Combos and Stuff

Hmmm can someone tell me good ryu combos??

ughh off the top of my head or what I usually use

SA1-anything with a * you can add a jumping Fierce in the beginning for sure and link to the rest

*cr.mk->hadouken->SA1
cr.mp->had->SA1
mp->had->SA1
*cr.FP->had->SA1

SA2-

ive seen UOH->SA2 but never done it myself.

I like to Jump in with FP to cr.FP->F.shory->SA2 but pretty much any combo that can cancel into shoryu can cancel into SA2

With SA2 you can follow it up with
Had-When you land
Shory-When there in the corner
Tatsu-When you land
I think you can highblade kick him on the way down
You can jump and F.K him in the air.

uhh whats UOH??

Universal Overhead. Hit MP and MK at the same time.

Stupid SA1 corner combo: low fierce xx SA1, SA1, fierce shoryu.

is there more??

Game mechanics. There are exceptions, and some combos depend on distance, but basically:

Cl. fierce
Cl. strong
Cl. forward
Low jab
Low short
Low strong
Low forward
and low fierce

These are Ryu’s cancellable normals and will combo into most of Ryu’s specials and SA1 and 2. Also; you can cancel specials into supers (e.g anti-air dp xx SA3 or low forward xx hadou xx SA1).

Combos that are going to be particularly useful:
Low forward xx short tatsu (if you’re gonna play SA3)
Close/Low fierce xx EX donkey kick thing, RH tatsu/fierce DP
Jump in fierce, close/low fierce xx RH tatsu
UOH, DP/super

Also; http://forums.shoryuken.com/showthread.php?t=86446 is a good read.

Im so noob playing ryu…I dont know how to get better…ive been practicing but I keep losing to people…Ive tried everything i saw and I dont know when to time it with other players and I dont know how i should pracitce…Should I just switch characters??

do not stay in that state, i sucked bad with Gouki, but my friend taught me how to play better, and now, i am a heaps better Gouki player, so here’s what i do, IF i lose, i just take down a mental note why i lost, and learn from your mistakes and keep at it, do NOT give up

Can someone show me ryu Bnb’s??? not combos that lead to SA’s…just normal ones…(links and combos)…I cant really find stuff…

Low forward xx (EX) fireball
(Jump roundhouse) close fierce xx roundhouse hurricane kick
(Jump roundhouse) close fierce xx EX karate kick, roundhouse hurricane (or fierce DP in corner)
(Jump roundhouse) close fierce xx strong DP, cancel into SA3 (easiest shot at full Denjin)
low forward/close fierce xx strong DP xx SA1, EX FB

In corner: cr. forward, EX Tatsu, SA1, EX donkey kick, fierce SRK.

Thanks for this guys… :smiley:

When you have the chance to combo with Ryu’s SA2, you should always do cl.MK>HP SRK>SA2. I have tested and compared damage with cl.HP>HP SRK>SA2, and cl.MK combo starter deals more damage. This is because cl.MK scales less damage for next connected attacks than cl.HP does.

Hadouken>SA2 reduces damage a lot. Only use it as a hit confirm, such as c.MK>Hadouken>SA2 which connects from bigger range than c.LK>c.LK>SA2, but deals less damage.

Are you sure? Maybe there’s something about the combo mechanics I still don’t understand (in which case, I <3 you 3S). But since HP and MK both do one hit, the scaling should be the same (and HP is a more damaging normal so yeah).

RyukendenX - lol remember me?

the strongest link for shin shoryuken isnt all the ones you mentioned.
the strongest one is simply Fierce punch and into SA2

no shoryukens, no hadoukens, no middle kicks into shoryukens.

just fierce punch into sa2. its because of the damage scale which reduces the damage done.

lol, no way that hp->sa2 does more damage than hp->srk->sa2, you should only leave out the shoryuken if you are being pushed back so far that the shoryuken will miss, eg: max range mp/cr.mp

You’re right about those two moves, but take note that in 3S scaling is different for every single move (quick example: a simple punch will nearly always have low scaling, but a move that lets you combo after it will nearly always have high scaling) and for every single type of move that follows, the types I could figure out are normal move, special non-grab move and special grab, easier to get a feel of with Urien and Hugo’s combos, not so much with Ryu.

That’s not a link, it’s a cancel, and it’s weaker.

Another combo damage info, when you do cl.MK>MP SRK>SA1, Hadouken>SA1 you do less damage than cl.MK>MP SRK>SA1, SA1. Never cancel Hadouken into Super, it only reduces damage (unless it’s for block damage).

I tested what you said Ryu24, and here are the results:

cl.HP>SA2 - 85 pixels of health

cl.MK>SA2 - 87 pixels of health

cl.MK>HP SRK>SA2 - 91 pixels of health

I don’t know how you came to conclusion that cl.HP>SA2 is the most damaging combo.

Using cl.HP>HP SRK>SA2 instead of cl.MK>HP SRK>SA2 is only good for stun damage. Speaking of which, HK Joudan Geri is better post SA2 juggle for stun damage than HK Tatsumaki. Dash, SRK is the best post SA2 juggle, it deals same damage as HK Tatsumaki and same stun damage as HK Joudan Geri, but only works in corner. At mid screen, it doesn’t hit from close range and deals less damage as a result.