Thanks for this guys…
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.
Also, cl.HP>SA2 is normal cancel, but you gotta do it so fast. It’s easier to do c.HP>SA2. But you won’t need any of these combos because they deal less damage.
Ah, I see. Thanks for the insight.
And going by the knowledge above, HP>SRK>SA2 must do more damage than MK>SRK>SA2… because HP is just a more powerful move. Unless HP has high scaling.
Well yes… HP is a cancellable normal after all.
are you sure you did it right?
and yes fierce punch into sa2 works.
let me show you the video.
[media=youtube]Th4XV8tiRyg&feature=related[/media]
either way, im not 100% sure about this. i dont use sa2 as my main.
im SA3.
and by the way, im not sure why you question my skills with ryu
just because you beat me once with like 200+ ms lag doesnt mean anything.
if i tried my best, i could beat guys like kuroda if you gave me like 10 tries.
any decent player enough can beat a really good player.
i dont know about that…
I already said cl.HP>SA2 is a cancel, but you gotta input SA2 quickly. cl.MK>HP SRK>SA2 is the best choice. I tested it and showed you the damage results.
Don’t you think Denjin is God tier on lag?
When health bar is low and turns into orange color, the lower the health is, the lower the damage will be due to damage scaling.
cl.HP>EX Joudan Geri>EX SRK on orange health - 48 pixels or less, depending how small the orange bar was. 48 pixels is actually the maximum length of orange health bar.
cl.HP>EX Joudan Geri>EX SRK on normal health - 56 pixels of damage.
Tested on Ryu.
You guys have got to fix your terminology. You’ve been talking about links and chains but none of the combos you have described are either, they are plain cancels.
HP does not “chain” into SA2. Chains are for normals, Ryu’s target combo could be considered a chain combo. Another chain is how dLK cancels into itself. Chain combos are not a big part of the SF3 series.
When you link, you recover from the move before the opponent does and hit them. An example of a link into super is f+HP, SA2.
No one understands the technicalities of Third Strike’s combo mechanics but Ryu’s closeMK canceled into SA2 does indeed do more damage than closeHP. CloseMK may do less damage than closeHP in other combos, though.
combos/SA1 set-ups
this is probably the most over-the-top combo for ryu. it isn’t very useful in actual matches… unless your opponent is a specific character, stunned, a certain distance away from the corner and you have at least one super bar. but here it is
**j.hp, cl.mk, m.srk xxx SA1 **(opponent bounces and is caught by last hit) **EX hadou **(to catch opponent again and bounce), **dash rh.tatsu *(to catch before they hit the ground)
10-hit combo
88 damage
a more practical set-up would be this one:
RYU’S BEST IMO
cl.mk, m.srk xxx SA1, EX hadou
9-hit combo
70 damage*
(you can trade out EX hadou for hp.hadou to save meter)
here’s the low-poke alternative:
cr.mk, m.srk xxx SA1, EX hadou
9-hit combo
65 damage*
(you can trade out the EX hadou for a hp.hadou if you wanna save meter)
note: certain characters bounce out of shinkuu:
Remy, Necro, Chun-li, Dudley, Alex, Twelve
other characters are strange
Urien - falls too fast to be caught by last hadou
Hugo - falls too fast to be caught by last hadou
Oro - takes all 5-hits of shinkuu if set-up with srk (no bounce)
Makoto - takes all 5-hits of shinkuu if set-up with srk (no bounce)
despite the loss of hits, the damage is still greater or equal to any other set-up without an srk. the only characters you need to keep in mind are these two:
Q - flies over shinkuu completely if set-up with srk!
Ibuki - flies over shinkuu completely if set-up with srk!
more stuff:
cr.mk xxx SA1
6-hit
49 damage*
(catch in corner with roundhouse for 57 dmg total)
cl.mk xxx SA1
6-hit
54 damage*
(catch in corner with roundhouse for 62 dmg total)
j.hp, cl.mk xxx SA1
7-hit
68 damage*
(catch in corner with roundhouse for 75 dmg total)
j.hp, cl.hp, rh.tatsu
3-hit combo
56 damage*
(builds meter and lots of stun. best used after a denjin set-up)
- = against ryu with default dmg/difficulty
only morons would imply denjin is god tier on lag.
first of all, no it doesnt.
it messes up my 3 hit punishments after stun.
second, its easier for you to JUMP AWAY when there is lag.
i wont be able to react to the release as well.
and third, its actually just as easy for you to parry it on lag.
because its slower.
easier to parry cuz slower… you must be crazy…brraahh