Many people have feedback that the Ryu section is crap. Since I have some time now, I would attempt an Ryu guide to share some information. Part 1 would be on combo. I would write on other stuff such as match up etc if feedback is good (that you found the guide useful).
Legend:
xx: cancel
cr: crouch
cl: close
CH: counter hit
s: standing
f: forward
/: or
: including ex version
!->: link slowly (some links have to be performed fast in order for link to work)
!!->: link fast (some links have to be performed fast in order for link to work)
^: corner only
**
B&B cancel combo:*
cr.mk/mp/hp/lp/lk xx FB/DP/tatsu *
Hit confirmable combo:
cr.lp/lk xx/!!-> cr.lp xx/!!->cr.lp xx/!!->s.lp !!-> cr.hk
cr.lp/lk xx/!!-> cr.lp !!-> DP * (can do a couple of cr.lp/lk before the last cr.lp link to DP)
cr.lk xx cr.lp !-> cr.hk
cr.lk xx cr.lp !!-> cr.mp !-> cr.hk
cr.mp!!->cr.mk xx fb/tatsu *FB/DP/tatsu *
cr.lk xx cr.lp !!-> cr.mk xx FB/DP/tatsu *
cr.lk xx cr.lp !!-> cr.hp xx FB/DP/tatsu *
cr.lk/lp xx cr.lp !!->cr.mp xx
cr.mp!->cr.mp!->cr.mk xx fb/tatsu *
cr.mp!->cr.mp!->cr.hk
cr.mp!->dp *
cr.mp!->cr.lp!!->cr.mp!->cr.hk
cr.mp!->cr.lp!!-> cr.hk
cr.mp!->cr.lp!!->FB/DP/tatsu *
cr.mp !->cr.hp xx FB/DP/tatsu *
f.hp !-> cr.hp xx FB/DP/tatsu *
f.hp !-> cr.lp !!-> cr.hp xx FB/DP/tatsu *
f.hp !-> DP *
j.mp, on land ex-tatsu, mp/hp version dp, ex fb, super, ultra
Hit opponent at peak of lp dp, upon landing, ultra/super/ex-fb/hp dp
Hit opponent at peak of mp/hp dp, upon landing, super
cr.mk xx ex fb fadc U1
Hit opponent with lp dp, upon landing, super
When opponent sit on a fb in air, super
Meaty combo
Meaty f.mp !!-> DP *
Meaty cr.mk xx -> *FB/DP/tatsu *
Meaty cr.mk !!-> ex-dp
Meaty cr.lk !!-> any cr.lp combo
Corner combo:
Add mp/hp dp to any combo that ends with lk tatsu or lp dp
Add ex-tatsu to any combo that ends with lp dp
Add ultra to any combo that ends with ex-tatsu/ex-fb
cross up air tatsu xx ultra (^)
Counter hit combo:
CH far s.hp !-> cr.hk
Trick combo (these combo upon hit, and can be used to counter opponent techniques such as normal counters and tech, or break opponent defence by crossing up etc). Would explain further in Part 2, General Techniques.
cr.lp !-> cr.lk xx FB/tatsu/DP *
cr.lp !!-> s.mp fadc cr.mp !-> cr.hp xx FB/DP/tatsu *
cr.lp/mp !!-> s.mk xx FB FADC cr.hp xx FB/DP/tatsu *
cr.lp !!-> s.mp !-> ex DP *
cr.lp !!-> s.mp !-> any cr.lp combo
cross up air tatsu xx super
cross up air tatsu xx ultra (^)
cross up dp (trade), ultra upon landing
++ All combo that ends with DP can be cancelled into super or FADC into ultra.
++ All combo that ends with lp DP can be linked into super on landing.
++ All combo that ends with FB can be cancelled into super, or FADC into cr.mp/hp/mk combo depending on opponent hitbox and distance.
++ All ultra here refer to U1
++ Timing to press link combo is always dependent on precedent move’s recovery. Therefore all link combo after c.lp have to be pressed fast. All linked combo after a c.mp have to be pressed slow. All linked combo after a f.hp have to be pressed very slow. All linked combo after a s.mp have to be pressed very very slow.