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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}} | | {{New Patch Warning SF6}} |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5lp}} | | {{AttackDataCargo-SF6/Query|ryu_5lp}} |
| * Chains into 5LP/2LP/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 |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Frame data is mostly identical to 2LP, but 5LP is the preferred chain for countering Drive Impact since it has lower recovery. Can get a 3-hit light confirm with 5LP x3.
| | 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. |
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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. |
| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5mp|caption=}} |
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| | info = | | | info = |
| {{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 |
| <br> | | <br> |
| Ryu's main combo starter, but the distance after a hit can make the followups 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 4HP only works from absolute point blank, and even starting with a jumpin can prevent it from working. The link into 5MP or 2MP works from slightly farther out. On Counterhit, 5MP can link into 2HP if close enough (for example, blocked Drive Rush 5LP > CH 5MP links into 2HP, but without the 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|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). |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5hp|caption="Don't push a button, you won't get punished." -Pokchop}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_5hp}} | | {{AttackDataCargo-SF6/Query|ryu_5hp}} |
| * 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 |
| <br> | | <br> |
| A very aggressive heavy poke that has good advantage on block and a relatively generous cancel window, letting you stagger the opponent on block while confirming into big damage on hit. Has the same startup but even more range than Ken's 5HP, making it superior in a vacuum; but since Ryu's offense isn't exactly on the same level, it may not compliment his gameplan quite as much. Forces stand on hit, letting you go into 5HK either with the 5HP~5HK target combo or with a link later on in the combo. | | 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. |
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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. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_5lk}} | | {{AttackDataCargo-SF6/Query|ryu_5lk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Combos naturally into: Shoryuken, MP/HP/OD Hadoken, Denjin/OD Hadoken, LK High Blade Kick, LK/MK/OD Tatsu, LP Hashogeki, all Supers | | ** {{clr|4|DR}} cancel is delayed until after 2nd active frame |
| * Punish Counter combos into: HK Tatsu, MK/OD High Blade Kick, MP/OD Hashogeki, OD Denjin Hashogeki | | * '''{{clr|4|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...) |
| <br> | | <br> |
| A quick bufferable poke used for punishing and harassing the opponent at mid range. It doesn't work in light confirms, but its range is useful for converting from buttons like 2MP when nothing else will reach. The ability to combo into OD High Blade Kick or OD Denjin Hashogeki as a punish makes it quite powerful. | | A quick bufferable poke used for punishing and harassing the opponent at mid range. It can't be linked into from other light normals, but its range is useful for converting from buttons like {{clr|M|2MP}} when nothing else will reach. |
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| | 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 |
| | * 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}} |
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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. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5Mk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5Mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5mk}} | | {{AttackDataCargo-SF6/Query|ryu_5mk}} |
| | * Front leg hurtbox is raised on frames 4-11 |
| <br> | | <br> |
| Standard mid-range poke.
| | 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. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5Hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5Hk|caption=Bring Lo' The Reversal Throw and Shoryken}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5Hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_5Hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hk}} |
| * Whiffs on crouching opponents | | * Punish Counter: KD +84 Crumple ({{sf6-adv|VP|+11}} before becoming airborne) |
| * Puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Punish Counter: Crumple KD +94 (+11 before becoming airborne) | | * Whiffs on crouching opponents (unless they extend an upwards hurtbox) |
| | * 2f extra recovery on block |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| Fairly good anti-air from mid-long range due to its juggle properties. 5HK has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. | | Fairly good anti-air from mid-long range due to its juggle properties. {{clr|H|5HK}} has good horizontal range and relatively low recovery for a heavy normal giving it some neutral utility as well, but it becomes risky to use at close range since the opponent can duck underneath the attack. Outstanding whiff punish and shimmy tool. A star blows up every time you Punish Counter with this button. |
| }} | | }} |
| | | <br> |
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| === Crouching Normals === | | === Crouching Normals === |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L~L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2lp}} | | {{AttackDataCargo-SF6/Query|ryu_2lp}} |
| * Chains into 5LP/2LP/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 |
| | * 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 |
| <br> | | <br> |
| Fast but short range chainable light normal, mainly used for hitconfirms and punishing -4 attacks. It is slightly worse than 5LP when chaining against Drive Impact armor.
