Spectral vs Generation/Ryuken: Difference between revisions
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'''Dislikes''': Evil | '''Dislikes''': Evil | ||
== | ==Gameplay Overview== | ||
{{StrengthsAndWeaknesses | |||
| intro = {{SUBPAGENAME}} 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. Should that not satisfy you, his Wolf Stance (214D) is enough to frustrate your opponent because of the properties it has. | |||
'''Ryuken is a speedy combo-monster who has a multitude of ways to open you up while having an incredibly opressive stance at the same time.''' | |||
| pros= | |||
| | * '''"This Is The Stance"''': Ryuken's Wolf Stance (214D) is tremendously powerful because of many things. It low-profiles, it has 50/50 openers, it has combo fillers, it has instant guard break setups, and it is a walking conditioning machine. The best part is that he is ''COMPLETELY IMMUNE'' to any type of throw in the game while in this stance. | ||
* '''Nigh-Superior Mobility''': Having access to a teleport dash for side-switch mix-ups, a powerful instant air dash, and a far reaching hyper hop, Ryuken can effortlessly get in your face and nullify any type of zoning. | |||
* '''Strong Corner Carry''': Thanks to his j.236236D, Ryuken has powerful corner carry potential, though it will most of the time cost 2 bars to perform. | |||
* '''Jumping C''': A button so powerful it deserves to be a pro by itself. Incredibly fast, high priority, easy to cross up with. It's his best air-to-air and jump-in. And because of his strong instant air dash, he can easily condition opponents to attempt to parry his jump-in. | |||
* | *'''Projectiles Are Nothing''': Ryuken is one of the few characters who does not have to worry about projectiles. He can outmaneuver them in the air, he can use his wolf stance to low-profile under them or he can use is 623C special to roll through them and get a full combo. | ||
| cons= | |||
*Strong | * '''Needs To Go In''': While being incredibly opressive, Ryuken still suffers from very stubby buttons and his only non-super projectile is a air fireball with a very shallow angle, meaning that he has to be in his opponent's face to do anything. | ||
* '''Awful Burst Potential''': Ryuken is one of the characters who benefit the least from burst in terms of kill potential. He does have quite some scaling and his combos are too long to properly loop in burst. Burst is mostly used for survival and pressure for a character like Ryuken. | |||
* | * '''Only One Good Super''': Air Wolf Howl (j.236236D) is your only good super, due to both the utility it offers and the damage it deals in combos. His other supers and even his LVL 3 suffers from very harsh scaling and rarely see any use outside of very rare situations. | ||
}} | |||
* | |||
* | |||
* | |||
* | |||
==Normals== | ==Normals== | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken does a double palm strike. | | description = Ryuken does a double palm strike. | ||
Has two hitboxes, one that covers his arms, and another that covers the end of his hands. The latter hitbox launches, making max range pokes inconsistent. However, it's still his best poke confirm compared to all of his buttons. | |||
}} | }} | ||
}} | }} | ||
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===Chain Specific Normals=== | ===Chain Specific Normals=== | ||
{{MoveData | {{MoveData | ||
|name=2B -> 2C | |name=2A/2B/2D -> 2C | ||
|image=SVG_Ryuken_2C2.png | |image=SVG_Ryuken_2C2.png | ||
|data= | |data= | ||
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|image=Spectral_VS_Generation_Ryuken_214D.png | |image=Spectral_VS_Generation_Ryuken_214D.png | ||
|input=214D | |input=214D | ||
|caption= | |caption= This is the stance | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken enters a stance that low profiles ''ALL NON-LOW HITTING MOVES (even supers!)''. Extremely paramount to your mixup and combo game, since some bnbs require you to go into stance.<br>He has many options after stance. | | description = Ryuken enters a stance that low profiles ''ALL NON-LOW HITTING MOVES (even supers!)'' and evades ''ALL GRABS AND COMMAND GRABS(only exception being Jadou's super command grab)''. Extremely paramount to your mixup and combo game, since some bnbs require you to go into stance.<br>He has many options after stance. | ||
