Spectral vs Generation/Ryuken: Difference between revisions
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* | *Combo character, plenty of combos to mess around with. | ||
*Teleport dash | *Combos extend even further in the corner. | ||
* | *Teleport dash that allows for side-switch mix-ups. | ||
*Strong pressure tools | *Fast mobility with his super jump and quick dashes. | ||
*J.C | *Strong pressure tools. Ryuken has access to guaranteed guard break combos. | ||
* | *623A/B/C has invincibility on the roll, which can avoid most attacks. | ||
*236D | *J.C is a great air button. It's his best air to air and cross-up button. | ||
* | *214C immediately cancels into wolf stance. | ||
* | *Wolf stance changes have a few frames of invincibility between them. | ||
*236D > A causes a hard knockdown on hit and is good for spacing against some characters. | |||
*50/50 mix-ups with 236D > 2D or 5D. Both can be comboed off of. | |||
*j.236-236D is Ryuken's best super. Best damage, best utility, best corner carry. | |||
*236-236D is a good anti-air. | |||
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* | *Extremely short normals. You have to be in the opponent's face to do anything | ||
* | *Dust finisher can miss if not done quick enough. | ||
* | *Both Wolf and Wild Shadow stances are difficult to set-up without proper positioning. | ||
* | *236-236A/B/C scales combo damage hard. | ||
*236-236C is punishable in the corner on hit. | |||
*236-236D is only good as an anti-air, lacks the utility of the jumping version. | |||
*214-214C scales the combo hard. | |||
*No optimal burst combos since scaling hits Ryuken hard. | |||
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Revision as of 17:42, 14 May 2021
Ryuken | |
---|---|
Health | 500 |
Pre-Jump Frames | 3 |
Play Style | Rushdown, Mixup |
Dash Type | Step |
Character Background
Race: Human
Motivation: Restor order to the world
Weapon: Fenrir Knuckle
Likes: Martial Arts
Dislikes: Evil
Character Info
Ryuken is a strong and fast rushdown character with a balanced toolkit. He possesses a great fireball, excellent mobility, and potent pressure that can either be used to mix-ups or guard breaks. Ryuken's combos deal very high damage, often allowing him to three-touch opponents
his stubby normals means he has to work to get in, something he excels at with his very fast speed, his teleport dash and useful special moves
Ryuken also has access to great damage combos in the corner, a position he gets very easily with his insane corner carry potential
Strengths | Weaknesses |
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|
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Normals
Far Standing Normals
5A
|
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5B
|
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5C
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5D
|
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Close Standing Normals
cl.5A
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cl.5B
|
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cl.5C
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cl.5D
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Crouching Normals
2A
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2B
|
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2C
|
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2D
|
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Jumping Normals
j.A
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j.B
|
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j.C
|
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j.D
|
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Command Normals
4C
|
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3D
|
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Chain Specific Normals
2B -> 2C
|
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Throws
A+D
Forward Throw |
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B+D
Back Throw |
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Sword Series Slash (Dust)
5B+C
Standing SSS |
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2B+C
Low SSS |
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Chaos Breaking (Parry)
A+B
|
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Special Moves
Over King Shot
236A/B/C |
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Giant Axe Crush
Over King Shot > 66A/B/C |
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Beat Open
214C |
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Waiting Wolf
214D |
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WW: Blur Bullet
Waiting Wolf ~> AAA |
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Over King Shot
Waiting Wolf ~> B |
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Claw Slice
Waiting Wolf ~> C |
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Spinning Kick
Waiting Wolf ~> 5D |
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WW: Raging Kick
Waiting Wolf ~> 2D |
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Roll into Kicks (No official Movelist Name)
|
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Wild Shadow
236D |
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Energy Cannon
Wild Shadow ~> A |
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WS: CLoud Kick
Wild Shadow ~> BBBC |
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WS: Control
Wild Shadow ~> C |
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WS: WS
Wild Shadow ~> D |
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Mountain Crusher
623A/B/C |
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MC Falling Tiger Strike
Mountain Crusher ~> A/B/C ~> A/B/C |
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MC Falling Tiger Strike ~> D
|
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Super Moves
Level 1 Supers
236236A/B/C
236236A/B/C |
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Wolf Howl
236236D/j.236236D |
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Level 3 Super
Wolf Fang Comet Splash
214214C |
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Combos
Chain Combos
Basic Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D | |||||
2D -> 2A -> 2C >> 236A ~> 66A | |||||
9C >> clB -> C >> 236A ~> 66A | |||||
9C >> clB -> C >> 623C ~> C ~> C ~> D | |||||
214D ~> 5D >> 5A -> B -> C >> 236C ~> 66C | |||||
214D ~> 5D >> 5A -> B -> C >> 623C ~> C ~> C ~> D | |||||
One Bar BnB | |||||
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D (SOT) >> B+D (AAABBBCCCDD > 236D) | |||||
2D -> 2A -> 2C >> 236A ~> 66A (SOT) >> B+D (AAABBBCCCDD > 236D) | Walk or Dash up to land B+D. | ||||
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D (SOT) >> 2C > 236D ~> B ~> B ~> B ~> C | Walk or Dash up to land 2C. | ||||
2D -> 2A -> 2C >> 236A ~> 66A (SOT) >> 2C > 236D ~> B ~> B ~> B ~> C | Walk or Dash up to land 2C. | ||||
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D > j.236-236D | |||||
Two Bar BnB | |||||
9C >> 2A -> 2C >> 623C ~> C ~> C ~> D (SOT) >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236C | Walk or Dash up to land 2C. | ||||
(Corner Only) 9C >> clB -> C >> 236D ~> C ~> A ~> A ~> A (SOT) ~> C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236D >> 2A -> 2C > 236A ~> 66A | 236D ~> C ~> A must be done QUICKLY to link... After j.236-236D, linking 2A -> 2C will require you to hit the opponent in the air and immediately cancel into 236A. | ||||
Three Bar BnB | |||||
[combo starter] >> 623C ~> C ~> C ~> D SOT > burst > 236A ~> 66A SOT > 214D ~> C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236D >> 214214C | level 3 super can be substituted with 236236A if you want to conserve burst | ||||
[combo starter] >> 623C ~> C ~> C ~> D SOT > burst > 236A ~> 66A SOT > 214D ~> C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236D >> 2A -> 2C > 236A ~> 66A SOT > [combo ender] | despite being a true loop, this combo is too long to be used twice in burst. so choose any combo or super you want to end it with |