireballs at certain ranges. |
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| If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. There is no way to preserve the Denjin stock while using this Super, unlike with regular Hadoken. | | If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. There is no way to preserve the Denjin stock while using this Super, unlike with regular Hadoken. |
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| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
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| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
| }} | | }} |
| |-| | | |-| |
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| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
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| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
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| Some things that combo into Level 2 charge are {{clr|H|4HP}} and {{clr|10|OD Hashogeki (non-Denjin)}}. | | Some things that combo into Level 2 charge are {{clr|H|4HP}} and {{clr|OD|OD Hashogeki (non-Denjin)}}. |
| }} | | }} |
| |-| | | |-| |
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| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * Button must be held for 36f after the Super freeze | | * Button must be held for 36f after the Super freeze |
| * Gives a tumbling OTG knockdown that can be followed up with a raw {{clr|4|Drive Rush}} combo | | * Gives a tumbling OTG knockdown that can be followed up with a raw {{clr|DR|Drive Rush}} combo |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. | | A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Unlike the original Hashogeki, this Super cannot clash with projectiles. Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. |
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| The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. | | The Denjin Charge version of each level consumes 1 stock and deals 400 extra damage on hit (but again, no extra Chip). There is no way to preserve the Denjin stock while using this Super, unlike with regular Hashogeki. |
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| While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|10|SA1}} or {{clr|10|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. | | While this Super has some invincibility, the slower startup makes it a poor option compared to {{clr|SA|SA1}} or {{clr|SA|SA3}}. If attempting this, be aware that holding the button results in 3f less invincibility. |
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| Some things that can combo into Level 3 charge are {{clr|10|OD High Blade Kick}} and {{clr|10|OD Denjin Hashogeki}}. The pushback on block is extremely high on this version, and may require the opponent to hold Parry and use a {{clr|4|Drive Rush}} punish starter if blocked. | | Some things that can combo into Level 3 charge are {{clr|OD|OD High Blade Kick}} and {{clr|OD|OD Denjin Hashogeki}}. The pushback on block is extremely high on this version, and may require the opponent to hold Parry and use a {{clr|DR|Drive Rush}} punish starter if blocked. |
| }} | | }} |
| </tabber> | | </tabber> |
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| A satisfyingly powerful and invincible uppercut Super that works well as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes. | | A satisfyingly powerful and invincible uppercut Super that works well as a reversal, juggle ender, or anti-air. The range is quite short, so despite the incredibly fast 5f startup it has limited utility as a punish tool. This also causes it to whiff in some specific midscreen cancel routes. |
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| {{clr|10|SA3}} cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into {{clr|10|SA3}} as an anti-air causes Ryu to incur significant damage scaling, making it weaker than a raw {{clr|10|SA3}} (but generally more consistent to land). Ryu can lose a bit of damage if the opponent is juggled high enough to skip the cinematic; note that after {{clr|H|HP Shoryuken}}, the startup is faster to prevent this non-cinematic hit and to ensure it juggles properly midscreen. | | {{clr|SA|SA3}} cannot anti-air cross-ups, and the forward movement on startup can cause it to whiff under close jumps. Canceling a Shoryuken into {{clr|SA|SA3}} as an anti-air causes Ryu to incur significant damage scaling, making it weaker than a raw {{clr|SA|SA3}} (but generally more consistent to land). Ryu can lose a bit of damage if the opponent is juggled high enough to skip the cinematic; note that after {{clr|H|HP Shoryuken}}, the startup is faster to prevent this non-cinematic hit and to ensure it juggles properly midscreen. |
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| If the opponent chooses to stand block this Super (especially with a tall characters), they will take a little extra blockstun and Burnout chip damage since more hits connect on the way up. However, these hits do not deal additional Drive damage on block, so it's mostly irrelevant outside of Burnout. Because {{clr|10|SA3}} hits at least 3 times on block, the first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ryu uses a blockstring into {{clr|10|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. Drive Reversal will give them a full punish as Ryu whiffs over them, so it's risky to attempt this chip-out gimmick. | | If the opponent chooses to stand block this Super (especially with a tall characters), they will take a little extra blockstun and Burnout chip damage since more hits connect on the way up. However, these hits do not deal additional Drive damage on block, so it's mostly irrelevant outside of Burnout. Because {{clr|SA|SA3}} hits at least 3 times on block, the first hit can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ryu uses a blockstring into {{clr|SA|SA3}}, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation. Drive Reversal will give them a full punish as Ryu whiffs over them, so it's risky to attempt this chip-out gimmick. |
| }} | | }} |
| <br> | | <br> |