}} | }} | ||
}} | }} | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken rolls forward, | | description = Ryuken rolls forward, making it's hurtbox really small. | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken follows up the roll with two jumping kicks.<br>Unsafe on block, | | description = Ryuken follows up the roll with two jumping kicks.<br>Unsafe on block, but does give skd if it hits an aerial opponent, so it’s useless in pressure but isn’t the worst combo ender if you accidentally get this after a roll | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=WS: | |name=WS: Cloud Kick | ||
|image=Spectral_VS_Generation_Ryuken_AS_BBB.png | |image=Spectral_VS_Generation_Ryuken_AS_BBB.png | ||
|image2=SVG_Ryuken_j.C.png | |image2=SVG_Ryuken_j.C.png | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken does a short | | description = Ryuken does a short roll and then a shoulder tackle.<br>Your main bnb special but also very good in neutral as it can punish projectiles or moves with long recovery.<br>A version doesn't go far, so there's no real use of this one. | ||
}} | }} | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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===Level 1 Supers=== | ===Level 1 Supers=== | ||
{{MoveData | {{MoveData | ||
|name= | |name=Explosive Over | ||
|image=Spectral_VS_Generation_Ryuken_236236AB.png | |image=Spectral_VS_Generation_Ryuken_236236AB.png | ||
|image2=Spectral_VS_Generation_Ryuken_236236C.png | |image2=Spectral_VS_Generation_Ryuken_236236C.png | ||
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|image=Spectral_VS_Generation_Ryuken_214214C.png | |image=Spectral_VS_Generation_Ryuken_214214C.png | ||
|input=214214C | |input=214214C | ||
|caption= | |caption=Serve this LVL 3 raw, not well-done. | ||
|data= | |data= | ||
{{AttackData-SVG | {{AttackData-SVG | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken does an uppercut that goes into a cinematic sequence. | | description = Ryuken does an uppercut that goes into a cinematic sequence. | ||
While it boasts incredible damage for a level 3, this move scales the most of all moves in the game. It's short range and low damage in combos means it's usually used in burst or as a risky tech punish. | |||
}} | }} | ||
}} | }} | ||
==Strategy== | |||
===Neutral=== | |||
===Offence (On Hit)=== | |||
====HKD OKI==== | |||
===Offence (On Block)=== | |||
===Defense=== | |||
==Combos== | ==Combos== | ||
:Need help reading the combos? Check out the [[Spectral_vs_Generation/Glossary|'''Glossary''']] for explanations on notation and game specific terms! All damage values tested against Hiro.<br> | |||
WW stands for Waiting Wolf, his 214D stance. WS stands for Wild Shadow, his 236D jump. | |||
===Chain Combos=== | ===Chain Combos=== | ||
===Basic Combos=== | ===Basic Combos=== | ||
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| colspan="6" align="center" | '''Meterless BnB''' | | colspan="6" align="center" | '''Meterless BnB''' | ||
|- | |- | ||
|2D -> | |2D -> 5B -> 5C >> 236A ~> 66A | ||
| | |109 | ||
| | |Basic BnB, give sliding skd | ||
|- | |- | ||
|2D -> | |2D -> 2B -> 2C >> 623C ~> C ~> C ~> D | ||
| | |132 | ||
| | |Basic bnb for damage | ||
|- | |- | ||
|9C >> | |9C >> cl.B -> C >> 623C ~> C ~> C ~> D | ||
| | |161 | ||
| | |Basic jump in BnB | ||
|- | |- | ||
| | |214D ~> 5D >> 6 cl.B -> 5C > 623C ~> A/B/C ~> A/B/C ~> D | ||
| | |142 | ||
| | |Midscreen variant off of the overhead. Requires a microwalk for the cl.B -> 5C to connect, but you can do 2A -> 2C instead for a bit less dmg | ||
|- | |- | ||
|214D ~> 5D >> | |214D ~> WW 5D >> cl.B -> 5C > 236D ~> WS C >> WW A ~> A ~> WS B ~> B ~> B ~> C | ||
|178 | |||
|Corner Only. | |||
| | |||
| | |||
|- | |- | ||
| colspan="6" align="center" | '''One Bar BnB''' | | colspan="6" align="center" | '''One Bar BnB''' | ||
|- | |- | ||
|2D -> | |2D -> 5B -> 5C >> 236A ~> 66A (SOT) >> 66 214D ~> WW C >> 2C > 236D ~> B ~> B ~> B ~> C | ||
| | |209 | ||
| | |If you aren't close enough to the corner after the 236A portion you have to cut out the 66 214D ~> WW C to make the combo work | ||
|- | |- | ||
| | |9C >> cl.B -> 5C > 623C ~> A/B/C ~> A/B/C ~> D SoT >> 214D ~> WW C >> 2C 236D ~> WS B ~> B ~> B ~> C | ||
| | |236 | ||
| | |If you aren't close enough to the corner after the 623C portion you have to cut out the 214D ~> WW C to make the combo work | ||
