Can someone give me some medium difficulty combos for Ryu?
Thanks
(f.* = far version of normal. f+* = command normal.)
c.mk XX hado FADC c.hk
c.mk XX hado FADC c.hp XX hp srk OR lk tatsu, mp srk (corner)
c.lpxN XX f.lp, c.hk
f.mp XX super
f.hp, super
Getting used to FADC in combos can take a little time if you haven’t already practiced it with other characters. (c.mk XX hado FADC c.mk XX hado FADC c.mk XX hado FADC etc. makes for decent training room practice.) Adding a sweep at the end of a jab string can be difficult to land 100% of the time in every situation. Although it’s pretty easy to get that to 80% or so. And the latter two combos involving super both have their own challenges. f.mp XX super can be especially difficult to do consistently on stick. (With p2 side being a lot easier than p1.) You have to enter that pretty fast.
Combos don’t get much harder than that for ryu. “Hard” difficulty combos could be…
cl.mp FADC cl.mp FADC cl.mp, srk (or XX srk. Whichever. This is just about styling on someone. You might be able to add a c.mp before every cl.mp for more style points. But that might be character specific.)
f+hp, c.mp, c.hp XX hado FADC c.mp, c.hp XX hado FADC, c.hp XX lk tatsu, mp srk (believe this might be character specific)
And whatever setups you have for comboing into full U2 from up close other than jump-in -> U2. (Not that it’s really used at all.)
Once you get the timing down for these, it’s not so bad. But that might take a little work.
And then you have counter-hit only combos…
nj.hp, f+hp…into whatever
(Next two tend to counter-hit only when connected against a focus… It’s just too hard to get only the last hit to connect reliably.)
f+hp, cl.hp…into whatever
f+mp, c.mp OR c.hp…into whatever
You can also do stupid things like… c.lk XX c.lp, c.lk XX hado …but there really isn’t any point.
Thanks for the info. I use a regular 360 controller and have some hard time trying to FADC but I’ll try my best
I’ve been trying in the training room, 3lp, shoryuken(lp), shinku hadoken, metsu shoryuken. But I just can’t land it, Can it be landed or not, or just for certain characters?
Thanks
“3lp, shoryuken(lp), shinku hadoken, metsu shoryuken”? Not sure what that’s about.
Think he means c.lp, c.lp, c.lp, lp dp, shinku, metsu. Might work in the corner…
Well, lp srk launches. So then you have shinku juggling 5 times. Metsu srk without the animation can hit up to 7 times I believe. But the juggle potential of the hits probably increases as you go up. Meaning only the last one or two hits will probably have the juggle potential to combo after a juggling super. But since they’re so high, being later in the ultra, there’s little chance it will connect when they start falling after the super.
If s/he used metsu hado, then you can get 3 more hits after lp srk->super. Usually not worth it unless you’ve finished them off or put them into chip damage range of it.
Why do you use MP SRK instead of HP SRK after a LK tatsu in the corner? I would test but I’m not at home atm.
Because the second hit of mp srk does the same damage and stun as the second hit of hp srk. And it’s listed as 3 frames quicker to recover from. The idea is that you can have a little more time to prepare your follow-up or to get away if needed.
General question re Ryu’s U2.
I’ve been using this exclusively in every matchup recently due to boredom and my results have been brilliant! I’m aware of the U1 vs U2 debate, but the fact that U2 does so much damage without burning any ex means it should be used more often. I’ve fought countless mirror matches and every other Ryu uses U1. U2 prevents the need to burn meter meaning you could be walking around with a full U2 bar and full ex meter knowing your not stocking 2 ex’s just for FADC.
Here’s a list of situations I’ve used it in:
- Empty jumped over a yoga fire from full screen and buffered U2, as soon as I saw a limb being activated I hit KKK, result massive damage, tears for Dhalsim
- Cammy does the full screen air grab thingy, just hit U2
- Sagat following up his block string with a well spaced tiger knee, I hit the U2 just after block string and before tiger knee
- Akuma throws out standing HK(the 2 hitter), I block the first hit and activate immediately before 2nd hit = massive damage
- Ryu does Tatsu, I crouch underneath it and hit U2 as he passes over me, massive damage, zero ex meter used
- Chun Li does one of her floaty jumps, U2.
- Empty Jump a Chun after untech knockdown and bait a wakeup ex spinning bird kick, buffer U2 and activate
- E Honda: punish his butt splash
- Blanka: punish his U1 either after blocking all of it or during it. Blanka activates his U2 on his wakeup, I empty jump and U2.
- Gieff: empty jump gief after untech knockdown to bait a wakeup lariat, activate U2 on landing
Obviously you can land it after landing a Focus crumple, but I’m just trying to show that U2 is more versatile then its been given the credit for. On top of this, it has the element of suprise as most people expect you to pick U1.
Is anybody else using this exclusively?
I used to have that same opinion, but I’ve changed my mind. What changed it is when I realized that there isn’t really a situation where U2 will land, but you can’t land U1. There’s a couple, but they’re not really worth giving up U1.
Errr…
How the hell do you land F + FP, cr. MP, cr. FP??? Every time I try this, the opponent is pushed too far for the cr. FP and I’ve both Air and Daigo do this.
Is it character specific?
Thanks. Quick question regarding training mode.
When I set CPU to block ‘Random’, does this mean it will block all attacks in a string if they are performed correctly. Like, if I perform cr. MP, cr. MP, the CPU won’t let go of block unless I perform the second too slowly, correct?
Once you open guard, computer cannot randomly block anymore unless you drop your combo.
Actually I am not sure it was your question…
If you go c.mp , c.mp computer may block first one but not the second one , since its random.
Once he stop blocking he cant block anymore.
I articulated that horribly…
When the comp is set to random block, if it decides to block an attack, will it block all following attacks if they form true block strings?
The definition of a true block string is that the target is forced to block until it ends. If it is not a true block string, then a random block dummy may stop blocking.
Thanks. I know what a true block string is, I just wasn’t sure if the CPU was a reliable gauge to ensure I was performing them tightly. Maybe I should have just asked that instead.
I think Dummy will stop blocking randomly on random even if your doing a true block string. I may be mistaken but
I am pretty sure.
No, you can’t trust the dummy to reliably show you an unsafe string when set to random. Sometimes it will block the next attack after the gap and sometimes it won’t.