| | 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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| | 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. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2mp|caption=}} |
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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 |
| | * 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 5LK consistently, and is a great button to use after Drive Rush for frame advantage on block. | | 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 = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_2hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2hp}} | | {{AttackDataCargo-SF6/Query|ryu_2hp}} |
| | * '''Anti-Air Invuln:''' 9f (Fist), 10-14f (Head); cannot hit cross-up |
| * Forces stand on hit | | * Forces stand on hit |
| * Only the 1st active frame is cancelable | | * Only 1st active frame is cancelable; () refers to hit/block recovery on 1st active frame only |
| * '''Cancel Hitconfirm Window:''' 18f | | * 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) |
| | * '''{{clr|4|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 Counterhit/Punish Counter 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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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_2lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2lk}} | | {{AttackDataCargo-SF6/Query|ryu_2lk}} |
| * Chains into 5LP/2LP/2LK | | * Chains into {{clr|L|5LP}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into 5LP or 2LP. | | Ryu's main low combo starter when chained into either of his light punches. Can lead to a 3-hit light confirm into {{clr|L|5LP}} or {{clr|L|2LP}}. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=110px|ryu_2mk|caption=Distilled Footsies}} | | {{MoveDataCargoImage|imageHeight=110px|ryu_2mk|caption=Distilled Footsies}} |
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| {{AttackDataCargo-SF6/Query|ryu_2mk}} | | {{AttackDataCargo-SF6/Query|ryu_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | ** Special/{{clr|4|DR}} cancel is delayed until after active frames |
| | * '''{{clr|4|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...) |
| <br> | | <br> |
| The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. Combos into most specials consistently, but requires Counterhit, Punish Counter, or Drive Rush to combo into a meterless Denjin Hashogeki. | | The quintessential Shoto-style cancelable low poke, as versatile as the user wants it to be. Many characters share a nearly identical button with subtle differences, such as Ken's being 1 frame faster while having slightly less range or Cammy's having 1 less frame of recovery. Overall, Ryu's has good range for keeping the opponent at bay while canceling into fireballs to safely maintain mid-range. |
| | |
| | Some particularly useful cancel routes are: |
| | * 236P - low risk, low reward poking tool; vulnerable to {{clr|4|Drive Impact}} if too predictable |
| | * {{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 |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=110px|ryu_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|ryu_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_2hk}} | | {{AttackDataCargo-SF6/Query|ryu_2hk}} |
| * Counterhit/Punish Counter: +47 HKD | | * Counter-hit/Punish Counter: HKD +47 |
| * Has some juggle potential; no longer HKD 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) |
| <br> | | <br> |
| A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challening. | | A sweep with very good range but high punishability on block. It punishes other sweeps very well and compliments Ryu's mid-range playstyle. The range can still spare you from punishes if well spaced, but the pushback being low makes this all the more challenging. It can also be used on occasion to end Hashogeki juggles midscreen, where a Shoryuken would whiff. |
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| Gives enough advantage on Punish counter to go for a Denjin charge and be only -5 (so, safe if you are outside of 5 framer range). | | Gives enough advantage on Punish counter to go for a Denjin charge and be only {{sf6-adv|VM|-5}}; whether this is useful depends on your positioning and the opponent's 5f attack range. |
| }} | | }} |
| | <br> |
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| ===Jumping Normals=== | | ===Jumping Normals=== |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_jlp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jlp}} | | {{AttackDataCargo-SF6/Query|ryu_jlp}} |
| * Can hit as fuzzy Instant Overhead | | * Can be used as a fuzzy instant overhead |
| <br> | | <br> |
| The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the j.LP to connect. This is high risk and should only ever be attempted if it is certain to end the round. | | A quick air-to-air, useful against close range jumps if you're not ready for a cross-cut Shoryuken. |
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| | The instant overhead property allows Ryu to close out a round by making the opponent block a deep jump-in; as they transition to a crouch block, they will be stuck in a standing state for a few frames, allowing the {{clr|L|j.LP}} to connect. This is high risk and should only ever be attempted if it is certain to end the round. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jmp}} | | {{AttackDataCargo-SF6/Query|ryu_jmp}} |
| * Both hits are cancelable and put airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Both hits are cancelable and put airborne opponents into {{sf6-jug|limited juggle}} state |
| | * Shifts Ryu's hurtbox upward during startup |
| <br> | | <br> |
| Ryu's best air-to-air since it causes a knockdown. The followup juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable. | | Ryu's most rewarding air-to-air since it causes a knockdown. The follow-up juggle possibilities depend on the height of each character at the time it connects. Only the forward jump version is cancelable. |
| }} | | }} |
|
| |
|
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|ryu_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|ryu_jhp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jhp}} | | {{AttackDataCargo-SF6/Query|ryu_jhp}} |
| * Spike knockdown on Counterhit/Punish Counter vs. airborne opponents | | * Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents |
| <br> | | <br> |
| Jumpin with a good downward reaching hitbox.
| | Jump-in with a good downward reaching hitbox for closer range jumps and throw baits. |
| }} | | }} |
|
| |
|
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_jlk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jlk}} | | {{AttackDataCargo-SF6/Query|ryu_jlk}} |
| * Can hit crossup | | * Can hit cross-up |
| <br> | | <br> |
| Has a fairly narrow crossup hitbox and limited combo potential on hit. Due to its low blockstun, Ryu can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal. | | Has a fairly narrow cross-up hitbox and limited combo potential on hit. Due to its low blockstun, Ryu can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal. |
| }} | | }} |
|
| |
|
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|ryu_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|ryu_jmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jmk}} | | {{AttackDataCargo-SF6/Query|ryu_jmk}} |
| * Can hit crossup | | * Can hit cross-up |
| | * Shifts Ryu's hurtbox upward during startup |
| <br> | | <br> |
| The better of Ryu's crossup buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo followups. | | The better of Ryu's cross-up buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo follow-ups. |
| }} | | }} |
|
| |
|
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=130px|ryu_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=130px|ryu_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jhk}} | | {{AttackDataCargo-SF6/Query|ryu_jhk}} |
| Great hitbox makes it a threat at mid-long ranges. | | Great hitbox makes it a threat at mid-long ranges, like when jumping over a fireball. |
| }} | | }} |
| | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
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| | title = Collarbone Breaker | | | title = Collarbone Breaker |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_6mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_6mp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6mp}} | | {{AttackDataCargo-SF6/Query|ryu_6mp}} |
| * 2-hit overhead; Counterhit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| <br> | | <br> |
| A standard overhead that can link into 5MP or 2MP when used after Drive Rush. A regular counterhit can still link into a 4f light, but regular hits do not allow for followup links. | | 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. |
| | |
| | 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. |
| }} | | }} |
|
| |
|
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| | title = Solar Plexus Strike | | | title = Solar Plexus Strike |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_6hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6hp}} | | {{AttackDataCargo-SF6/Query|ryu_6hp}} |
| * 2 hits; Counterhit/Punish Counter bonus advantage applies to both hits | | * 2 hits; Counter-hit/Punish Counter bonus advantage applies to both hits |
| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * If 1st hit connects on extended hurtbox and 2nd hit whiffs, becomes {{sf6-adv|VP|+6}} on CH / {{sf6-adv|VP|+8}} on PC |
| * Good meaty off strong knockdowns
| | <br> |
| | 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. |
| | |
| | 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. |
|
| |
|
| A powerful advancing command normal that is plus on block and combos to 5MP or 2MP on hit, and even stronger combos on Counterhit/Punish Counter. It is very susceptible to Drive Impact, however, so it shouldn't be overly relied upon. Can be up to +3 on block if spaced out, but this also results in more pushback.
