SRK through the Air: Ryu Combo/Reset thread

Hey, folks. I just want to contribute something to this forum. This is just a collection of random combos I did about a month ago, but y’all want to look at the last combo since it’s Ryu doing it. Let me know what y’all think. Enjoy!

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How can you make the Ryu Hyper hadouken track the opponent at 1:00.

You just move the stick while it’s happening. That’s some day -100 shit (considering I think they showed it off in a pre-release trailer for Vanilla).

Is it possible to do his lungekick from the corner and wave dash and re launch your opponent before they hit the ground? I’ve not been able to do it, but I’m not really that great at wave dashing either.

Jint did a great combo at Final Round on Saturday with Ryu - he did the Donkey Kick wallbounce and the denjin follow-up, all without actually using denjin. Does anyone know how to do that?

Do you have stream footage of this?

As I wasn’t at Final Round, I’m curious to see what this other ‘Jint’ did at Atlanta.

So maybe it wasn’t you. Whups.
I’m looking for it now on the FunkyP stream, as I know it was there. But I can’t seem to find the Marvel archive from Day 2 there…

Damn, talk about a dead character forum! Anyhow, if I’m going the route of air combo to jS, call wesker and relaunch, is there anyway outside of XFC to eek out more damage than, after gunshot, sMHS sj MMH xx tatsu xx super? Seems like trying to throw in Geri kick stuff causes the combo to drop due to HSD. What’s the optimized Ryu sequence when going for the Wesker otg to relaunch combo? Thanks!

Oh, and is there any spot where reset is possible? We could off the gunshot, but then if we air grab, gunshot isn’t available, etc etc. Just wondering if there’s an alternative if we don’t want to waste a meter for 600-ish K total.

As far as reset spots go, one reset that I’ve found helpful springs to mind.

After an Air Throw -> Shinku Hadoken setup, grab them as they tech forward to Air Throw -> Shinku Hadoken yet again. It burns meter, yes, but the Shinku is hella painful.

Could one do that after a full bnb, but instead of ending with air tatsu xx shinku, end with jS, land, jump otg shinku? That’d be amazing, likely kill most characters

Very possible. For this to work, the closer Ryu is to the ground, the better. Tiger-kneeing the air shinku, or cancelling a tatsumaki with an air shinku, both put you close enough to jump back up and throw them again.

For the midscreen H donkey kick follow up are you doing 2 full dashes as in
dash :d: dash standing :m:, cr. :h: , :s: , or
dash :d: dash :d: dash standing :m:, cr. :h: , :s:??
I was wondering what ppl meant by double wavedash?

If you mean what I meant by that, then it meant that I made a mistake, and only meant to say just a wavedash. Whupsies!

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how do i combo after this? cant seem to find a way.

It seems impossible for me to connect with Ryu’s launcher, especially at midscreen. I’m doing the basic magic series, but when I go for the launcher it completely whiffs. What am I doing wrong?

It doesn’t work very well if you do standing magic. Use crouching instead.

Basically what Dr.Slouch said.

Generally, if you do a basic standing magic series you’ll whiff the combo. The reason behind this is that the standing combo pushes the opponent too far for the S to connect. (Standing combo is meant for the Thrust/Jodan Kick combos).

However, if you do this version:

L, M, cr. H, forward + H, S

It’ll always work. The cr.H positions the opponent closer to Ryu so he can cancel into S.

I think you can get more damage if you do j.M-H-qcf.S, Hyper. I stole this from Bradygames.

To those asking about the wave dash, if you input the first one with f-f, it will go on the first possible frame. Then it’s easier to hit the second dash on time.

cr.M is also easier to hit with after the Joudan kick than s.M.

I’ve been trying Ryu out and here’s a combo I’ve came up with:

St.L St.M St.H xxx Assist (Captain America) F.H, L. Tatsu, St. M St.H F.H St.S xxx MMH, H. Air Tatsu xxx Air Hinku Hadoken

And

St.L St.M St.H xxx Assist (Captain America) F.H, L. Tatsu, St. M St.H F.H, L.Tatsu, St. M, St. H. xxx F.H, H.Tatsu xxx Hinku hadoken

I might have them wrong, since i don’t have access to the game right at this moment, but thats the general gist of it.

I run Ryu/Cap also, here’s my combos if for some reason Ryu doesn’t wind up solely in anchor spot:

jumping L tatsu, c.H, f.H+Assist, M Shoryuken
M, H, f.H, S, superjump
j.M (2 hits), H, qcf.SSSSSSSSSSSSSSS, shinku hadouken

or to style sometimes I do this

jumping L tatsu, c.H, f.H+Assist, L tatsu
j.M(2 hits), H, S, land
M, H, S, superjump
j.H, H tatsu, shinku hadouken

But really if I have >1.5 meter, I do this, no assist needed. Very good damage!!

jumping L tatsu, c.H, f.H, joudan kick, hadou kakusei
wavedash, (M, H, f.H, L tatsu) X2
S, hadou kakusei tatsu hyper