^^^^ bump
I don’t know if this goes here, but I made a 90% combo with Ryu.
Here goes:
(Keep in mind, I did this in practice mode with Stun ON, and you can further combine other things with it, this is just one of many combos I have made.)
While they are stunned in the corner, I do jump foward+FP, FP, HCF+KK, air reset Jab to make them go the opposite direction, dash foward another Jab air reset, HCB+HK, Taunt (I think it increases his next hit damage), then jump foward+FP, MP,combo into FDF+MP-cancel-SA1, then as they are falling, do HCF+PP.
One fierce, roundhouse, HCB+K, HCF+K or FDF+P ends the match.
Enjoy.
first his taunt don’t increase damage. After the air reset you oponent is not in stun anymore so he can parry you next move and punish.
ryu can combo Roundhouse(HK) Joudan Sokutou Geri after close MK or crouching Fierce(HP) on standing and crounching Mokoto.
Normally, Ryu can only combo a HK version of the move on crouching opponents.
I’ve rarely run across a Ryu SA2/2 user who uses EX’s unless it’s to win a round. It’s just not worthe the expenditure from what I’ve seen.
As for the Ryu uses, I don’t know about. I think the people who use SA2/3 tend to be uncommon types of players who really devote a lot more time and effort into practicing and developing their setups for that style of play. Whereas SA1 can be played pretty good against anyone, it’s fairly generic. The other two SA’s, tend to require a higher degree of difficulty to use and your opportunities to land them aren’t as frequent.
SA1 Ryu has 2 bars to work with so he can setup both his super and possible EX’s. His opponent of course knows this and both play alter their play styles a little to deal with it.
SA2&3 Ryu only has one bar to work with and will seldom if ever use an EX. And his opponent knowing this may think he has advantage but his opponent also has to consider that should Ryu EVER lock him into a situation where his SA can be used, it can easily cost him the match.
One gives you more opportunities but not as much punch. The other is much harder to use but if it hits, you either win outright or can now control the match.
what are the buttons for Ryu’s kara throw? And are there any combo’s into the step kick, normal or ex?
all that is in the fisrt page
Hey, good info on Ryu. Errr… Well, I have no clue if this works, but is Ryu’s F. Fierce unthrowable like Akuma’s f. mp? I’ve been playing against my friend’s ken and it seems like if I throw it out sometimes he can’t throw me. Iono maybe bad timing, can someone confirm this since I don’t have 3s at home.
I wasn’t 100% sure so I went and test it, yes Ryu can be throw out of f+fp.
You can throw the towards+fierce.
Ryu’s most damaging non-bar combo is j.FP/FK, c.FP, FK Tatsumaki.
Recently, I find myself tricking my opponent into giving me the opportunity to close MK, FP Shoryuken >> SA3 them, trick them into missing a parry for stun, then doing the combo above. The entire setup does upwards of 70% total damage and in general is just very disheartening to get hit by.
How does Ryu beat Necro? I have a shitload of problems fighting all kinds of Necros, particularly turtle Necros. I’ve noticed picking Akuma makes it a lot easier for me to fight Necro if I completely rush him down with demon flip mixups and a good deal of random fugitive play (air fireballs, etc). So I technically always have Akuma on call for random Uriens I don’t feel like dealing with at tournaments and for Necro.
Are you sure thats the more damaging than jumping F. Punch, Standing F. Punch, linked to Med. Joudan Kick? Well, I guess its a little more safe, but damage wise, I thought that combo was more. I could be wrong.
Oh yeah, For Necro users:
Don’t try to jump in really stay close at all times. Mix up early UOH with low attacks. Do not try to cross up with med. Kick. Ryu’s cross over rarely works[1 of the advantages that Ken has that Ryu does not have]. Try to also use his Overhead Med. Punch in mix ups. If necro is diving at you with his “dive kick”(I don’t know the name of it, but it’s the same move which Dhalsim has), parry two hits then use sweep, or hit him early with standing roundhouse. Shoryuken can be done as well, but Roundhouse is easier to time.
Ryu’s j. mk doesn’t cross up. His jumping Fk crosses up though.
Yes, j.hp, st.hp, hk tatsu deal more damage, but mk joudan have one advantage and is that will hit crouching character were hk tatsu will completely miss.
This is incorrect.
Pfft I’ve never used Jumping MK, just HK. Is Jumping MK safer?
Also should I do Ryu’s Personal Action when in a match? Whenever I play I seem to never use it.
Are there any more combos using EX moves or at least 2 EX moves?
Also does canceling the HP Shroyuken reduce the damage of the Denjin?
Finally is Crouching :mk:–>:r::d::df:+:hp:xx:qcf:x2+:p: a good ShinShoryu combo? Or should I just stick with Standing :mk:
Thanks for the topic BTW gonna re-read 1st post for combos:tup:
yo i got a question.
Shin-shoryuken.
like what is the prefered play style when useing that super art.
i mean like when you pick it , are you simply trying to get the super off ?
are you simply trying to scare your opponet with the thought of the attack.
but im wondering what high level play looks like, cause i love useing the super that shit hurts like a motha fucka but you only get one bar.
so dose that mean i don’t use ex.
pretty much im just wondering if it is worth it to use SA II
'bout shin shoryuken, it’s really tough to land this super on a high level play.
what i usually do in the 1st round w/ sa2 is having to poke alot.
and that means lots of j.back+roundhouse, cr./st.strong.
and as much as possible i try not to burn meter.
basically i’m playing on the defensive end during the first round, and trying to put the opponent in the corner where i can do some mix ups and have my meter filled at the same time.
once i got my meter filled (usually by 2ndRound) i gamble w/ parry, do some dashing into cr.short,cr.jab(hit confirm into sa2).
one thing i notice with my opponent when having a full meter is that you can throw them more often, so i take advantage of that since ryu has a very good kara throw range.:tup:
but i admit i pick sa1 over sa2 most of the time:pleased:
okay, thats whats up then.
thanks im gonna have to upgrade my game some and try and be more chill untill i get bar and get in my oppoent s head:tup:
I’ve hit a wall: I need to know SPECIFIC Denjin setups for each character that do not rely always on landing a parry into a c.MK -> ?K Tatsumaki.
Dudley can be hit with c.MK into LK Tatsumaki on block and it’s pretty safe if you’re at max range, even if he’s crouching. I don’t think the same is true for Urien, however.