| | 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. |
| }} | | }} |
|
| |
|
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| | title = Short Uppercut | | | title = Short Uppercut |
| | subtitle = | | | subtitle = |
| | input = 4HP | | | input = {{Classic_sf6}} 4HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4hp|caption=}} |
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| {{AttackDataCargo-SF6/Query|ryu_4hp}} | | {{AttackDataCargo-SF6/Query|ryu_4hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * Only 1st active frame is cancelable | | * 8f less hitstun on active frames 2-4 (can be unsafe with meaty timing) |
| * '''Cancel Hitconfirm Window:''' 17f | | * () refers to hit/block recovery on 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 |
| <br> | | <br> |
| Ryu's fastest heavy normal, but has fairly short range. Very unsafe on block, so it should primarily be used in close range hitconfirms or canceled into a safe move like OD Hadoken/Hashogeki. Can be used as an anti-air, but the hitbox is a little inconsistent so 2HP is more reliable. | | 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}}. |
| | |
| | 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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| | title = Whirlwind Kick | | | title = Whirlwind Kick |
| | subtitle = | | | subtitle = |
| | input = 6HK | | | input = {{Classic_sf6}} 6HK<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_6hk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_6hk|caption=Automated shimmy.}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_6hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6hk}} | | {{AttackDataCargo-SF6/Query|ryu_6hk}} |
| * '''Low Crush''' 13-19f | | * '''Low Crush''' 13-20f (not airborne) |
| * Cancelable on hit/block into OD Air Tatsu only
| | * '''Cancel Hitconfirm Window:''' 19f ({{clr|10|OD Air Tatsu}} only) |
| * '''Cancel Hitconfirm Window:''' 19f | |
| <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 OD Air Tatsu. Generally safe on block with pushback. | | 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}}. |
| | |
| | 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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| | title = Axe Kick | | | title = Axe Kick |
| | subtitle = | | | subtitle = |
| | input = 4HK | | | input = {{Classic_sf6}} 4HK<br>{{Modern_sf6}} 4H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_4hk|1|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_4hk|1|caption=}} |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=95px|ryu_4hk|2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=90px|ryu_4hk|2|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_4hk}} | | {{AttackDataCargo-SF6/Query|ryu_4hk}} |
| * 1st hit forces stand, puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * 2 hits; () refers to startup of 2nd hit only |
| * 2nd hit knocks down vs. airborne opponents | | * 1st hit forces stand, puts airborne opponents into {{sf6-jug|limited juggle}} state |
| * Counterhit/Punish Counter bonus advantage applies to both hits | | * 2nd hit puts airborne opponents into OTG Bounce state |
| * '''Cancel Hitconfirm Window:''' 37f (17f 2nd hit only) | | * Counter-hit/Punish Counter bonus advantage applies to both hits |
| | * '''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 |
| <br> | | <br> |
| Ryu's Axe Kick is cancelable on both hits, so it's easy to confirm an appropriate followup on hit or block. At -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. |
| | |
| | Though risky, using it as an AA has decent reward due to the 2nd hit's ground bounce, which can juggle into a move like {{clr|H|HP Shoryuken}} or {{clr|M|MK High Blade Kick}}. In some rare cases, a high connect only allows the 1st hit to juggle; in this case, an immediate cancel into Shoryuken or a Tatsu will also work. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
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| | title = High Double Strike | | | title = High Double Strike |
| | subtitle = | | | subtitle = |
| | input = 5HP~HK | | | input = {{Classic_sf6}} 5HP~HK<br>{{Modern_sf6}} 5H~H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_5hp_hk}} | | {{AttackDataCargo-SF6/Query|ryu_5hp_hk}} |
| * HK whiffs on crouch blocking opponents (-18) | | * {{clr|H|HK}} whiffs on crouch blocking opponents ({{sf6-adv|VM|-18}}) |
| | * Cancelable into [[#Denjin_Charge_(22P)|Denjin Charge]] on hit by inputting 2P (KD Adv. +7) |
| <br> | | <br> |
| Ryu generally gets better combo enders from 5HP, but the HK is much easier to hitconfirm on reaction. The HK will always connect on hit since 5HP forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed. | | Ryu generally gets better combo enders from {{clr|H|5HP}}, but the {{clr|H|HK}} is much easier to hitconfirm on reaction than a special move. The {{clr|H|HK}} will always connect on hit since {{clr|H|5HP}} forces stand. If the opponent stand blocks, this TC is always a true blockstring even if delayed. |
| | |
| | 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. If this Target Combo is juggled into, Ryu's KD advantage can be slightly better than the usual +7. |
| }} | | }} |
|
| |
|
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| | title = Fuwa Triple Strike | | | title = Fuwa Triple Strike |
| | subtitle = | | | subtitle = |
| | input = 5MP~LK~HK | | | input = {{Classic_sf6}} 5MP~LK~HK<br>{{Modern_sf6}} 5M~M~M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_5lk|caption=}} |
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| * '''Cancel Hitconfirm Window:''' 35f (TC) | | * '''Cancel Hitconfirm Window:''' 35f (TC) |
| {{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}} | | {{AttackDataCargo-SF6/Query|ryu_5mp_lk_hk}} |
| * 6f gap before final hit on block | | * () refers to scaled damage from {{clr|M|5MP}} combo starter |
| | * Leaves a 6f blockstring gap before final hit on block |
| | * Cancelable into [[#Denjin_Charge_(22P)|Denjin Charge]] on hit by inputting 2P (KD Adv. +7) |
| <br> | | <br> |
| A relatively weak target combo, but it's easier to confirm from 5MP than a special move. Also has some utility near max 5MP range where other followups can whiff. | | 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. |
