SRK through the Air: Ryu Combo/Reset thread

Again generally I use hard for mid screen combos and light or medium for corner. The reason you(or well at least I)use medium is to get them a bit higher so you can do the hurricane kick loop or something to that extent.

Anyway yea I dont think ryus dash is fast enough to get a triple wave dash in, after a thrust kick… but besides that you only need 2 at most anyway that ive seen. Also note that doing a sweep to roundhouse thrust kick makes the mid screen combos harder in general I find. Which kinda goes against common sense… at least to me. You’d think that knocking them higher and then hitting them would…ah…make it easier… but they just don’t seem to work…

A single wave dash to duck medium or stand medium works against a large portion of the cast as long as YOU yourself are not like near the corner. Other wise yea in the few real times ive played the game its pretty easy to just do combo to thrust kick mid screen single wave dash in duck medium or stand medium depending on character. Although note that although this is a pretty brain dead way of thinking of things, generally going this route you have to just do duck medium, sweep, launcher. As the roundhouse wont hit. So you lose a bit of damage. But its a pretty easy/damaging combo besides that. And again works on a large portion of the cast as well as long as you aren’t in the corner. Other wise better to just stick with double wave dash jab. But again be wary of using sweep, as it has a pretty huge hit buffer on it apparently, so if you go into that from a assist hitting, it can be awkward…

B3nz0r read the above post he explained it a lot better than me.^:rofl:

Check out this video from my channel [media=youtube]sW84SB0iOLU[/media]
at 20 seconds it shows part of the combo i’m talking about if you notice you hit them out of the corner then hit them back into it.

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Also, this is kind of random and perhaps not entirely useful (and probably super obvious) but I noticed you can a downward air shinku to OTG out very quickly and easily by canceling a H Tatsu into it. This is probably not as good as 2369 + PP but it’s easier for me to pull off, anyway.
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I might have to play around with it might be good to get a few extra hits in.

You can cancel launcher with Hypers I think you just can’t cancel with with specials or when the opponents blocks it.

So first things first, what’s his best generally accepted BNB? Just the launch, air series, hadouken super? Anything a little more complicated than that?

^ YouTube - SaishuuKessen’s Channel Although I thought this is what we were talking about. Lots of BNBish combos. Basically anything to thrust kick to launch combo. If not in the corner wave dash in. And for the ender if in the corner combo to fireball then shinkuu hadoken, knock down attack. Generally I find it not to realistic to combo into hurricane kick knock down which is unfortunate as they just tech to fast so you lose some of that fuzzy gaurd/instant overheadish mix ups off that sorta knock down.

Mid screen you can also end your combos with just a regular dial combo to knock down wave dash in fireball, super. Which is actaully his most powerful combo. Although I have trouble landing that in real matchs personally. Then again I havn’t played the game much period. But im sure as time goes by it will be a more accepted combo.

OK I just did a quick run down through the whole cast for thrust kick combos. Ah… I didn’t write anything down but heres a vague memory…

Characters that are hard/unrealstic/impossible to hit mid screen with single wave dash…

Chun li, dante, jean grey, zero, mordok(although the mediums hit him, launcher is…), task master, ah… that one chinese darkstalker character

Awkward characters to hit mid screen with single wave dash(generally must always use combo that does not involve sweep, and you must wait to last second to hit. As although its easy enough to hit the duck medium or first attack, generally you will get pushed to far out for launcher to hit)

Magneto, doramafuckwahteverhisnameis, chris, deadpool, shotos

Pretty easy…

Everyone else

A few notes of everyone else in this list. Generally these characters tend to be easier to do if you do a sweep version. Other then that note that super skrull and thor however you should stick with the no sweep version. Also for dog, although he is easy to hit you should always go for the full combo, not just duck medium, hard, launcher, as launcher tends to miss him. Other wise hes very forgiving.

