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?

[media=youtube]LFGtx09NSEU[/media]

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.

that’s cool, i’ve only gotten M shoryuken to work with haggar’s pipe and centurion rush

[media=youtube]sb9OTYd24pY[/media]

ryu tod with magneto, ryu does some pretty high damage with low execution

**I’m looking for any Ideas on an extended Ryu combo using the Skrull Stone Smite assist and or X-23 ankle slice assist. I run X-23, Ryu, Skrull. So after my initial DHC combo Ryu would then be on point with these assist to use. I need a better combo using Ryu. **

Well I just need one more character on my Ryu team. I want it to be another character to help Ryu’s game. Surprisingly Nemesis is the other member of my team. Why him you may ask because he allows me combo off Shoryuken M or L. I needed this because A) If an opponent is jumping in on me I can punish with a combo instead of just one hit. B ) It is single hit so less damage scaling and finally. C) I can keep Ryu on the ground. Instead of doing launcher I can call Nemesis and Shoryuken M. Therefore I get two damaging hits and I can ground series into donkey kick and then ground series into Hurricane Kick H, Shinku. It I’m going for a combination Super then I’ll Air Series. Nemmy’s rocket super is long enough I can recover and super again after the forced ground bounce.

Ryu+Missiles? (ain’t obvious as I though it would be)