| | |
| | 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. |
| | |
| | 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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Throws == | | == Throws == |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_lplk}} | | {{AttackDataCargo-SF6/Query|ryu_lplk}} |
| * Has access to corner throw loops without walking or dashing; throw must be manually timed | | * Punish Counter: HKD +17 |
| * Punish Counter: +18 HKD
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <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. |
| | |
| | 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. |
| }} | | }} |
|
| |
|
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_4lplk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_4lplk}} | | {{AttackDataCargo-SF6/Query|ryu_4lplk}} |
| * Side switches | | * Side switch |
| * Punish Counter: +11 HKD | | * Punish Counter: HKD +11 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | Ryu is left too far away for any follow-up oki after switching sides, even in the corner. |
| }} | | }} |
| | | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|ryu_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_hphk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_hphk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_hphk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_hphk}} | | {{AttackDataCargo-SF6/Query|ryu_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.541 (1.491 movement + 1.05 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * 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) |
| | * 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) |
| | ** This happens because a blocked {{clr|4|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 |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * 5HP: 6[2] | | * {{clr|H|5HP}}: 6[2] |
| * 4HK (2nd): 7[3] | | * {{clr|H|4HK (2nd)}}: 7[3] |
| * 2HP: 8[4] | | * {{clr|H|2HP}}: 8[4] |
| * 2MP: 10[6] | | * {{clr|M|2MP}}: 10[6] |
| * 4HP: 11[7] | | * {{clr|H|4HP}}: 11[7] |
| * 5MP, 2MK, 4HK (1st): 13[9] | | * {{clr|M|5MP}}, {{clr|M|2MK}}, {{clr|H|4HK (1st)}}: 13[9] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 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. |
| | * {{clr|H|5HP}}{{clr|10|*}} > {{clr|4|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|4|DR~}}{{clr|M|2MP}}{{clr|10|*}} > {{clr|4|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]}} |
| }} | | }} |
|
| |
|
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_6hphk}} | | {{AttackDataCargo-SF6/Query|ryu_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| | * 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. |
| }} | | }} |
|
| |
|
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_mpmk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_mpmk}} | | {{AttackDataCargo-SF6/Query|ryu_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<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 = 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}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to Parry Drive Rush. | | * 1-bar version performed out of Parry |
| * Distance:
| | * Startup is 1+8 immediately after successful Parry |
| ** 0.525 (min, cancel into immediate Throw)
| | {{AttackDataCargo-SF6/Query|ryu_mpmk_66_drc}} |
| ** 1.878 (min, earliest blocking/movement frame)
| | * 3-bar version performed on hit/block from a cancelable normal |
| ** 3.628 (max, final DR frame)
| | ** Can also be performed from whiffed cancelable light normals |
| * 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 |
| | * 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 |
| | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.525 (min, cancel into immediate Throw) |
| | * 1.878 (min, earliest blocking/movement frame) |
| | * 3.628 (max, final {{clr|4|DR}} frame) |
| }} | | }} |
| | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
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| | title = Denjin Charge | | | title = Denjin Charge |
| | subtitle = | | | subtitle = |
| | input = 22P | | | input = {{Classic_sf6}} 22P<br>{{Modern_sf6}} 22X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_22p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_22p|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_22p}} | | {{AttackDataCargo-SF6/Query|ryu_22p}} |
| * Charges up the next [[#Hadoken (Denjin 236P)|Hadoken]], [[#Hashogeki (Denjin 214P)|Hashogeki]], [[#Level 1 Super (236236P)|Shinku Hadoken]], or [[#Level 2 Super (214214P)|Shin Hashogeki]] into a more powerful Denjin version | | * 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 |
| * 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 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 OD Denjin Charge Hadoken, OD Tatsu, or HK High Blade Kick, and it's almost always safe after midscreen 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|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. |
| | |
| | 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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| | title = Hadoken | | | title = Hadoken |
| | subtitle = | | | subtitle = |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|ryu_236lp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_236lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|ryu_236pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_236lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236lp}} | | {{AttackDataCargo-SF6/Query|ryu_236lp}} |
| * 1-hit projectile, slow speed | | * Slow 1-hit projectile; '''Projectile Speed:''' 0.055 |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mp}} | | {{AttackDataCargo-SF6/Query|ryu_236mp}} |
| * 1-hit projectile, medium speed | | * Medium-speed 1-hit projectile; '''Projectile Speed:''' 0.070 |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hp}} | | {{AttackDataCargo-SF6/Query|ryu_236hp}} |
| * 1-hit projectile, fast speed | | * Fast 1-hit projectile; '''Projectile Speed:''' 0.085 |
| * '''Cancel Hitconfirm Window:''' 4f (Super) | | * '''Cancel Hitconfirm Window:''' 4f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236pp}} | | {{AttackDataCargo-SF6/Query|ryu_236pp}} |
