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| == ADVANCED/NICHE COMBOS == | | == ADVANCED/NICHE COMBOS == |
| <tabber> | | <tabber> |
| |-|Meaty Combos w/Framekills=
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| {{TheoryBox
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| | Title = Meaty Combos w/Framekills
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| | Oneliner = Unique combos from oki setups
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| Ryu gets relatively scant oki compared to other characters (most notably, his offence-oriented counterpart Ken), but many of his knockdowns allow for meaty setups that can open up new combos. The following is a list of common and sometimes rare knockdown situations with descriptions of potential meaty-only combos and secondary uses for said situation (e.g. safejabs, meaty throws).
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| {| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
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| |+ Meaty Combo Routes
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| ! Combo !! Position !! Hit Adv. !! CH Adv. !! Block Adv. !! Notes
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| | ''{{clr|9|2HK}}'', ''dash'', meaty {{clr|9|5HP}} || Anywhere || +8 || +10 || +2 || A setup that is guaranteed after every regular sweep.
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| If you are willing to risk the use of sweep outside of a whiff punish situation (for which, see below), this is a go-to meaty setup that leaves Ryu able to pressure on block as well as combo on hit. The recovery of {{clr|9|5HP}} gives more than enough time to confirm if the opponent was counter-hit, which allows ''{{clr|9|5HP}}'' to link into itself for big damage; otherwise, ''{{clr|9|5HP}}, {{clr|8|2MK}}'' is guaranteed on both regular and counter-hit, in case the opponent is liable to simply jump on wakeup.
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| | ''{{clr|9|2HK}}'', {{clr|4|PDR}}, {{clr|8|6MP}} || Anywhere || +8 || +10 || +4 || A {{clr|4|Parry Drive Rush}} meaty overhead setup after a regular sweep.
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| At the expense of 1 {{drive sf6}}, a meaty {{clr|4|Parry Drive Rush}}-enhanced {{clr|8|6MP}} that will connect on the second hit of the overhead. The input for this is auto-timed: simply do every part of this setup as soon as the input buffer allows. If trying to mix in a low, such as {{clr|8|2MK}}, that will have to be manually-timed from this setup. As an opponent is more likely to reversal if they think you're going to go said high-low mixup, simply hold down-back and Ryu will enter block just before the opponent wakes up, allowing a block/delay tech to catch the opponent's reversals or throw attempts out of wakeup. ''NOTE: meaty Solar Plexus Strike ({{clr|9|5HP}}) is also possible here and is +7 on block, allowing frametraps with {{clr|9|Heavies}}, but is not that rewarding relative to the overhead/low/bait mixup''
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| | ''PC {{clr|9|2HK}}'', (whiff {{clr|7|214LP}}, meaty {{clr|9|5HP}}) OR (whiff {{clr|9|5HP}}, meaty {{clr|7|214LP}}) || Anywhere || +7 || +9/Launch || +1 || A setup for after a Punish Counter sweep.
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| If you score a whiff punish with a sweep, you need a different framekill for a similar meaty {{clr|9|5HP}} setup, with the aid of a whiffed {{clr|7|LP Hashogeki}}. Unfortunately, this hits 1 frame less deep into the {{clr|9|5HP}} active frames, giving Ryu less advantage on block and disallowing the ''{{clr|9|5HP}}, {{clr|9|2HP}}'' link, but the ''{{clr|9|5HP}}, {{clr|8|2MP}}'' link is still guaranteed on hit or counter hit.
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| The cheeky part is that if the ''framekill and meaty are reversed'', this allows a meaty {{clr|7|LP Hashogeki}}. Aside from being plus on block and comboable on hit (this time with ''{{clr|7|5LK}} > {{clr|7|LK Donkey Kick}}''), this will also launch on counter-hit, allowing some more elaborate juggle combos with the aid of {{clr|4|Parry Drive Rush}} or a simple juggle into {{clr|8|MK Tatsu}} or {{clr|8|MK Donkey Kick}}.
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| | ''PC {{clr|9|2HK}}'', whiff {{clr|9|6HK}}, meaty {{clr|8|5MP}} || Anywhere || +10 || +12 || +2 || An alternative setup for after a PC sweep.
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| This setup takes advantage of the innate frame advantage of {{clr|8|5MP}} on hit to allow a link to to the 10-frame startup {{clr|9|5HP}} on regular hit or counter-hit. As it hits on the final active frame of {{clr|8|5MP}}, which is normally slightly negative on block, this is +2 on block and makes for a great frame trap into ''CH {{clr|7|5LP}}, {{clr|7|5LK}}.
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| | (''{{clr|7|214LK}}'', whiff {{clr|8|2MP}}) OR (''{{clr|9|623HP}}'', whiff {{clr|7|2LK}}), meaty {{clr|9|5HP}} || Corner || +8 || +10 || +2 || A corner-only setup after any combo that ends in {{clr|7|LK Tatsu}} or {{clr|9|HP Shoryuken}}.
