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| Hashogeki has juggle potential on all versions; the {{clr|L|LP}} and {{clr|M|MP}} versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with {{clr|10|236KK}} or {{clr|10|214KK}}, then following up with a juggled {{clr|4|Drive Rush}} normal into 214P. On a grounded hit, the opponent is left standing after the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|OD}} versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. | | Hashogeki has juggle potential on all versions; the {{clr|L|LP}} and {{clr|M|MP}} versions allow for high damage juggle routes, especially in the corner. This is most commonly achieved by launching with {{clr|10|236KK}} or {{clr|10|214KK}}, then following up with a juggled {{clr|4|Drive Rush}} normal into 214P. On a grounded hit, the opponent is left standing after the {{clr|L|LP}}/{{clr|M|MP}}/{{clr|10|OD}} versions; Ryu is left too far away for an immediate throw mixup, but the opponent can still be punished for attempting to escape or hit a defensive button. |
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| {{clr|L|214LP}} has short range and low pushback but is safe; {{clr|M|214MP}} is technically unsafe but the spacing often makes it more difficult to punish. {{clr|H|214HP}} gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counter-hit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent. | | {{clr|L|214LP}} has short range and low pushback but is safe; {{clr|M|214MP}} is technically unsafe but the spacing often makes it more difficult to punish. With specific setups, the {{clr|L|LP}}/{{clr|M|MP}} versions are useful as meaty tools on the opponent's wakeup. |
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| | {{clr|H|214HP}} gives Ryu frame advantage, but canceling into it leaves Ryu vulnerable during its long startup. If you condition the opponent to expect a {{clr|H|214HP}} cancel, you can punish their light normal mash by ending with the {{clr|L|LP}} or {{clr|M|MP}} versions instead, creating an intentional gap of 1-4 frames in the blockstring. Since a Counter-hit puts the opponent into a juggle state, Ryu can juggle even if he trades hits with the opponent. |
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| Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in. | | Against opponents in Burnout, {{clr|L|214LP}} can be used for extended pressure sequences; however, Burnout increases the pushback on block, so Ryu must spend meter to force his way back in. |
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| * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} | | * 1f gap: {{clr|H|2HP}} > {{clr|M|214MP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|214PP}} | | * 2f gap: {{clr|M|2MP}} > {{clr|10|214PP}} |
| * 3f gap: {{clr|L|5LK}}/{{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|10|214PP}} | | * 3f gap: {{clr|L|5LK}}/{{clr|L|2LP}} > {{clr|L|214LP}}, {{clr|M|2MP}} > {{clr|M|214MP}}, {{clr|H|4HP}} > {{clr|10|214PP}} |
| * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} | | * 4f gap: {{clr|L|5LP}} > {{clr|L|214LP}}, {{clr|H|4HP}} > {{clr|M|214MP}} |
| }} | | }} |
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| There are some blockstrings that can create frame traps on block: | | There are some blockstrings that can create frame traps on block: |
| * 1f gap: {{clr|H|4HK (2nd)}} > {{clr|10|Denjin 214P}} | | * 1f gap: {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|10|Denjin 214PP}}, {{clr|H|4HK (2nd)}} > {{clr|H|Denjin 214HP}} |
| * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|10|Denjin 214P}} | | * 2f gap: {{clr|M|2MP}} > {{clr|10|Denjin 214PP}}, {{clr|H|2HP}} > {{clr|H|Denjin 214HP}} |
| * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}} | | * 3f gap: {{clr|H|4HP}} > {{clr|10|Denjin 214PP}}, {{clr|4|DR~}}{{clr|M|5MP}}/{{clr|M|2MK}} > {{clr|H|Denjin 214HP}} |
| }} | | }} |
| <br> | | <br> |