| * 2-hit projectile, fast speed; has juggle potential | | * Fast 2-hit OD projectile; '''Projectile Speed:''' 0.095 |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit
| | * Has juggle potential; puts opponent into {{sf6-jug|limited juggle}} state on hit |
| * '''Cancel Hitconfirm Window:''' 12f (Super) | | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * 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> |
| Ryu's iconic fireball used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through the fireball game. The LP version is safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. The OD version is fast and higher priority, making it an important tool against other zoners, and the knockdown time lets Ryu perform a Denjin Charge. If the opponent is cornered, OD Hadoken can also juggle into Lv.1 Super on reaction. OD Hadoken can also juggle in the corner with a PDR Normal. | | Ryu's iconic fireball, used primarily for zoning. Mixing up between the varying projectile speeds makes it harder for the opponent to navigate through his fireball game. Compared to most projectile characters, Ryu's extended hurtbox is much shorter, making it difficult for opponents to counterpoke on startup. |
| | |
| | {{clr|L|LP Hadoken}} is the safest, and when used at long range it gives Ryu much more freedom to set up optimal spacing while the opponent is stuck in blockstun. {{clr|M|MP Hadoken}} is slightly faster, and can throw off the opponent's parry timing because they most likely expect a slower or faster fireball. One big advantage to these two versions is that Ryu can use them even with a Denjin stock, making the opponent guess when the 2-hit fireball is coming. |
| | |
| | {{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|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. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Hadoken (Denjin 236P)</font>===== | | ======<font style="visibility:hidden; float:right">Hadoken (Denjin 236P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Denjin Charge Hadoken | | | title = Denjin Charge Hadoken |
| | subtitle = | | | subtitle = |
| | input = 236P | | | input = {{Classic_sf6}} 236P<br>{{Modern_sf6}} 236X or 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|ryu_236p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236pp(charged)|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236p(charged)|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_236pp(charged)|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236p(charged)}} |
| * 2-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Fast 2-hit projectile; '''Projectile Speed:''' 0.12 |
| * '''Cancel Hitconfirm Window:''' 12f | | * Has juggle potential; puts opponent into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 12f (Super) |
| | * 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) |
| {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_236pp(charged)}} |
| * 3-hit projectile; puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] and has juggle potential | | * Fast 3-hit OD projectile; '''Projectile Speed:''' 0.145 |
| * '''Cancel Hitconfirm Window:''' 13f | | * Has juggle potential; puts opponent into {{sf6-jug|limited juggle}} state |
| | * '''Cancel Hitconfirm Window:''' 13f (Super) |
| | * 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> |
| With a Denjin charge stocked, Ryu can no longer change the speed of his fireballs. However, they all gain an extra hit and become very fast, making it hard to react to in neutral. Meterless versions do not gain extra projectile priority, so an OD or Super projectile will beat it clean. Has enough knockdown advantage to charge up another Denjin stock, and if the opponent is in the corner Ryu can juggle into Lv.1 Super on reaction!
| | 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. |
| | |
| | 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. |
| }} | | }} |
|
| |
|
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| | title = Shoryuken | | | title = Shoryuken |
| | subtitle = | | | subtitle = |
| | input = 623P | | | input = {{Classic_sf6}} 623P<br>{{Modern_sf6}} 623X or 6S (H) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=220px|ryu_623lp|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|ryu_623lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=240px|ryu_623pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=210px|ryu_623lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=210px|ryu_623lp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_623lp}} | | {{AttackDataCargo-SF6/Query|ryu_623lp}} |
| * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-14f; '''Airborne''' 7-35f ({{FKD}} state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|10|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623mp}} | | {{AttackDataCargo-SF6/Query|ryu_623mp}} |
| * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-9f; '''Airborne''' 8-45f ({{FKD}} state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 4-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|10|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623hp}} | | {{AttackDataCargo-SF6/Query|ryu_623hp}} |
| * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 1-8f; '''Airborne''' 9-50f ({{FKD}} state) |
| * Reduced damage on later anti-air active frames | | * Reduced damage on active frames 3-10 (high anti-air connect) |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| | * Applies 30% damage scaling to next hit when beginning a combo (Shoryuken > {{clr|10|SA3}} starter: 40% total scaling) |
| {{AttackDataCargo-SF6/Query|ryu_623pp}} | | {{AttackDataCargo-SF6/Query|ryu_623pp}} |
| * '''Full Invuln:''' 1-8f; '''Airborne''' 8-52f (Forced Knockdown 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 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 Lv.3 Super. 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|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. |
|
| |
|
| When beginning a combo with LP/MP/HP Shoryuken canceled into Lv.3 Super, the Super will have a 40% scaling penalty (60% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead.
