Ryu/Doom stuff

Been working some Ryu/doom combos lately… some pretty decent stuff…

anywhere:

launch, sj.lp, pause, sj.lk, pause, sj.mp (2 hits)… fall, x-up under their feet, call doom AAA, immediate FP throw, doom rocks hit, launch, sj.lk xx lk tatsumaki, pause, they bounce off the rocks, shinku hadoken… < 1 bar… 85% dmg on cable >

corner:

launch, sj. lp, pause, sj.lk, sj.fp, falling OTG with falling lk, s.lk, s.mk (2 hits), s.fp, call doom AAA, immediate FP throw, doom rocks hit, launch, FP shoryken, (you land), immediate n.jump upward and FK air throw fwd… land… immedite n.jump upward and FK air throw backward < 0 bars… 90% on cable >

corner:

launch, sj. lp, pause, sj.lk, sj.fp, falling OTG with falling lk, s.lk, s.mk (2 hits), s.fp, call doom AAA, immediate FP throw, doom rocks hit, launch, shin-shoryuken (the 2nd air hitting version), land, n.jump up/fwd and FK air throw fwd, land, j.jump up/fwd, immedite FK air throw fwd… < 3 bars 100% on cable >

Any case of FP throw into doom AAA cannot be tech’d, rolled, blocked, yada… the FK air throws can be tech’d… the 2nd combo that uses it twice… if you think they will probably tech… you could just finish the combo with an air shinku-hadoken for 80%…

Ryu / doom has got some stuff… that fp throw into the rocks is to good… illl post more if I find some…

Another midscreen setup:

->, launch, sj.lp, sj.lk, sj.mp( 1 hit), sj.lk xx lk tatsumaki… land… immediate FP throw, doom rocks hit, launch, sj.lk xx lk tatsumaki, pause, they bounce off the rocks, shinku hadoken… < 1 bar… 95% dmg on cable >

Use this setup if they aren’t expecting a throw reset and try the first one if you think they are.

Good stuff. How do you use Ryu in a match? Rushdown? Runaway?

I use Ryu/character/Doom. Character can be either Saotome (Jin) or Cyclops. What do you think about this team?

Wiped out… incoming update below…

rejump fun…

Created a rejump combo with the inescapable throw into doom rocks.

ryu… call doom AAA… fp throw fwd… launch, sj.fk + hold fwd, they bounce off rocks, falling lp, falling up+lk, land, sj.magic series xx shinku hadoken…

very fun to be pulling a rejump combo with ryu… does a ton of dmg and all starts off that lovely throw… which you can’t tech or roll… rocks cause an unrollable OTG which hits before the throws tech point interestingly enough :slight_smile:

Less used combos… essential resets… higher ryu solo play…

Nothing here will be “basic” but it’s not that hard. I’ll try to mention the tidbits if I can…

Combos…

1.) From full screen… tk hadoken, land, hadoken, 2 wave dashes, s.lp, s.mp, s.hp xx tatsu xx hadoken xx shinku

       Notes: Ryu's "best" 1 bar combo that I know of in terms of damage.. it's hard but not real hard.  It WILL be hard to actually do without major assist help (looking at doom rocks n sent drones... both of which can make the whole thing easier to execute in addition to safer.)  Basically in match play you are putting the first two out there under cover of drones or wtver.. n wave dashing like a mofo into a combo under that assist and hadoken cover.  You CAN get all three hadokens.. the normals..  the tatsu.. the hyper.. and the assist.. to all combo fully.

2.) Jump in… j.fp or .jk, dash, cr.lp, cr.hp, (slightly late sj.lp), pause, sj.lk, pause, xx fierce tatsu (if ur in the corner proceed to OTG falling fk, s.lk, s.mk (both hits), s.fp…

Midscreen this ends after the tatsu which manages to collect all three glitched ass hits when timed like this… its harder to execute than kens… but does about as much dmg this way… unlike ken though… ryu can OTG(no rolling b/c of fsd) if in the corner and proceed to tack on a lot more dmg. if that happens it’s christmas. the FSD effect from the tatsu causes a strange effect where the opp can be grabbed like a nano second after that last fierce hits. You’ll have to do it to see how funky it looks. The throw obviously is better if ur throwing into an assist…for me that means doom rocks… which means free launcher or any super you’d like to connect.

3.) Falling fk, xx hadoken xx shinku hadoken…

Short but sweet… you can overhead very well like this. Tk hadoken so you rise as the opp dashes in… then fall into this… it’s to simple. This is also air to air love… more useful than it sounds. Good vs sent both in the air and falling in on him…

That’s all the combos… really. The rest use resets or derive from these or are worse than these. (tho plenty are easier to do in a match)

Resets…

1.) launch, sj.lp, sj.lk, sj.mp (2 hits), fall beneath them crossing under at the last second, stuff(see below)…

This sounds really simple but takes a bunch of practice to get right… you need to sj.slightly up/fwd after launching… but hold strait back while you combo. The hits need max slow speed but all need to combo prior to the cross-up to make it work. If you don’t jump a bit fwd you wont cross under… if you dont hold strait back while comboing you’ll cross waaay under.

Stuff can be a lot of stuff… you can cross under and stait away hadoken xx shinku…
… you can immediate fp throw into assist combo…
… you can relaunch into wtver…
… you can shoryuken…
… you can shin-shoryuken…

The BEST option costs 3 bars… thats right…hehe Resetting into it like this is worth 90 - 100% of any characters life… but its risky and costs a lot of meters. You need to know if the opp is going to block it right or not… test that out with the normal dp option before you blow your wad. Typically your best option otherwise is relaunch… in the cast of air dashers… teleporters… ect… they are not likely to fall into the reset either which way. they’ll try to air dash out… which is why you have the cross under and immediate hadoken xx shinku option…

These resets are risky in that you could just launch to a combo and get 40% or wtver… but they are designed to make opp guess wrong once and take 70%+ instead… so its all about how much dmg do you NEED to do at that moment… and how well can you read your opp…

For me I try to put it all together like… launch, sj.lp, sj.lk, sj.mp (2hits), land, call thanos bubble+relaunch, sj.lp, sj.mp(2hits), sj.fp… (they in the bubble)… land, relaunch to 3 hit glitched tatsu combo… 100% dmg for failing to switch your guard during a 1/2 sec break. Builds 2 bars… uses none.

I can’t stress this enough about the reset into shin-shoryuken option… some people mash in their assist in every available window. This can be a problem and breaks some of these resets. Not so with the SSR option… it will hit both point and assist… even having a slight suck in effect… dealing full damage to both. It even gets invincible start-up…

You might like to play ryu a lil more conservatively at times also…hehe Some of this stuff is slick looking and dmging as hell… but the risk is sometimes > the reward.