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| {{AttackDataCargo-SF6/Query|ryu_214hk}} | | {{AttackDataCargo-SF6/Query|ryu_214hk}} |
| * '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f ({{FKD}} state) | | * '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f ({{FKD}} state) |
| * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle afterward if 3rd hit connects | | * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle afterward if only 3rd hit connects |
| * 2nd and 3rd hits whiff on crouching (stand blocking any hit forces block on the following hit) | | * 2nd and 3rd hits whiff on crouching (stand blocking any hit forces block on the following hit) |
| {{AttackDataCargo-SF6/Query|ryu_214kk}} | | {{AttackDataCargo-SF6/Query|ryu_214kk}} |
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| * Puts opponent into {{sf6-jug|limited juggle}} state; later hits have more juggle potential | | * Puts opponent into {{sf6-jug|limited juggle}} state; later hits have more juggle potential |
| <br> | | <br> |
| Tatsu is a good move for getting corner carry while still allowing oki afterward. | | Tatsu is a good move for getting oki and corner carry with only a small damage sacrifice. |
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| The {{clr|L|LK}} version leaves opponents the closest to Ryu on any grounded combo, allowing Ryu to easily get either a meaty {{clr|L|LP Hashogeki}} or a basic strike throw mixup after one dash unless he canceled into it from medium and heavy buttons from longer ranges. {{clr|M|MK Tatsu}} primarily sees usage as a combo ender in juggles where it gives Ryu some of his best corner carry, while the {{clr|H|HK}} version is Ryu's primary meterless option to switch sides in a combo.
| | {{clr|L|LK Tatsu}} leaves opponents the closest to Ryu on any grounded combo, allowing him to easily get either a meaty {{clr|L|LP Hashogeki}}, or dash into a basic strike/throw mixup. If it was canceled from a ranged medium/heavy poke, the opponent may recover too far away for point blank oki. {{clr|M|MK Tatsu}} primarily sees usage as a juggle ender, where it gives Ryu some of his best corner carry, while {{clr|H|HK Tatsu}} gives Ryu a meterless side switch when comboed into. |
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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, though this is a very high risk option for its meager reward. They also get better knockdown advantage when connecting on later hits from long range. If you manage to land the 3rd hit of {{clr|H|HK Tatsu}} (a tall order, considering the startup is functionally 46 frames), you can even juggle into {{clr|H|2HK}}, {{clr|H|HP Shoryuken}}, {{clr|SA|SA1}}, or {{clr|SA|SA3}}. |
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| {{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. | | {{clr|OD|OD Tatsu}} is a great juggle starter in the corner, essentially replacing {{clr|OD|OD High Blade Kick}} at that range. It will always hit consistently due to its vacuum effect as long as one hit connects. Using {{clr|OD|OD Tatsu}} against an already airborne opponent is less effective, as it uses up a significant amount of juggle points, severely limiting 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 {{clr|PC|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 {{clr|PC|Punish Counter}} scenario. They all work on crouching opponents on the first hit, and even when whiff punishing this hit will almost always connect. |
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