| | 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. |
| }} | | }} |
|
| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Tatsumaki Senpu-kyaku | | | title = Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = Tatsu |
| | input = 214K | | | input = {{Classic_sf6}} 214K<br>{{Modern_sf6}} 4S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_214lk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214lk}} | | {{AttackDataCargo-SF6/Query|ryu_214lk}} |
| * '''Airborne''' 5-28f (Forced Knockdown state) | | * '''Airborne''' 5-28f ({{FKD}} state) |
| {{AttackDataCargo-SF6/Query|ryu_214mk}} | | {{AttackDataCargo-SF6/Query|ryu_214mk}} |
| * '''Lower Body Projectile Invuln:''' 10-41f; '''Airborne''' 8-41f (Forced Knockdown state) | | * '''Lower Body Projectile Invuln:''' 10-41f; '''Airborne''' 8-41f ({{FKD}} state) |
| * 2nd hit whiffs on crouching (stand blocking 1st hit forces block on 2nd hit) | | * 2nd hit whiffs on crouching (stand blocking 1st hit forces block on 2nd hit) |
| {{AttackDataCargo-SF6/Query|ryu_214hk}} | | {{AttackDataCargo-SF6/Query|ryu_214hk}} |
| * '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f (Forced Knockdown state) | | * '''Lower Body Projectile Invuln:''' 10-61f; '''Airborne''' 10-61f ({{FKD}} state) |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; can juggle afterward if 3rd hit connects | | * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle afterward if 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}} |
| * '''Airborne''' 5-47f (Forced Knockdown state) | | * '''Airborne''' 5-47f ({{FKD}} state) |
| * 1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst) | | * 1st hit has vacuum effect on hit; on max range block, some hits may whiff for worse advantage (-32 at worst) |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|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 MK and HK versions can be used predictively against most projectiles due to the lower body invincibility. They also get better frame advantage when the later hits connect as opposed to the first hit. 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. |
|
| |
|
| Tatsu is pretty combo-friendly, but some strengths do not combo from all normal cancels. 5LP cannot naturally combo into MK/HK Tatsu, and 2LP/5LK cannot naturally combo into HK Tatsu (although they can after a Punish Counter). | | 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. |
| | |
| | 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. 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. |
| | |
| | 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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Line 819: |
| | title = Aerial Tatsumaki Senpu-kyaku | | | title = Aerial Tatsumaki Senpu-kyaku |
| | subtitle = | | | subtitle = |
| | input = j.214K | | | input = {{Classic_sf6}} j.214K<br>{{Modern_sf6}} j.214X or j.S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|ryu_214kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|ryu_j214k|caption=}} |
Line 708: |
Line 830: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_j214k}} | | {{AttackDataCargo-SF6/Query|ryu_j214k}} |
| * Forced Knockdown state | | * {{FKD}} state until landing; the last 11f of landing recovery is in a crouching state |
| * Can hit Crossup | | * Can hit Cross-up |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] (2HK and Lv.1 Super are most consistent followups) | | * Puts opponent into {{sf6-jug|limited juggle}} state ({{clr|H|2HK}} and {{clr|10|SA1}} are most consistent follow-ups) |
| * The last 11f of recovery puts Ryu in a crouching state | | * Applies 30% damage scaling to next hit when beginning a combo (100/70/60...) |
| {{AttackDataCargo-SF6/Query|ryu_j214kk}} | | {{AttackDataCargo-SF6/Query|ryu_j214kk}} |
| * Forced Knockdown state | | * {{FKD}} state until landing; the last 11f of landing recovery is in a crouching state |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * The last 11f of recovery puts Ryu in a crouching state | | * 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 j.MP if Ryu jumps forward, which is especially useful for 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. |
| | |
| | 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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Line 724: |
Line 848: |
| | title = High Blade Kick | | | title = High Blade Kick |
| | subtitle = Donkey Kick | | | subtitle = Donkey Kick |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 2S (M) or A[L~L] (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|ryu_236kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236lk|caption=}} |
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Line 857: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236lk}} | | {{AttackDataCargo-SF6/Query|ryu_236lk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 25f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236mk}} | | {{AttackDataCargo-SF6/Query|ryu_236mk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Puts opponent into {{sf6-jug|limited juggle}} state |
| * '''Cancel Hitconfirm Window:''' 25f | | * 3f extra recovery on whiff |
| | * '''Cancel Hitconfirm Window:''' 25f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236hk}} | | {{AttackDataCargo-SF6/Query|ryu_236hk}} |
| * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]; can juggle LP Shoryuken in corner | | * Puts opponent into {{sf6-jug|limited juggle}} state; can juggle {{clr|L|623LP}}/{{clr|10|SA3}} in corner |
| * Punish Counter: puts opponent into OTG tumble state (KD +95) | | * Punish Counter: KD +95 (OTG Tumble state) |
| * '''Cancel Hitconfirm Window:''' 30f | | * '''Cancel Hitconfirm Window:''' 30f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_236kk}} | | {{AttackDataCargo-SF6/Query|ryu_236kk}} |
| * Wall Bounces opponent on hit for a [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Wall Bounces opponent on hit for a {{sf6-jug|limited juggle}} state |
| * Gives enough time to charge Lv.2 Super when canceled (depending on screen position) | | * Gives enough time to charge {{clr|10|SA2}} when canceled (depending on screen position) |
| * Counts as 2 hits for scaling when canceled into (10% scaling penalty on next hit)
| | * '''Cancel Hitconfirm Window:''' 27f (Super) |
| * '''Cancel Hitconfirm Window:''' 27f | | * Applies an extra 5% damage scaling to next attack when comboed into |
| <br> | | <br> |
| High Blade Kick (more commonly known as "Donkey Kick") returns, and is used primarily as a juggle ender due to its high juggle potential and consistent juggle into Lv.3 Super. The HK version is exceptionally slow, but is easy to space safely against most characters. The MK version can also be spaced relatively safely, and can often set up a safe Denjin Charge when used midscreen. 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 Lv.2 Super if canceled (although the release must be manually timed). The OD version can be comboed into from medium attacks or from a Punish Counter 5LK. If Ryu is too close to the corner, the opponent will bounce over his head, resulting in no followup juggle. In these situations, OD Tatsu is preferred. | | 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}}. |
| | |
| | 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|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|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. |
| | |
| | {{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. |
| }} | | }} |
|
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Line 757: |
Line 888: |
| | title = Hashogeki | | | title = Hashogeki |
| | subtitle = | | | subtitle = |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214lp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=LP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=190px|ryu_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214mp|caption=MP Version}} |
| | hitboxes =
| | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214hp|caption=HP Version}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214pp|caption=OD Version}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214lp}} | | {{AttackDataCargo-SF6/Query|ryu_214lp}} |
| * Counterhit/Punish Counter puts opponent into Spinning juggle state (KD +57) | | * Counter-hit/Punish Counter: KD +59 (spinning {{sf6-jug|limited juggle}} state) |
| * '''Cancel Hitconfirm Window:''' 24f | | * Increased pushback on block vs. opponents in Burnout |
| | * '''Cancel Hitconfirm Window:''' 24f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214mp}} | | {{AttackDataCargo-SF6/Query|ryu_214mp}} |
| * Counterhit/Punish Counter puts opponent into Spinning juggle state (KD +58) | | * Counter-hit/Punish Counter: KD +58 (spinning {{sf6-jug|limited juggle}} state) |
| * '''Cancel Hitconfirm Window:''' 23f | | * '''Cancel Hitconfirm Window:''' 23f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214hp}} | | {{AttackDataCargo-SF6/Query|ryu_214hp}} |
| * 2 hits; puts opponent into Spinning juggle state (no CH/PC required) | | * 2 hits; puts opponent into Spinning juggle state (no CH/PC required) |
| * '''Cancel Hitconfirm Window:''' 39f | | * '''Cancel Hitconfirm Window:''' 39f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214pp}} | | {{AttackDataCargo-SF6/Query|ryu_214pp}} |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| | * 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 OD version will completely destroy meterless fireballs just like any other OD projectile. Because it has a strike hitbox, it cannot be used to stuff Lv.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|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. |
|
| |
|
| Hashogeki has juggle potential on all versions; the LP and MP versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with 236KK or 214KK, then following up with a juggled Drive Rush normal into 214P. On a grounded hit, the opponent is left standing after the LP/MP/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. |
|
| |
|
| The short range and low pushback of 214LP means that it will almost always be punishable on block with a light normal; 214MP is technically more unsafe but the spacing often makes it more difficult to punish. 214HP gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a 214HP cancel, you can punish their light normal mash by ending with the unsafe LP or MP versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counterhit 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. |
| | |
| | {{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. |
| | |
| | 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. |
|
| |
|
| 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: 2HP xx 214MP | | * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} |
| * 2f gap: 2MP xx 214PP | | * 2f gap: {{clr|M|2MP}} > {{clr|10|214PP}} |
| * 3f gap: 5LK/5LP xx 214LP, 2MP xx 214MP, 4HP xx 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: 5LP xx 214LP, 4HP xx 214MP | | * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Hashogeki (Denjin 214P)</font>===== | | ======<font style="visibility:hidden; float:right">Hashogeki (Denjin 214P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Denjin Charge Hashogeki | | | title = Denjin Charge Hashogeki |
| | subtitle = | | | subtitle = |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|imageHeight=220px|ryu_214p(charged)|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214pp(charged)|caption=Get scattered lol}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214p(charged)|caption=}} |
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Line 945: |
| {{AttackDataCargo-SF6/Query|ryu_214p(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_214p(charged)}} |
| * Puts opponent into Spinning juggle state on hit (can juggle even midscreen) | | * Puts opponent into Spinning juggle state on hit (can juggle even midscreen) |
| * '''Cancel Hitconfirm Window:''' 38f | | * '''Cancel Hitconfirm Window:''' 38f (Super) |
| {{AttackDataCargo-SF6/Query|ryu_214pp(charged)}} | | {{AttackDataCargo-SF6/Query|ryu_214pp(charged)}} |
| * Crumples opponent on hit (+14 before opponent becomes airborne) | | * Crumples opponent on hit (+14 before opponent becomes airborne) |
| * '''Cancel Hitconfirm Window:''' 22f | | * '''Cancel Hitconfirm Window:''' 22f (Super) |
| <br> | | <br> |
| The Denjin versions of Hashogeki are much more rewarding on hit and have additional block advantage. The meterless version is not affected by the button strength used. 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 OD version surprisingly does not gain an additional hit and actually does fairly low damage, but is still very rewarding to land. | | 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. |
| | |
| | Despite usually forming a true blockstring, you can delay cancel {{clr|H|5HP}} to {{clr|10|Denjin 214P}} on block creating a frametrap. |
|
| |
|
| There are some blockstrings that can create frame traps on block: | | There are some blockstrings that can create frame traps on block: |
| * 1f gap: 5HP xx 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: 2MP xx Denjin 214PP, 4HK(2nd) xx Denjin 214P | | * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} |
| * 3f gap: 2HP xx Denjin 214P, 4HP xx 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> |
|
| |
|
| == Super Arts == | | == Super Arts == |
Line 826: |
Line 966: |
| | title = Shinku Hadoken | | | title = Shinku Hadoken |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{Classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|ryu_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|ryu_236236p|caption=}} |
Line 839: |
Line 979: |
| {{AttackDataCargo-SF6/Query|ryu_236236p_denjin}} | | {{AttackDataCargo-SF6/Query|ryu_236236p_denjin}} |
| * '''Strike/Throw Invuln:''' 1-8f; Armor Break | | * '''Strike/Throw Invuln:''' 1-8f; Armor Break |
| * Depletes 1/2 Drive bar from opponent on hit | | * 5-hit Super-priority projectile; Denjin version consumes 1 stock |
| | * '''Projectile Speed:''' 0.12 |
| | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 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 Lv.1 Supers. If Ryu has a Denjin stock available, this Super does 400 extra damage and gains 1 additional frame of knockdown advantage on hit. The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. | | 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. |
| | |
| | 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. |
| | |
| | The button strength does not affect the travel speed. If the opponent is within ~1/2 screen, they will not be able to jump over the fireball after the Super freeze, though it's still easy to punish on block at this range. |
| }} | | }} |
|
| |
|
Line 850: |
Line 996: |
| | title = Shin Hashogeki (Lv.1) | | | title = Shin Hashogeki (Lv.1) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_214214p|caption=}} |
Line 856: |
Line 1,002: |
| {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|ryu_214214p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin|caption=Denjin Charge}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=190px|ryu_214214p_denjin|caption=Denjin Charge}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214214p}} | | {{AttackDataCargo-SF6/Query|ryu_214214p}} |
| {{AttackDataCargo-SF6/Query|ryu_214214p_denjin}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_denjin}} |
| * '''Full Invuln:''' 1-13f; Armor Break | | * '''Full Invuln:''' 1-13f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.4 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). | | 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. |
| | |
| | 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. |
| | |
| | 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. |
| }} | | }} |
| |-| | | |-| |
