Spectral vs Generation/Ryuken: Difference between revisions
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Bladetastic (talk | contribs) m (→Special Moves) |
Bladetastic (talk | contribs) |
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| description = | | description = Ryuken strikes forward.<br>If it hits, he will do a few more strikes before shooting a giant fireball.<br>Good burst combo ender if you want to keep your burst. | ||
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| description = | | description = Instead of striking forward, Ryuken shoots the fireball straight away, ignoring projectiles with less priority.<br>Can easily be dodged on reaction and never good to use outside of punishing projectiles. | ||
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| description = Ryuken | | description = Ryuken jumps in the air diagonally and does a high damaging kick<br>Fully invincible before the kick. | ||
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| description = Ryuken dives downward from the air, transitioning into a leaping kick<br>Depending on the height the opponent was if you hit them out of the air, you can combo off of this in the corner | | description = Ryuken dives downward from the air, transitioning into a leaping kick<br>Your metered bnb ender.<br>Depending on the height the opponent was if you hit them out of the air, you can combo off of this in the corner | ||
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Revision as of 11:41, 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 Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
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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 Assume the position Assume the position
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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) 214D ~> 66 214D ~> 66 214D ~> 66 ~> D 214D ~> 66 ~> D
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Wild Shadow 236D Demon Flip Demon Flip
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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 A/B version A/B version C version C version
|
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Wolf Howl 236236D/j.236236D The Bruce Lee Kick The Bruce Lee Kick
|
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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 |