Spectral vs Generation/Ryuken: Difference between revisions
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Bladetastic (talk | contribs) |
Bladetastic (talk | contribs) (Rephrasing of move descriptions and more information.) |
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken does a palm fist while moving forward.<br>The A version is the fastest, but doesn't go far. Also used in your bnb combos. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = The B version takes a bit longer to start up but goes further than the A version. Not used much. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = C version has the longest startup, but goes the furthest of them all. Hard to use in neutral due to startup and can't combo into without SoT. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken does a stomp into his 214D stance. Has quite some startup and does not hit low, sadly. Not much use of this. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken | | description = Ryuken enters a stance that low profiles ''ALL NON-LOW HITTING MOVES (even supers!)''. Extremely paramount to your mixup and combo game, since bnbs require you to go into stance.<br>He has many options after stance. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = A | | description = Ryuken does a quick series of punches depending on how many times you press A (up to three times).<br>Pressing A once will do one punch and end the stance. Not useful.<br>Pressing A twice will do to punches and launch them. Ryuken will also do a follow up command jump (236D).<br> Pressing A three times will knock down on hit and return to stance. Also SoT cancellable and used for combos. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken takes a big step and does a palm fist, instantly destroying the enemy's guard.<br>Extremely useful for opening the opponent up if you get a SoT blockstring, but not useful in combos. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = shoulder tackle | | description = Ryuken performs a shoulder tackle, launching the opponent. Great combo filler for 2C into 236D bnbs.<br> Also has armor properties that will beat all high and mid moves, but not lows, throws or supers. It will also exit his stance. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = overhead | | description = Ryuken hops and does a roundhouse kick. Hits overhead and has enough hitstun for you to follow up with any of your bnb starters. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Extremely oppressive button. Hits low, low profiles, and doesn't exit stance.<br>When used along with D from stance, he gets a really good 50/50 mixup that will frustrate his opponents. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken rolls forward, being fully invincible. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken follows up the roll with two jumping kicks.<br>Unsafe on block, therefore you don't see much use of this when 326C is a move. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken does a demon flip. Used in neutral or in combos depending on what followup you choose. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = a | | description = Ryuken's only non-super projectile, and it's not even a traditional one.<br>Good for pressure in neutral and knocks down on hit. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = 3 | | description = Ryuken does 3 air kicks before perfoming a swipe that knocks down.<br>Your go to meterless bnb ender and bnbs with meter. Don't use this in neutral. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken does a divekick.<br> Mostly used in corner combos due to the angle of the kick being very small. Not much use in neutral because of that. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken does a parry in the air, which stuns the opponent even after they land, leading to a full combo.<br>Immediately enters the 214D stance regardless if it hits or misses. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = Ryuken does a short invulnerable roll and then | | description = Ryuken does a short invulnerable roll and then a shoulder tackle.<br>Your main bnb special but also very good in neutral due to the i-frames punishing projectiles or moves with long recovery.<br>A version doesn't go far, so there's no real use of this one. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = B version goes further, but not as good as the C version.<br>Not much use, either. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = C version goes the furthest, and since all of the versions has the same startup, the C version will always leave you point blank on your opponent. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken's rekka followups after 623A/B/C. Unsafe on block. | ||
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| advHit = | | advHit = | ||
| advBlock = | | advBlock = | ||
| description = | | description = Ryuken's final rekka followup, which launches his opponents to the air.<br>SoT cancellable, but will completely whiff against opponents who are crouch blocking.<br>Delay SoT for maximum fall time. | ||
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Revision as of 11:32, 22 May 2021
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
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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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 |