While the timing is very important, I find setting up the conditions to make the launcher possible is the real factor.

[LIST]
[]Juggle them with your attacks first before using Shinkuu. You’re aiming for them to be high up enough so that they don’t get hit by the large core of the beam, but rather by the tips of Ryu’s hands. Depending on how high up they are from you, you should use Hadoken, Tatsumaki, or Baku Hadoken.
[
]The speed at which you cancel into Shinkuu is important. Make it as fast as you can!
[*]Even with all of these done successfully, you’re right: there is a trick to the timing. I’d try describing it to you, but I still haven’t mastered it. The best way to learn this is to simply keep practising it until you understand it.
[/LIST]
Good luck!

Alright, thanks, I don’t play Ryu, but I seen this countless times, but not once online. I was just super interested in timing this right.
I actually did it once, but I couldn’t redo it.

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how many tatsu’s can u get without dijon mode? think i can get one more with assist

i’ll see your three and raise you five.

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im a aspiring ryu user. i cant get to the game any time soon . anyone mind testing this combo for me? cr.lmh forward H xx hard donkey kick , wave dash > st.mh S+ sentinel drones > j.mmh xx light tatsu > land > j.hard tatsu xx shinku hadoken

yes that works. Thats the patented RayRay special lol

What’s the timing on overhead -> Hadouken -> Denjin -> full combo? I’ve tried it a lot of times and it’s always been really hard for me. Any special tips on the timing, and what version of Hadouken do you use?

oh really? i have to pay more attention when i watch rayray play lol

i got a ryu/sent/wesker combo that does around 800k and builds around 1.4 meter
:a1: Sentinel Drones :a2: gunshot
j.:qcb: :l: s.:m: s.:h: :f:.:h: :rdp::h: (wavedash twice) s.:m: s.:h: f.:h: :s: :a1: j.:m: j.:m: j.:h: j.:qcb: (drones hit, jump) j.:h: j.:s: land :a2: :qcb: :h: :qcf::2p:
you can dhc into plasma storm for the kill

Just a quick video trying to figure out the best BnB using Wesker/Spencer assists. I’m positive I’m missing something. Anyone have recommendations?

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If by ‘missing something’, you mean combos working off setups other than c.L, then I suggest looking for combos that work off of his overhead, c.M, j.s or l. air tatsumaki. You’re going to be using all of them to fight an opponent, after all - may as well have contingency plans for them.

Speaking of which, you’ve got Spencer’s zip assist, haven’t you? What would the effect of using l. air tatsumaki on that be? Try tiger-kneeing the motion when you do it.

I like to start combos off a light attack to check for the maximum damage I can get off a bad starter. I feel like I’m missing something in the sense that there’s not much I can do after Wesker assist than H, S, hyper.

In one of the combos I used Slant Shot assist after a grounded light tatsu. Does air tatsu lead to better options? Thanks for the tip!

Air tatsu is generally pretty damaging and leaves a lot of hitstun. dialupsucky/SaishuuKessen, our prodigal Ryu combo expert, has a nasty combo which starts with one air l. tatsumaki comboing into another one.
So the hitstun is pretty good, yes.

For what you feel like if you’re missing something, what you might need to do is more Ryu stuff before you call the gunshot. To do that, try getting down the air Shinkuu -> j.S trick, calling Wesker to OTG when you land, then launch -> j.s again and Shinkuu there. It might work!

Awesome. Thanks for the tip! I’ll work in getting that down. I saw advice earlier for spacing to land it. Quick question, is it always possible no matter how late in a combo? For example, no matter how long a Spencer combo is you can always OTG grapple, diagonal zip zip, hyper in the corner. Curious if S can always be landed after beam hyper if the spacing is correct?

I don’t use Spencer myself so don’t take it for granted, but I’ve seen the assist used often near the end of very lengthy combos on stream; I’d say it works.

For the S, you’ve gotta precariously set up the elevation for it before you throw the Shinkuu. What I do in my BnB is jump backwards and do Ren Hadoken, but I would guess that won’t work for your combos given how much hitstun you put in beforehand. RayRay often times his super-jump after the opponent so that they’re high enough, then throws a j.H kick and then a hadoken to halt his own trajectory. Either way, be sure to angle downward so you get the most out of the hit!

i was gonna make a ryu combo video but then i realised that SaishuuKessen will always have better combos and original combos

You can do one more loop with Ryu on the corner, using the L donkey kick.
Only works on Wesker, though.

you can do a mini tatsu loop in the corner if you use the :h: Donkey Kick and switch sides
also, when i was recording stuff (not posting anymore read above) i found this cool thing with Log Trap assist, where you would call if after you launch, j.:m: j.:qcb: :l: (land) :l: hadouken and wavedash so that the hadouken juggles them and you can relaunch
problem is that if you wavedash too fast, you’ll go into denjin mode and that’s annoying

Lop trap allows Ryu to combo after a H Shoryuken =)
Also makes it safe on block.