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| As {{clr|7|LK Tatsu}} and {{clr|9|HP Shoryuken}} can both be comboed into from the same {{clr|7|Light}} confirms, it may be more rewarding in the short-term to learn the framekill timing after the latter, more damaging combo ender. This setup does give access to the same meaty {{clr|9|5HP}} timing as after a regular sweep.
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| | ''{{clr|8|214MK}}'', whiff {{clr|7|5LK}}, meaty Throw/{{clr|7|5LP}} || Corner || +17 (throw adv.)/+6 || +17 (throw adv.)/+8 || +17 (throw adv.)/+1 || A corner-only setup for meaty throw/safejab.
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| A very useful setup as it leads into either: a. Ryu's corner throwloop, or b. a safejab that will beat any 9+ frame startup reversal. The latter includes Lily's {{clr|10|Super Art 2}} Thunderbird at the fastest, and slower reversals such as Manon, AKI and Jamie's respective {{clr|10|Super Art 1}}'s and Ed's {{clr|10|OD Psycho Uppercut}} (JP's 8-frame startup {{clr|10|Super Art 1}} will beat it, as an example of what it will not work against). If the opponent otherwise deigns to get hit by the safejab (which may well happen due to attempting to evade the threat of a throwloop), then {{clr|8|2MP}} will always combo after the safejab on regular or counter-hit.
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| | ''{{clr|10|SA1}}'' OR ''Denjin {{clr|10|SA1}}'', ''dash'', meaty {{clr|8|5MP}} || Corner || +9/+10 || +11/+12 || +1/+2 || A corner-only setup following a {{clr|10|Super Art 1}} connect
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| This demonstrates a curious phenomenon with Ryu's {{clr|10|Super Art 1}}: if Ryu has Denjin Charge, {{clr|10|Shinkuu Hadoken}} is buffed to {{clr|10|Denjin Hadoken}}, which does more damage and consumes Ryu's Denjin Charge; this buffed version of {{clr|10|Super Art 1}} gives Ryu ''a single extra frame of advantage'' post-knockdown, which can either interfere with or improve meaty setups. Note that the frame advantage here is measured from a ''grounded'' connect, juggles will increase the respective frame advantage post-knockdown and may lead to the {{clr|8|5MP}} failing to hit, such as after ''{{clr|10|214KK}}, Denjin Charged {{clr|10|Super Art 1}}''.
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| |-|Trade Combos= | | |-|Trade Combos= |
| {{TheoryBox | | {{TheoryBox |
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| |+ Trade Combo Routes | | |+ Trade Combo Routes |
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| ! Trade Setup !! Position !! Adv. (max/min) !! Link into... !! Notes | | !style="width: 10%"| Trade Setup !!style="width: 10%"| Position !!style="width: 10%"| Adv. (max/min) !!style="width: 10%"| Link into... !! Notes |
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| | ''{{clr|7|5LP}}'' > CH {{clr|7|214LP}} !TRADE! || Anywhere || Launch || {{clr|4|PDR}}, {{clr|9|5HP}}, etc. || | | | ''{{clr|7|5LP}}'' > CH {{clr|7|214LP}} !TRADE! || Anywhere || Launch || {{clr|4|PDR}}, {{clr|9|5HP}}, etc. || |
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| | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || | | | ''Something +1/+2/+3 on block'', CH {{clr|7|623LP}}/{{clr|8|623MP}}/{{clr|9|623HP}} (use the respective version for the block advantage) !TRADE! || Anywhere || Launch of varying quality || Followup Combo HIGHLY dependent on position and version of Shoryuken used || |
| It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). | | It isn't the most useful trade but it is fun when it happens. Due to Shoryuken not going airborne until it's later frames, this trade will keep Ryu grounded and allow for a followup combo. The numbers here are adjusted to be against a reversal jab. {{clr|7|Light Shoryuken}}'s trade doesn't lead to much besides a {{clr|8|Medium Tatsu}} or {{clr|10|Shinku Hadoken}} midscreen or a {{clr|9|623HP}} in the corner. On the other hand, {{clr|9|Heavy Shoryuken}} and {{clr|8|Medium Shoryken}} both let you jump for a full {{clr|8|j.MP}} late hit Air Tatsu to {{clr|9|Heavy Shoryuken}} in the corner (with the obvious cancel to {{clr|10|Shin Shoryuken}}). Flex your reads and make friends laugh (or cry). |
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| # Counter-Hit {{clr|7|Light}} | | # Counter-Hit {{clr|7|Light}} |
| # Counter-Hit {{clr|8|Medium}} Hashogeki | | # Counter-Hit {{clr|8|Medium}} Hashogeki |
| Of these juggle types, #3 and #4 are the most limiting and require the tightest links, while #1 and #2 allow for looser timing. As for comboing into them, #2 is the easiest, as Ryu can combo into the Denjin-Charged Hashogeki from his {{clr|8|Medium Punches}}; #1 is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); #3 is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while #4 is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. | | Of these juggle types, ''#3'' and ''#4'' are the most limiting and require the tightest links, while ''#1'' and ''#2'' allow for looser timing. <br> |
| | As for comboing into them, ''#2'' is the easiest to set up, as Ryu can combo into the Denjin-Charged Hashogeki from all of his cancelable {{clr|8|Mediums}}; ''#1'' is the second-easiest, as Ryu can combo into it from PC or {{clr|4|PDR}}-enhanced {{clr|9|4HP}} and {{clr|9|2HP}} (the most reliable time to land these Punish Counters is after a Perfect Parry); ''#3'' is a Counter-Hit from the safe-on-block {{clr|7|LP Hashogeki}} while ''#4'' is a Counter-Hit from the ''punishable'' {{clr|8|MP Hashogeki}}, making them harder to achieve and more risky to go for. <br> |
| The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.'' | | The following is a list of possible follow-ups sorted according to the type of launch. ''NOTE: all damage values for Launch Types #3/#4 use {{clr|7|LP Hashogeki}}, launches from {{clr|8|MP Hashogeki}} will do more damage than is listed.'' |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' > 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) | | | Combo = ''rising {{clr|8|j.MP}}, 2nd Hit'' <br>=> 214K/{{clr|10|214KK}} (''corner only'', {{clr|9|623HP}}/{{clr|10|236236P}}/{{clr|10|236236K}}) |
| | Position = Anywhere/Corner | | | Position = Anywhere/Corner |
| | Damage = 1600/2200/(2720/3500/4800) | | | Damage = 1600 / 2200 / <br>(2720 / 3500 / 4800) |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/1/3 | | | Super = 0/1/3 |
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| |}} | | |}} |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''mid-jump'' {{clr|8|j.MP}}, {{clr|9|623HP}}/{{clr|10|236236K}} | | | Combo = ''mid-jump'', {{clr|8|j.MP}} <br>=> {{clr|9|623HP}}/{{clr|10|236236K}} |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 2100/4700 | | | Damage = 2100 / 4700 |
| | Drive = 0 | | | Drive = 0 |
| | Super = 0/3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Medium}} | | | Difficulty = {{clr|8|Medium}} |
| | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. Depending on the height of the opponent's juggle, they may hit the ground during HP Shoryu's 7-frame startup, so the 5-frame startup {{clr|7|LP Shoryuken}} is possibly a safer meterless option for less damage, or even {{clr|10|SA3}} with a similarly fast-startup for big damage. | | | Notes = A less practical juggle to perform in match as it requires Ryu to be at the peak of his jump height in proximity to the opponent. If you are in this situation, leave the {{clr|8|j.MP}} uncanceled and land, before performing a {{clr|9|HP Shoryuken}}. The 5-frame startup {{clr|7|LP Shoryuken}} is a safer meterless option for when the opponent is too close to the ground, and the 6-frame {{clr|10|SA3}} is a big damage juggle. |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} | | | Combo = ''exiting peak of jump'', {{clr|8|j.MP}} <br>=> ''forward jump'' {{clr|8|j.MP}} (2nd hit) > 214K/214KK/{{clr|7|236LK}} > {{clr|10|SA3}} |
| | Position = Midscreen | | | Position = Midscreen |
| | Damage = 2120/2600/4600 | | | Damage = 2120 / 2600 / 4600 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/3 | | | Super = 0/3 |
| | Difficulty = {{clr|8|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = The juggles that you are least likely to see because of how far into Ryu's jump arc he has to be before they are possible, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. The above combos are limited by the midscreen position, the examples below show the extended options in the corner. | | | Notes = The juggles that you are least likely to see because of how deep into Ryu's jump arc the opening hit must be, these are the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. |
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| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ''exiting peak of jump'' {{clr|8|j.MP}}, ( ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} ) | | | Combo = ''exiting peak of jump'', {{clr|8|j.MP}} <br>=> ''forward jump'' {{clr|8|j.MP}} > 214K/214KK, {{clr|10|236236P}}/{{clr|10|236236K}}/{{clr|7|214LP}}, {{clr|7|623LP}} > {{clr|10|236236K}} |
| | Position = Corner | | | Position = Corner |
| | Damage = 3700/4800/4680 | | | Damage = 3700 / 4800 / 4680 |
| | Drive = 0/{{drive sf6}}{{drive sf6}} | | | Drive = 0/{{drive sf6}}{{drive sf6}} |
| | Super = 0/1/3 | | | Super = 0/1/3 |
| | Difficulty = {{clr|9|Hard}} | | | Difficulty = {{clr|9|Hard}} |
| | Notes = These are some the possible extensions in the corner for the "''last moment''" {{clr|8|j.MP}} air-to-air juggles. | | | Notes = These are the possible corner extensions for the above "''last moment''" {{clr|8|j.MP}} air-to-air juggles. |
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