|- | |- | ||
|2D -> | |2D -> 5B -> 5C >> 236A ~> 66A (SOT) >> B+C (AAABBBCCCDD > 236D) | ||
| | |188 | ||
|Walk or Dash up to land | |Walk or Dash up to land B+C, you want to hit the B+C | ||
|- | |- | ||
| | | colspan="6" align="center" | '''Two Bar BnB''' | ||
| | |||
|- | |- | ||
| | |9C >> cl.B -> 5C > 623C ~> A/B/C ~> A/B/C ~> D SoT >> 214D ~> WW C >> 2C > 236D ~> WS B ~> B ~> B ~> C > j.236236D >> 2A -> 2C > 236A ~> 66A | ||
| | |310 | ||
| | |IF you are not close enough to the corner after the 623C portion then you will have to omit the 214D ~> WW C for the combo to work | ||
|- | |- | ||
| | |(Corner Only) 9C >> cl.B -> 5C >> 236D ~> WS C ~> WW A ~> A ~> A (SOT) ~> WW 66 >> 214D ~> WW C >> 214C ~> WW A ~> A ~> A Sot >> WW 66 >> 214D ~> WW C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236236D >> 2A -> 2C > 236A ~> 66A | ||
|383 | |||
|236D ~> WS C ~> WW A must be done QUICKLY to link, plink it | |||
|- | |- | ||
|9C >> | |(Corner Only) 9C >> 5A -> 5B -> 5C >> 236A ~> 66A (SOT) >> 214D ~> WW C >> 214D ~> WW C >> 214C > WW A ~> A ~> A Sot >> WW 66 >> 214D ~> WW C >> 214D ~> WW C >> 2C > 236D ~> WS B ~> B ~> B ~> C | ||
| | |312 | ||
| | |Corner loop. The first 214C will need to be delayed depending on character. Can be looped again witt another 214D ~> WW C instead of the 2C > 236D but at that point the damage isnt worth the extra bar, and instead its better to just stick with the HKD. Depending on the opponents height after the 214C > WW A ~> A ~> A Sot part of the combo you may have to drop the second 214D >> WW C, you can tell as they need to be a bit above your head for the second 214D >> WW C to work. Can start with a WW 4D overhead for 286 dmg. VS Oro and Earth you need to use 236B. VS Ryuken, Mayura, and Krayce you need to use 236C. Very hard to do vs Jadou2, requires a micro walk backwards for the first 214D >> WW C | ||
|- | |- | ||
|(Corner Only) 9C >> | |(Corner Only) 9C >> 5A -> 5B -> 5C >> 236A ~> 66A (SOT) >> 214D ~> WW C >> 214D ~> WW C >> 214C > WW A ~> A ~> A Sot >> WW 66 >> Burst >> 214D ~> WW C >> 2C > 236D ~> WS B ~> B ~> B ~> C > j.236236D >> 214214C | ||
| | |366 | ||
| | |Corner Burst Combo, you can also do a 214C ~> WW A ~> A ~> A Sot >> 214D ~> WW C route right after the burst as an alt route but it does the exact same damage and is purely for the variety. | ||
|- | |- | ||
| colspan="6" align="center" | '''Three Bar BnB''' | | colspan="6" align="center" | '''Three Bar BnB''' |
Latest revision as of 17:37, 29 April 2024
Ryuken | |
---|---|
Health | 500 |
Pre-Jump Frames | 3 |
Play Style | Rushdown, Mixup |
Dash Type | Step |
Character Background
Race: Human
Motivation: Restore order to the world
Weapon: Fenrir Knuckle
Likes: Martial Arts
Dislikes: Evil
Gameplay Overview
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. Should that not satisfy you, his Wolf Stance (214D) is enough to frustrate your opponent because of the properties it has. Ryuken is a speedy combo-monster who has a multitude of ways to open you up while having an incredibly opressive stance at the same time. |
|
Pros | Cons |
|
|
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
|
---|
2C
|
---|
2D
|
---|
Jumping Normals
j.A
|
---|
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
|
---|
Chain Specific Normals
2A/2B/2D -> 2C
|
---|
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 |
---|
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 |
---|
Spinning Kick
Waiting Wolf ~> 5D |
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WW: Raging Kick
Waiting Wolf ~> 2D |
---|
Roll into Kicks (No official Movelist Name)
|
---|
Wild Shadow
236D |
---|
Energy Cannon
Wild Shadow ~> A |
---|
WS: Cloud Kick
Wild Shadow ~> BBBC |
---|
WS: Control
Wild Shadow ~> C |
---|
WS: WS
Wild Shadow ~> D |
---|
Mountain Crusher
623A/B/C |
---|
MC Falling Tiger Strike
Mountain Crusher ~> A/B/C ~> A/B/C |
---|
MC Falling Tiger Strike ~> D
|
---|
Super Moves
Level 1 Supers
Explosive Over
236236A/B/C |
---|
Wolf Howl
236236D/j.236236D |
---|
Level 3 Super
Wolf Fang Comet Splash
214214C |
---|
Strategy
Neutral
Offence (On Hit)
HKD OKI
Offence (On Block)
Defense
Combos
- Need help reading the combos? Check out the Glossary for explanations on notation and game specific terms! All damage values tested against Hiro.
