|
|
Line 107: |
Line 107: |
| 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. 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. |
| }} | | }} |
| | | <br> |
|
| |
|
| === Crouching Normals === | | === Crouching Normals === |
Line 213: |
Line 213: |
| 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 -5 (so, safe if you are outside of 5 framer range). |
| }} | | }} |
| | <br> |
|
| |
|
| ===Jumping Normals=== | | ===Jumping Normals=== |
Line 308: |
Line 309: |
| Great hitbox makes it a threat at mid-long ranges. | | Great hitbox makes it a threat at mid-long ranges. |
| }} | | }} |
| | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
Line 401: |
Line 403: |
| 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 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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
Line 440: |
Line 443: |
| 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 5MP than a special move. Also has some utility near max 5MP range where other followups can whiff. |
| }} | | }} |
| | <br> |
|
| |
|
| == Throws == | | == Throws == |
Line 471: |
Line 475: |
| * Punish Counter: +11 HKD | | * Punish Counter: +11 HKD |
| }} | | }} |
| | | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
Line 546: |
Line 550: |
| * See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Ryu/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| }} | | }} |
| | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
Line 820: |
Line 825: |
| * 3f gap: 2HP xx Denjin 214P, 4HP xx Denjin 214PP | | * 3f gap: 2HP xx Denjin 214P, 4HP xx Denjin 214PP |
| }} | | }} |
| | <br> |
|
| |
|
| == Super Arts == | | == Super Arts == |
Line 944: |
Line 950: |
| 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 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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
Line 986: |
Line 993: |
| {{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|}}} }} |