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| * '''Cancel Hitconfirm Window:''' 19f (22f TC) | | * '''Cancel Hitconfirm Window:''' 19f (22f TC) |
| <br> | | <br> |
| A very useful normal due to its long hitconfirm window and cancellability. It has decent range and is safe on block, so it's fairly low-risk. Since it forces stand on hit, the HK target combo followup is guaranteed to work. At 10f startup the move is a little slow, so it's not the most useful in punishes or in combos, but if you can start a punish with 5MP this is a good button to link into. | | A very useful normal due to its long hitconfirm window and cancelability. It has decent range and is safe on block, so it's fairly low-risk. Since it forces stand on hit, the HK target combo followup is guaranteed to work. At 10f startup the move is a little slow, so it's not the most useful in punishes or in combos, but if you can start a punish with 5MP this is a good button to link into. |
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| {{AttackDataCargo-SF6/Query|ryu_2hp}} | | {{AttackDataCargo-SF6/Query|ryu_2hp}} |
| * Forces stand on hit | | * Forces stand on hit |
| * Only the 1st active frame is cancellable | | * Only the 1st active frame is cancelable |
| * '''Cancel Hitconfirm Window:''' 18f | | * '''Cancel Hitconfirm Window:''' 18f |
| <br> | | <br> |
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| * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | * Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) |
| <br> | | <br> |
| The quintessential Shoto cancellable low poke. Great range for keeping the opponent at bay while cancelling into fireballs. Also good for whiff punishes. Slightly unsafe if blocked at close range unless cancelled into a safer move. Combos into most specials consistently, but requires a Counterhit or Punish Counter to combo into meterless Denjin Hashogeki. | | The quintessential Shoto cancelable low poke. Great range for keeping the opponent at bay while canceling into fireballs. Also good for whiff punishes. Slightly unsafe if blocked at close range unless canceled into a safer move. Combos into most specials consistently, but requires a Counterhit or Punish Counter to combo into meterless Denjin Hashogeki. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|ryu_jmp}} | | {{AttackDataCargo-SF6/Query|ryu_jmp}} |
| * Both hits are cancellable and put airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] | | * Both hits are cancelable and put airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| <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 cancellable. | | 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. |
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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 cancellable | | * Only 1st active frame is cancelable |
| * '''Cancel Hitconfirm Window:''' 17f | | * '''Cancel Hitconfirm Window:''' 17f |
| <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 cancelled 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. 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. |
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| {{AttackDataCargo-SF6/Query|ryu_6hk}} | | {{AttackDataCargo-SF6/Query|ryu_6hk}} |
| * '''Low Crush''' 13-19f | | * '''Low Crush''' 13-19f |
| * Cancellable on hit/block into OD Air Tatsu only | | * Cancelable on hit/block into OD Air Tatsu only |
| * '''Cancel Hitconfirm Window:''' 19f | | * '''Cancel Hitconfirm Window:''' 19f |
| <br> | | <br> |
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| * '''Cancel Hitconfirm Window:''' 37f (17f 2nd hit only) | | * '''Cancel Hitconfirm Window:''' 37f (17f 2nd hit only) |
| <br> | | <br> |
| Ryu's Axe Kick is cancellable 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. |
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| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] |
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| When cancelled 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] | | * 5HP: 6[2] |
| * 4HK (2nd): 7[3] | | * 4HK (2nd): 7[3] |
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| * 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 cancellable 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 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. |
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| When beginning a combo with LP/MP/HP Shoryuken cancelled 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. | | 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. |
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| {{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 [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| * Gives enough time to charge Lv.2 Super when cancelled (depending on screen position) | | * Gives enough time to charge Lv.2 Super when canceled (depending on screen position) |
| * Counts as 2 hits for scaling when cancelled into (10% scaling penalty on next hit) | | * Counts as 2 hits for scaling when canceled into (10% scaling penalty on next hit) |
| * '''Cancel Hitconfirm Window:''' 27f | | * '''Cancel Hitconfirm Window:''' 27f |
| <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 cancelled (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") 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. |
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| 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 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. |
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| 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 cancelling 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. | | 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. |
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| 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: |
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| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; available at 25% HP or below |
| <br> | | <br> |
| A satisfyingly powerful and invincible uppercut Super that works well in juggles. If cancelled 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. |
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