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| 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. Has the same startup but even more range than Ken's {{clr|H|5HP}}, making it superior in a vacuum, but since Ryu's offense isn't exactly on the same level, it doesn't compliment his gameplan quite as well. | | 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. Has the same startup but even more range than Ken's {{clr|H|5HP}}, making it superior in a vacuum, but since Ryu's offense isn't exactly on the same level, it doesn't compliment his gameplan quite as well. |
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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|5LP}} or {{clr|M|5LP}} on Counter-hit. | | 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|5MP}} on Counter-hit. |
| 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. | | 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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| | 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)|Hadoken]], [[#Hashogeki (Denjin 214HP)|Hashogeki]], [[#Level 1 Super (236236P)|Shinku Hadoken]], or [[#Level 2 Super (214214P)|Shin Hashogeki]] 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 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 |
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| * 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) | | * 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 {{clr|10|OD}} or {{clr|10|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 {{clr|10|SA1}} on reaction. | | With a Denjin charge stocked, Ryu can still use his Light and Medium [[#Hadoken (Denjin 236MP)|Hadoken]] without expending the charge . However using the [[#Hadoken (Denjin 236HP)|Hadoken]] will expend the Denjin charge, while gaining an extra hit and becoming very fast, making it hard to react to in neutral whil. Meterless versions do not gain extra projectile priority, so an {{clr|10|OD}} or {{clr|10|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 {{clr|10|SA1}} on reaction. |
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| * Counts as 2 hits for damage scaling when comboed into (applies to next hit) | | * Counts as 2 hits for damage scaling when comboed into (applies to next hit) |
| <br> | | <br> |
| High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into {{clr|10|SA3}}. LK is a quick combo ender, The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. {{clr|H|HK}} is very slow but usually safe on block due to its huge pushback. {{clr|L|5LK}} is the fastest normal that can combo into {{clr|L|236LK}}, and {{clr|H|4HP}} is the only normal which can combo into {{clr|H|HK}} without additional hit advantage. | | High Blade Kick (more commonly known as "Donkey Kick") is used primarily as a juggle ender due to its high juggle potential, great oki, and consistent juggle into {{clr|10|SA3}}. LK is a quick combo ender leaving a guaranteed safe jump in the corner, The {{clr|M|MK}} version can be spaced relatively safely, and often can set up a safe Denjin Charge when used midscreen. {{clr|H|HK}} is very slow but usually safe on block due to its huge pushback. {{clr|L|5LK}} is the fastest normal that can combo into {{clr|L|236LK}}, and {{clr|H|4HP}} is the only normal which can combo into {{clr|H|HK}} without additional hit advantage. |
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| {{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. | | {{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. |