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| | title = Shin Hashogeki (Lv.2) | | | title = Shin Hashogeki (Lv.2) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P (hold) | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS<br>(hold) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv2|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv2|caption=}} |
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| {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_lv2|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_214214p_lv2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214214p_lv2}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_lv2}} |
| {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv2}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv2}} |
| * '''Full Invuln:''' 1-10f; Armor Break | | * '''Full Invuln:''' 1-10f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 0.6 bars (block) |
| * 40% minimum damage scaling | | * 40% minimum damage scaling |
| * Button must be held for 6f after the Super freeze | | * Button must be held for 6f after the Super freeze |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). Some things that combo into level 2 charge are 4HP and OD '''NON-DENJIN''' Hashogeki. | | 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. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | Some things that combo into Level 2 charge are {{clr|H|4HP}} and {{clr|10|OD Hashogeki (non-Denjin)}}. |
| }} | | }} |
| |-| | | |-| |
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| | title = Shin Hashogeki (Lv.3) | | | title = Shin Hashogeki (Lv.3) |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P (hold) | | | input = {{Classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS<br>(hold) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv3|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|ryu_214214p_lv3|caption=}} |
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| {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}} | | {{MoveDataCargoImage|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_lv3|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|ryu_214214p_lv2|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=200px|ryu_214214p_denjin_lv3|caption=Denjin Charge}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_214214p_denjin_lv2|caption=Denjin Charge}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_214214p_lv3}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_lv3}} |
| {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv3}} | | {{AttackDataCargo-SF6/Query|ryu_214214p_denjin_lv3}} |
| * '''Full Invuln:''' 1-10f; Armor Break | | * '''Full Invuln:''' 1-10f; Armor Break |
| * Depletes 1 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 1 bar (hit) / 1 bar (block) |
| * 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 Drive Rush combo | | * Gives a tumbling OTG knockdown that can be followed up with a raw {{clr|4|Drive Rush}} combo |
| <br> | | <br> |
| A powered up version of Hashogeki that can be charged to a higher level by holding the Punch button. Like the original Hashogeki, it has a strike hitbox but can destroy projectile hits (up to 3). Higher level versions do more damage and drain more Drive gauge on block, but do not deal additional Chip damage against opponents in Burnout. The Denjin Charge version of each level deals 400 extra damage on hit (but again, no extra Chip). Some things that can combo into level 3 charge are OD Donkey Kick and OD '''DENJIN''' Hashogeki. | | 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. |
| | |
| | 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. |
| | |
| | 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. |
| | |
| | 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. |
| }} | | }} |
| </tabber> | | </tabber> |
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| | title = Shin Shoryuken | | | title = Shin Shoryuken |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = {{Classic_sf6}} 236236K<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|ryu_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_236236k|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=140px|ryu_236236k(ca)|caption=An '''ELECTRIC''' finish (The CA version grants 500 extra damage)}} | | {{MoveDataCargoImage|imageHeight=140px|ryu_236236k(ca)|caption=An ELECTRIC finish<br>(CA grants 500 extra damage)}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|ryu_236236k|caption=The CA version grants 500 extra damage.)}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|ryu_236236k|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_236236k}} | | {{AttackDataCargo-SF6/Query|ryu_236236k}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * 2f startup when canceled from {{clr|H|623HP}} |
| | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~2.2 Drive bars for Ryu | | ** Cinematic time regenerates ~2.2 Drive bars for Ryu |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|ryu_236236k(ca)}} |
| * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f (Forced Knockdown state); Armor Break | | * '''Full Invuln:''' 1-16f; '''Airborne''' 7-48f ({{FKD}} state); Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Available at 25% HP or below |
| | * Active frames 3-12 cause weaker non-cinematic hit; () refers to non-cinematic damage |
| | * 2f startup when canceled from {{clr|H|623HP}} |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~2.3 Drive bars for Ryu | | ** Cinematic time regenerates ~2.3 Drive bars for Ryu |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| A satisfyingly powerful and invincible uppercut Super that works well in juggles. If canceled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied (which combines with the universal 10% scaling penalty for special cancels), significantly reducing its damage potential. Like regular Shoryuken, it's best to delay as long as possible when using this as an anti-air to ensure you get the cinematic hit. The non-cinematic hit does 400x4*1000 (2600) damage, while the Critical Art version only loses out on 100 damage (400x2*1200x3). The non-cinematic versions drain the same amount of Drive gauge from the opponent on hit as the cinematic versions. | | 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. |
| | |
| | {{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. |
| | |
| | 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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
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| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{Classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_5pppkkk|caption= '' "Come on!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Ryu_5pppkkk|caption= '' "Come on!" ''}} |
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| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{Classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_6pppkkk|caption= '' "..." ''}} | | {{MoveDataCargoImage|imageHeight=180px|Ryu_6pppkkk|caption= '' "..." ''}} |
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| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{Classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}} | | {{MoveDataCargoImage|imageHeight=180px|Ryu_4pppkkk|caption= '' "Your footwork's sloppy." ''}} |
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| | title = Down Taunt | | | title = Down Taunt |
| | subtitle = | | | subtitle = |
| | input = 2PPPKKK | | | input = {{Classic_sf6}} 2PPPKKK<br>{{Modern_sf6}} 2LMHS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|Ryu_2pppkkk|caption= '' "Come!" ''}} | | {{MoveDataCargoImage|imageHeight=180px|Ryu_2pppkkk|caption= '' "Come!" ''}} |
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| {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}} | | {{AttackDataCargo-SF6/Query|Ryu_2pppkkk}} |
| }} | | }} |
| | | <br> |
|
| |
|
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |