User:Spabobin/sandbox4

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Shoryuken (623P)
Shoryuken
623P
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Whiff
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Levels 1 & 2
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Levels 3 & 4
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Level 5

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Whiff
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Levels 1 & 2
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Levels 3 & 4
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Level 5

623LP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1100(800) LH KD +38 -23
  • Anti-Air Invuln: 1-?f; Airborne 7-35f (Forced Knockdown state)
  • Does reduced damage on later anti-air active frames
  • Cancel reaction window: 17f
623MP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 30+12 land SA3 1200(800) LH KD +34 -32
  • Anti-Air Invuln: 1-?f; Airborne 8-45f (Forced Knockdown state)
  • Does reduced damage on later anti-air active frames
  • Cancel reaction window: 17f
623HP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 10 34+15 land SA3 1400(800) LH KD +29 -39
  • Anti-Air Invuln: 1-?f; Airborne 9-50f (Forced Knockdown state)
  • Does reduced damage on later anti-air active frames
  • Cancel reaction window: 22f
623PP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2,8 37+15 land - 800x2 LH KD +29 -40
  • Full Invuln: 1-9f; Airborne 8-52f (Forced Knockdown state)
  • Ryu's primary invincible reversal option


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.

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.








Table showing the blockstring gap when doing a cancellable normal into Drive Rush on block, followed by another normal.

I left off normals that could never be useful in this context, like doing immediate 3MK Slide after the Drive Rush. If a character has a ton of command normals or cancellable normals, a table like this might get too large. It might be worth omitting light normals that are minus on DR Cancel.

Color-coding: true blockstrings (green), short frame gaps (yellow); note that 4f gaps have a high potential for trade combos.

Ideally there would be a template to make this much more compact on the actual strategy page, and to automatically apply any colors/bold text etc depending on the value (but I'm bad at making templates)


Using Kimberly as an example:


Drive Rush Cancel - Blockstring Gaps
5LP 5MP 5HP 5LK 5MK 5HK 2LP 2MP 2HP 2LK 2MK 2HK 4HK 6HK
5LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
5MP~DR 0 0 0 0 0 3 0 0 0 0 0 0 13 18
5HP~DR 0 0 0 0 0 1 0 0 0 0 0 0 11 16
5LK~DR 4 5 8 4 7 11 3 5 7 4 6 7 21 26
5MK~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20
2LP~DR 7 8 11 7 10 14 6 8 10 7 9 10 24 29
2MP~DR 0 1 4 0 3 7 0 1 3 0 2 3 17 22
2HP~DR 0 0 1 0 0 4 0 0 0 0 0 0 14 19
5MP~HP~DR 0 0 2 0 1 5 0 0 1 0 0 1 15 20





Make a template for this table if it's useful for the Strategy pages:


Knockdown KD Adv. Oki/Notes
236K~MK
(Run~Slide)
+39
(OD: +47)
(Juggle: +47)
Great corner carry while keeping close to opponent
  • Forward Dash x2 for great oki anywhere
  • 5MP~HP into slightly delayed Slide gives a Safe Jump setup
214K
(Bushin Senpukyaku)
+33/33/32/21
(L/M/H/OD)
No midscreen oki, but can manually time corner oki
  • Good corner carry and a consistent juggle ender
  • Slightly better KD Adv. when used as an anti-air
Lv.3 Super/CA HKD +16 Immediate Drive Rush can give strong oki anywhere on screen
  • Otherwise, Kimberly can walk slightly into a max range poke (weak oki)