So yea there you go. Quite a few characters are pretty easy to get with just the simple single wave dash in to a duck medium, duck hard, launcher, or the full combo. The list before that requires more timing, and as such is even less forgiving for a full combo. And the before that, well generally probably better to double wave dash vs them to be safe…

Not too hard corner combo I use :

Air L Tatsu , c.M , c.H , f.H , S , M , M, H, S

from there, either

Shin Hadoken downward (611,600)

or

OTG Assist (Deadpool works wonders, probably Wesker too) , s.M , s.H, f.H, S, M, M, H, S, Shin Hadoken downward) (675,400)

Easy to DHC after the downward shin hadoken too.

If I replace the opening with H, L Air Tatsu, I get 636,400 and 700,800 respectively.

There seem to be a timing for the shin Hadoken to squeeze a bit more damage, I got different numbers by playing, but displayed the highests here.

Cheers :slight_smile:

PS : Excuse my notation if its not perfect, 1st post here :wink:

I’m going to try to hit the lab with Ryu and get some good damage values for these combos and figure out his best options. I’m not great at double dashing and picking them up yet the best I can really do is dash once into H tatsu into super. Anyway, hopefully I make good on my word.

EDIT: Okay, I just spent a while in training mode. I didn’t finish EVERY bit of testing because there would be a whole lot, but I was working on trying to figure out his best combo into shin shoryuken and then the best followup option to tack on the most damage. What I came up with is this.

CORNER, 4 BARS - 1,117,600 damage

j.H, j.L tatsu, s.H, f+H, reverse dp+L, s.H, f+H, qcf+H xx SHIN SRK, land, s.H, f+H, S, sj M (1-hit) M (1-hit) H, H tatsu, Shinku Hadoken (in the air)

I tried out tons of variations between the jump ins, the ground chains, the launcher after the SRK, and the finisher, and there were several versions that did over 1 million damage but only a couple of them went over 1.1 million. If you start this with just j. L tatsu without the H before it, it still does 1,094,800 damage. The s.H can be a little bit tough on the timing to link so if you want you can do s.M before s.H’s, but adding 1 s.M drops the damage to 1,114,800 and using 2 s.M’s drops the damage to 1,109,600.

Still, if you have 4 bars you can kill everyone but Hulk, Haggar, Tron, Thor, and She-Hulk with this combo without X-Factor. Cheers! My next mission is to try to find the most damaging 1-bar combo both midscreen and in the corner.

Oh, and I did this combo in the corner but I’m pretty sure that as long as you start the combo in a place that allows you to rejuggle after the donkey kick, you’ll be fine.

Interesting note - using both the M and H versions of the donkey kick both worked fine (though they switched sides in the corner), but I was interested to find out that the damage doesn’t change if you use a harder version of the kick. I guess I could have read that in the guide but either way, I thought it was a way to milk even more damage out of it but I was mistaken.

if you get a throw with chris, do d+h plus call Shoryuken assist at the same time, do a super jump, MMH air magnum f+h S MHS, d+h over 450K damage without meter just with a throw

I forgot to mention that the combo I posted above, I believe you can start it with around 3 bars…I’ll do a little more testing in the lab tonight. Probably try to figure out his best 1-meter combos.

Something else I discovered when I was fooling around was that the air shinku and ground shinku do the same damage. I know this seems like it should be obvious (especially to people with a guide…like myself) but I wasn’t actually aware of this. Definitely need to start reading the move charts.

I uploaded 3 more Ryu videos to my YouTube channel!

www.youtube.com/googlebonker

[media=youtube]a7D_bVj1MbE"[/media]
[media=youtube]Zwv6rMTe-Ak"[/media]
[media=youtube]5mApYONakME"[/media]

Plus, there are Amaterasu, Crimson Viper, and Ryu Team combo videos!

Not sure if this has been posted already, but, whatever.

LMH, F.H, H Joudan, dash foward, c.M (standing sometimes works), S.H, F.H, S, MMH, H Tatsu, Shinku Hadoken.
This is a little over 6k midscreen. However, the combo only works mid screen if you’re either directly midscreen (as in where you are when the match begins), or somewhat close to the corner.

