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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = Any {{clr|1|Light}} starter > {{clr|4|DRC}} {{clr|1|5L}}, {{clr|2|5M}}, A[ {{clr|2|M}} ] > {{clr|3|623H}} | | | Combo = Any {{clr|1|Light}} starter > {{clr|4|DRC}} {{clr|1|5L}}, {{clr|2|5M}}, ( A[ {{clr|1|L}} ~ {{clr|1|L}} ] )/( A[ {{clr|2|M}} ] > {{clr|3|623H}} ) |
| | Position = Anywhere | | | Position = Anywhere |
| | Damage = 1609 | | | Damage = 1432/1609 |
| | Drive = ## | | | Drive = {{drive sf6}}x3 |
| | Super = ## | | | Super = 0 |
| | Difficulty = ## | | | Difficulty = {{clr|7|Easy}} |
| | Notes = Due to lacking the 7-frame startup {{clr|9|4HP}}, Modern Ryu's potential combo routes off a DRC'd {{clr|1|Light}} normal are severely curtailed. His best option is the ['' {{clr|1|5L}}, {{clr|2|5M}}, A[ {{clr|2|M}} ] ''] route featured here | | | Notes = Due to lacking the 7-frame startup {{clr|9|4HP}}, Modern Ryu's potential combo routes off a DRC'd {{clr|1|Light}} normal are severely curtailed. His best option is the ['' {{clr|1|5L}}, {{clr|2|5M}} ''] route featured here, as it can link into either the {{clr|1|L}} or {{clr|2|M}} auto-normals. |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any {{clr|2|Medium}}/{{clr|3|Heavy}} starter > {{clr|4|DRC}} {{clr|3|5H}}, ( {{clr|2|5M}}/A[ {{clr|2|M}} ] > {{clr|3|623H}} ) / ( {{clr|2|5M}}, A[ {{clr|1|L}} ~ {{clr|1|L}} ] ) |
| | | Position = Anywhere |
| | | Damage = 2013 - 2714 |
| | | Drive = {{drive sf6}}x3 |
| | | Super = 0 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = The lack of {{clr|9|4HP}} similarly limits the potential routes into {{clr|4|DRC}} {{clr|3|5H}}. The best option to link after {{clr|4|DRC}} {{clr|3|5H}} is {{clr|2|5M}} as it can simply be canceled into a number of specials or can link into Modern Ryu's {{clr|1|Light}} auto-combo. ''Damage tested with {{clr|2|2M}} and {{clr|3|5H}} starters'' |
| |}} | | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = PC ( DI / A[ {{clr|3|H}} ] ) > ( {{clr|4|DRC}} {{clr|3|5H}}, {{clr|2|5M}} )x2 > {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Anywhere |
| | | Damage = 5268/5794 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = The need to interchange {{clr|2|Medium}} and {{clr|3|Heavy}} normals during Modern Ryu's {{clr|4|Drive Rush Cancel}} combos severely impacts the damage output, even from an ideal starter. Notably, Modern Ryu can only combo into his {{clr|3|Heavy}} normals off a Punish Counter A[ {{clr|3|H}} ] starter or a Punish Counter Drive Impact |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = Any starter > A[ {{clr|5|4S}} ], {{clr|4|PDR}} A[ {{clr|2|M}} ] > {{clr|4|DRC}} {{clr|3|2H}} > {{clr|2|2S}}, {{clr|3|623H}} > {{clr|10|236236H}} |
| | | Position = Corner |
| | | Damage = 4132 - 5548 |
| | | Drive = {{drive sf6}}x6 |
| | | Super = 3 |
| | | Difficulty = {{clr|8|Medium}} |
| | | Notes = Optimal corner combo following an {{clr|5|OD Tatsu}} launch in the corner. ''Damage tested with [ {{clr|1|2L}} > {{clr|1|5L}} > {{clr|1|5L}} ] and {{clr|3|5H}} starters'' |
| | |}} |
| | |
| }} | | }} |
| |-|Drive Impact Crumple / Wall Splat / Stun= | | |-|Drive Impact Crumple / Wall Splat / Stun= |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = Wall Splat, {{clr|3|5H}} > {{clr|2|214M}}, {{clr|3|623H}} |
| | Position = ## | | | Position = Corner |
| | Damage = ## | | | Damage = 2176 |
| | Drive = ## | | | Drive = 0 |
| | Super = ## | | | Super = 0 |
| | Difficulty = ## | | | Difficulty = {{clr|7|Easy}} |
| | Notes = ## | | | Notes = Modern Ryu's basic wallsplat combo is unchanged from Classic, as all specials can use motions to retain max damage |
| |}} | | |}} |
| }} | | }} |
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| | Items = | | | Items = |
| {{SF6-ComboTableItem | | {{SF6-ComboTableItem |
| | Combo = ## | | | Combo = ''Denjin Charge'' (''DC''), j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|3|214H}}, {{clr|1|214L}}, {{clr|1|623L}} |
| | Position = ## | | | Position = Corner |
| | Damage = ## | | | Damage = 2670 |
| | Drive = ## | | | Drive = 0 |
| | Super = ## | | | Super = 0 |
| | Difficulty = ## | | | Difficulty = {{clr|7|Easy}} |
| | Notes = ## | | | Notes = Modern Ryu's best meterless Stun combo, note that Classic Ryu's best meterless Stun Combo elides using the Denjin Charge entirely and still does more damage |
| | |}} |
| | {{SF6-ComboTableItem |
| | | Combo = ''DC'', j.{{clr|3|H}}, {{clr|3|5H}} > ''Denjin'' {{clr|5|214XX}}, ''walk/dash forward'' {{clr|3|2H}} > {{clr|2|214M}}, {{clr|3|623H}} ( > {{clr|10|236236H}} ) |
| | | Position = Corner |
| | | Damage = 3020 (5020) |
| | | Drive = {{drive sf6}}{{drive sf6}} |
| | | Super = 0 (3) |
| | | Difficulty = {{clr|7|Easy}} |
| | | Notes = Fortunately, this slightly more expensive combo is entirely unchanged from Classic and does the same damage. However, due to lacking many of Classic Ryu's crucial {{clr|3|Heavy}} normals, this is also Modern Ryu's second-best route into {{clr|10|SA3}} off a Stun |
| |}} | | |}} |
| }} | | }} |