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| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|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...) |
| * Extends an upwards hurtbox on frames 1-6 that is vulnerable to air strikes | | * 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|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. |
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| * '''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|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+12}} oH / {{sf6-adv|VP|+7}} oB |
| * Extends an upwards hurtbox on frames 1-9 that is vulnerable to air strikes | | * 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|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}}. |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI<br>(in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_6hphk|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_6hphk}} | | {{AttackDataCargo-SF6/Query|ryu_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|ryu_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}}{{Modern_sf6}} 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_66}} | | {{AttackDataCargo-SF6/Query|ryu_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|ryu_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** 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]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation |
| | * 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) |
| | * 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 an enhanced {{clr|4|Drive Rush}} attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}.
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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|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
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| }} | | }} |
| <br> | | <br> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tatsumaki Senpu-kyaku | | | title = Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = Tatsu |
| | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M) | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M) |
| | images = | | | images = |
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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. 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. The {{clr|M|MK}} version 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. 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. {{clr|10|OD Tatsu}} is a great juggle starter in the corner, and will always hit consistently due to its vacuum effect. | | Tatsu is a good move for getting corner carry while still allowing oki afterward. |
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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. |
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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}} (although they can after a Punish Counter). | | 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. |
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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. |
| }} | | }} |
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| * Applies an extra 15% damage scaling to next attack when comboed into | | * Applies an extra 15% damage scaling to next attack when comboed into |
| <br> | | <br> |
| 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 +3 on block, although most players will instinctively stand block when they see a jump. 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. | | 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. |
| }} | | }} |
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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|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. |
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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. {{clr|H|214HP}} gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counter-hit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent. | | {{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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| | {{clr|H|214HP}} gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counter-hit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent. |
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| Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in. | | Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in. |
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| * 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|10|214PP}} |
| * 3f gap: {{clr|L|5LK}}/{{clr|L|5LP}} > {{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|10|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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| 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|H|4HK (2nd)}} > {{clr|10|Denjin 214P}} | | * 1f gap: {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|10|Denjin 214PP}}, {{clr|H|4HK (2nd)}} > {{clr|H|Denjin 214HP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|10|Denjin 214P}} | | * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} |
| * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}} | | * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}}, {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|H|Denjin 214HP}} |
| }} | | }} |
| <br> | | <br> |