WW stands for Waiting Wolf, his 214D stance. WS stands for Wild Shadow, his 236D jump.
Chain Combos
Basic Combos
Combo | Total Damage | Notes | |||
Meterless BnB | |||||
2D -> 5B -> 5C >> 236A ~> 66A | 109 | Basic BnB, give sliding skd | |||
2D -> 2B -> 2C >> 623C ~> C ~> C ~> D | 132 | Basic bnb for damage | |||
9C >> cl.B -> C >> 623C ~> C ~> C ~> D | 161 | Basic jump in BnB | |||
214D ~> 5D >> 6 cl.B -> 5C > 623C ~> A/B/C ~> A/B/C ~> D | 142 | Midscreen variant off of the overhead. Requires a microwalk for the cl.B -> 5C to connect, but you can do 2A -> 2C instead for a bit less dmg | |||
214D ~> WW 5D >> cl.B -> 5C > 236D ~> WS C >> WW A ~> A ~> WS B ~> B ~> B ~> C | 178 | Corner Only. | |||
One Bar BnB | |||||
2D -> 5B -> 5C >> 236A ~> 66A (SOT) >> 66 214D ~> WW C >> 2C > 236D ~> B ~> B ~> B ~> C | 209 | If you aren't close enough to the corner after the 236A portion you have to cut out the 66 214D ~> WW C to make the combo work | |||
9C >> cl.B -> 5C > 623C ~> A/B/C ~> A/B/C ~> D SoT >> 214D ~> WW C >> 2C 236D ~> WS B ~> B ~> B ~> C | 236 | If you aren't close enough to the corner after the 623C portion you have to cut out the 214D ~> WW C to make the combo work | |||
2D -> 5B -> 5C >> 236A ~> 66A (SOT) >> B+C (AAABBBCCCDD > 236D) | 188 | Walk or Dash up to land B+C, you want to hit the B+C | |||
Two Bar BnB | |||||
9C >> cl.B -> 5C > 623C ~> A/B/C ~> A/B/C ~> D SoT >> 214D ~> WW C >> 2C > 236D ~> WS B ~> B ~> B ~> C > j.236236D >> 2A -> 2C > 236A ~> 66A | 310 | IF you are not close enough to the corner after the 623C portion then you will have to omit the 214D ~> WW C for the combo to work | |||
(Corner Only) 9C >> cl.B -> 5C >> 236D ~> WS C ~> WW A ~> A ~> A (SOT) ~> WW 66 >> 214D ~> WW C >> 214C ~> WW A ~> A ~> A Sot >> WW 66 >> 214D ~> WW C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236236D >> 2A -> 2C > 236A ~> 66A | 383 | 236D ~> WS C ~> WW A must be done QUICKLY to link, plink it | |||
(Corner Only) 9C >> 5A -> 5B -> 5C >> 236A ~> 66A (SOT) >> 214D ~> WW C >> 214D ~> WW C >> 214C > WW A ~> A ~> A Sot >> WW 66 >> 214D ~> WW C >> 214D ~> WW C >> 2C > 236D ~> WS B ~> B ~> B ~> C | 312 | Corner loop. The first 214C will need to be delayed depending on character. Can be looped again witt another 214D ~> WW C instead of the 2C > 236D but at that point the damage isnt worth the extra bar, and instead its better to just stick with the HKD. Depending on the opponents height after the 214C > WW A ~> A ~> A Sot part of the combo you may have to drop the second 214D >> WW C, you can tell as they need to be a bit above your head for the second 214D >> WW C to work. Can start with a WW 4D overhead for 286 dmg. VS Oro and Earth you need to use 236B. VS Ryuken, Mayura, and Krayce you need to use 236C. Very hard to do vs Jadou2, requires a micro walk backwards for the first 214D >> WW C | |||
(Corner Only) 9C >> 5A -> 5B -> 5C >> 236A ~> 66A (SOT) >> 214D ~> WW C >> 214D ~> WW C >> 214C > WW A ~> A ~> A Sot >> WW 66 >> Burst >> 214D ~> WW C >> 2C > 236D ~> WS B ~> B ~> B ~> C > j.236236D >> 214214C | 366 | Corner Burst Combo, you can also do a 214C ~> WW A ~> A ~> A Sot >> 214D ~> WW C route right after the burst as an alt route but it does the exact same damage and is purely for the variety. | |||
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 |