Maximum punishment/comprehensive punish list

Low/standing fierce is definitely a viable combo starter for punishing because of its fast startup. SPS is good if for example ken whiffs HP srk, but if he whiffs MP srk unexpectedly, many times we cannot react fast enough or there simply isn’t enough time for a SPS. Same goes for a blocked Balrog’s headbutt for example. If you try SPS, you’d be headbutted again :stuck_out_tongue:

In fact the ability to use SPS as a combo starter in punishing is very rare in a real match. It’s used in a stun, a crumple FA, a whiffed long-recovery-ultra or a whiffed long-recovery special.

For a stun, doing a j.HP + combo is better than SPS + combo.
For a crumple FA, SPS is definitely a good combo starter.
There aren’t a lot of whiffed ultras that will allow you time to get close and start up a SPS. Some ultras although have long recovery time, sometimes pushes so far away on block, or they land far away from you on whiff.
Similarly, there aren’t a lot of long-recovery specials that you can SPS into.

A lot of punishment combos are situational. It doesn’t help listing only the most damaging, but requiring 17 frames of startup because you won’t run into these situations for such a punish very often in a real game.

My 2 cents. Good job with the format though!

im almost positive low strong low fierce srk doesn’t hit on everyone. The SRK usually whiffs on smaller characters generally characters with goofy hitboxes…

SPS doesn’t punish dps that dont leave the ground fully ala shoto jab srk. You’ll most likely get dped again. low strong or low forward are your quickest options if u can’t react quick enough…

We should sticky this thread.

i’ve made a list of every move in super that can be reversaled by ryu, to use in conjunction with this thread. check it here: http://shoryuken.com/showthread.php?t=238430

list updated a bit :slight_smile:

Way to keep it alive, Melody. I hadn’t noticed the link to the thread detailing when you can reversal super. This is all great information. Honestly with a little more information, this could replace the current stickied Ryu combo thread, seeing as how that thread was started back in the vanilla days.

:slight_smile:

i appreciate that you appreciate this thread. as the author, it’s sort of ironic that these days i find myself reluctant to throw away meter for big damage fadc combos. in your opinion, when is an fadc worth the cost, and why? lately i’ve been weighing these four uses of fadc:

  • extending your combo by at least 150 dmg (as super is 300)
  • hit confirming a sweep off a low forward xx hadou for an untechable kd
  • comboing into ultra
  • safe reversal dps (fadcing back on block)

my dilemma is this: consider that ryu has the most versatile fadc in the game, consider the amazing utility he gets from two ex moves, and consider saving up for super, which is a huge threat at bay and punishes just about anything on block. this variety of strong options makes what is essentially just 150 dmg (or even less in most cases) look like a waste.

i’m basically having a hard time weighing 150 dmg against all that utility.

someone shed their wisdom on me please

I think that if you can combine additional damage with positional advantage (pushing the opponent much further towards the corner), it will make that option seem more attractive.

Also, I suspect that at really high level play the game is generally about maximizing whatever opportunities you do get. You can get more meter by throwing a bunch of hados and doing block strings. But you may not find an opening in the opponent’s defenses again as easily.

I think youre right, a good example would be last online Godgarden match of Daigo vs Mochi. Anythimes Daigo had a chance he use 2 ex bar sometimes for some ridiculous extra dammage. He was playing a SIM with incredible zoning so he had to use every few opportunities to at least gain a positional advantage.

that’s very, very true. good stuff keno, pieton

edit: and theli

That YHC Mochi match was insane. You could tell daigo wanted to unleash everything he had at every point. But knew that if he did it too early he’d get figured out and locked down even worse. To go from 6-1 to 10-8 like that… And against dhalsim… Cripes. He must have scared mochi shitless the last couple matches.

Keno?

i have no idea ahahha, i think i was just watching a valle x keno match :x

Didn’t read whole thread but that Poongko combo could be better (1st one, second is kinda pointless anyway). Should be FA, SPS, C.FP, Hado, FADC, C.MP, C.FP, FK Tatsu.

And just for shits n giggles, IMO the most styling combo in the game (if it still works, did in Vanilla) … VS Sagat in corner, OPENER, C.MP, S.MP, FADC, C.MP, C.MP, C.FP, Hado, FADC, S.LP, LP SRK, Ultra… YESH!

Thank you for this.

A combo that is pointless but I like to practice in corner is:

SPS, c.hp xx fireball, FADC, c.mp, c.hp, ex tatsu, ex srk ,FADC, Super, Ultra

yea pieton, that combo stresses all the fundamental ryu links. the two i usually drill are:

  • sps, forward (low fierce if i’m feeling ambitious) xx hadou xx fadc, low strong, low strong, low forward xx hadou xx fadc, low jab, sweep

  • low strong, low fierce xx hadou xx fadc, low jab, low fierce xx hadou xx fadc, low strong, sweep

these cover:

  • sps links for punishes
  • fadcing hadous for extending punishes
  • low strong, low fierce for punishes
  • low strong, low strong for frame trap setups
  • low strong, low forward for hit-confirming ex hadous
  • low/st. jab, sweep; and low strong, sweep for hit-confirming untechable knockdowns
  • low jab, low fierce for hit-confirming dp, tatsu, dp fadc ultra, and corner ex tatsu ultra

I start practicing this low strong, low forward, EX hadou, after I saw Daigo finsih nemo with Ultra in the last Godgarden online.

If your fast you can hit confirm on low strong alone.

But using low strong , low forward as your hit confirm dosent seem to bad either.

I start doing a drill in the dojo with dummy on random block that combine safe jump and this link.

J.hp, c.lp ; on hit; c.hp ex tatsu , ultra

J.hp, c.lp : on block : c.mp and if it hit c.mk , Ex Hadou, ultra

You kind of have 2 points in the combos were you have to look for a hit confirm.
Its good practice.

here’s a good one that i practice to get the cr.mp, cr.mk

on m. bison (dictator):
j.HP, cr.MP, cr.MK xx FB FADC cr.MP, cr.MK xxFB FADC cr.MP, cr.MP, cr.MK xx hard kick tatsu.

this reason for m.bison is because it makes the tatsu tougher, and i hate the character :).

excuse me,is’nt more damage do

  • solar plexus xx low fierce xx fierce shoryu xx super, ultra

?

i mentioned that in the same sentence