Just made a combo vid with my main team (Ryu/Mag/Sent) [media=youtube]ufAP6AW_Dj0&feature=player_embedded#at=26[/media]

Just playing around with DHCing to Dante Devil Trigger, using the untechable knockdown from tatsu hyper.Doing this does more damage than DHCing to million dollars and lets you build some more meter from assists used after DHC. Here it is:
[media=youtube]AkR4i7dDqks[/media]
cM-H-fH xx rdp+L M-H-fH xx rdp+H xx qcb+AA DHC qcb+AA Ryu dp+M (assist hits) jump S land dp+M xx dp+M Sentinel qcb+L xx H (drones hit) jump S land dp+M xx dp+M xx(before last hit) qcf+AA

Everyone saw the 100% combo in the corner video that was on the front page, right?

If not, you need 5 bars (so it’s not terribly useful necessarily), though I’m sure you can start with less than that and still make it work.

note: this is NOT my combo, just putting it here because I didn’t see it when I looked through.

j. H xx j. L tatsu, M-H-6H-rdp+L, M-H-6H-rdp+L, SHIN SHORYUKEN

you can do the SHIN either immediately after the light jodan, or wait a while. As long as their body hasn’t touched the ground yet, it will connect. So you have plenty of time here.

follow-up after shin:

c.M, s.H-6H-rdp+L, TATSU super

now, there’s a bit of weirdness here because sometimes the person lands right at your feet after the tatsu super, other times they get tossed out of the corner. I’m not sure if it’s character dependent or if there’s something specific about the timing, but if they land at your feet,

OTG 2369+PP, hold down

this combo does enough damage to kill a full Thor, but honestly it might be slightly unnecessary since most people don’t even play Thor anyway :stuck_out_tongue:

just thought I’d let you guys know, after messing around with combos for awhile, after a long combo, it’s better to do air hadouken rather than H tatsu.

Tatsu builds more meter. That’s the reason to use it. Ryu is heavily reliant on meter, so in most of your combos you want to maximize meter building when possible.

You Don’t need XFC to get a Shoryuken into the level 3
simply do the shoryuken (if you have a fightstick) then after that immediately press the next two buttons
for example, Shoryuken L, then press M and H afterwards it should immediately cancel into a level 3
and a combo I did for the fun of it
Corner Required:
:l:,:m:,:h:, :rdp::m:, opponent should be behind you know due to the wall bounce wait until he reaches to a point that you can do this, :l:,:m:,:h:, :b::h:,Shoryuken :l: then after that immediately press :m: and :h: nothing else and it should cancel to the level 3 Damage:749.800

A different version of the combo (also taking notes from Dialupsucky)

Assuming you’re at the corner facing right:

a.H, L Tatsu, 5H, 6H, H Donkey Kick.

This breaks off into two sections:
Assuming the opponent stays infront:
H, 6H, H Tatsu, M Shoryuken then immediately hit M+H.

Assuming the opponent lands behind:
H, 6H, S, M (1 hit), M (1 hit), H, into S or H Tatsu + Shinku Hadoken.

Like Zeta said, there’s a shortcut command where after doing the M Shoryu you’ll be able to immediately cancel into Shin Shoryu.

It makes it hard to do a Shinku Hadoken, but its an option.

here is combo vid with my main team ryu/mag/sent
[media=youtube]ufAP6AW_Dj0[/media]
i made this a while ago. i havent been able to find anything new with ryu since i made this vid, except for some crazy aerial exchange stuff

Here’s a simple combo that anyone can do. It’s a simple corner combo—one meter, no assist, 722,[SIZE=2]000 damage (or 1,330,600 with just Lv 1 X-Factor). I didn’t see it up here and it is pretty basic, but it helps to have it, no?[/SIZE]

j.:h:××j.:qcb::l:, :m:, :h:, :f::h:, :rdp::l:, :m:, :h:, :f::h:, :s:, j.:m:, j.:m:. j.:h:, j.:qcb::h:, j.:qcf::atk::atk:

For a nice mid-screen variant that does just slightly more damage, use the Magneto (β) assist at the same time as your first standing Heavy attack; instead of kicking your enemy away, it’ll grab them just in time for you to get another combo off on them—this does 746,[SIZE=2]800 damage (or 1,504,600 [/SIZE]with Lv 1 X-Factor) and, again, uses only one meter.