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!
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. 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
**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.
It’s not bad a a neutral assist for him. I myself run Mystic Ray for a neutral assist and She-Hulk clothesline for my Denjin combos.
As for missiles you can get some nice set up with his overhead or try to set a fuzzy block string. Also work well if you can grab them during or before missiles hit to allow you to combo after ward. Since Ryu has no answer to flight characters the missiles do help limit that as well.
I was looking for information regarding this very thing! I too have trouble consistently landing the air S after an air Shinku Hadoken. So far this is the list of things I have compiled regarding landing it: Opponent has to be in juggle state prior to launching them into the air and doing the Shinku Hadoken, must aim hadoken down after it fires, must mash to add as many hits as possible to the super, and the opponent has to fall into the super. After reading this post I guess the opp. being positioned right above ryu’s hands will be added to this list, but I just wanted to ask anyone out there who knows, the exact way to land the air S after an air Shinku Hadoken??? I have landed the air S several times using either the tatsu or H fireball into super but never know why it works when it does or why it fails when it does. Can anybody please explain in detail (including timing) how to make this work consistently???
It’s about getting your opponent in a combo where they are in the air while you are still grounded. Ryu’s Tatsu loops are a great way to do this or use an assist that will help you lift them off the ground but still allow you to combo them while grounded. After if you launcher then do MH or MMH and to either H Tatsu or a Hadoken then Shinku forward and start aiming the beam down. After a bit if trail and error you should hit the S after consistently.
You must be BELOW your opponent. Use a Hadoken before the Shinku, so it becomes easier. It’s possible with Tatsu, but harder and requires more knowledge.
As soon as the beam starts, hold down. If you notice the opponent is kinda slowly falling down, you’ll be able to hit him. You got 9~10 frames to do so. You can also hit them with jH, but S is easier (Don’t know why).
Maybe I should try to understand why that happens and make a tutorial for that…