Super Optic Blast and Mighty Tornado: The Ultimate Ryu Thread?

Matchups, Page 3

Dormammu (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Dr. Doom (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Dr. Strange (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Felicia (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Firebrand (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Frank West (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Ghost Rider (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Haggar (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Hawkeye (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Matchups, Page 4

Hsien-ko (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Hulk (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Iron Fist (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Iron Man (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Jill Valentine (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

M.O.D.O.K. (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Magneto (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Morrigan (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Matchups, Page 5

Nemesis (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Nova (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Phoenix (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Phoenix Wright (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Rocket Raccoon (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Ryu (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Sentinel (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

She-Hulk (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Matchups, Page 6

Shuma-Gorath (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Spencer (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Spider-man (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Storm (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Strider Hiryu (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Super-Skrull (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Taskmaster (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Thor (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Matchups, Page 7

Trish (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Tron Bonne (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Vergil (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Viewtiful Joe (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Wesker (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Wolverine (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

X-23 (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Zero (Opponent)

Spoiler

Normals:

Specials:

Hypers:

Combos:

General Tips:

Gameplay and Combos

A Word:
Combos are separated by category; the order of categories is as follows: Basic, Position-Based,X-Factor-Based, Assist-Based. Combos are not cross-listed; the tier of features by which a combo is categories is Assist-Based, X-Factor-Based, Position-Based, and then Basic. The idea is for each combo to be placed according to the degree of circumstance required for that combo to be utilized; so, while an Assist-Based combo may utilize X-Factor, it would be burdensome for an individual looking through X-Factor combos to navigate through the various assists not utilized by that individual, etc.

Generally, combos are listed within their categories based on damage dealt. However, for the Assist-Based section, combos are first organized alphabetically by the name of the character(s) whose assist is used. If two assists are used, the combo is placed by the name of the assist character whose name occurs first alphabetically.

Notation: I will always list, when relevant, any assist required, level of X-Factor used, percentage of meter consumed, and whether a reset is involved, in parenthesis, after the combo’s damage is stated, in that order.

Please feel welcome to submit content.

Tutorials:

UMvC3 Gameplay:

Combo Videos:

Gameplay and Combos, Page 2

Basic Combos:

Position-Based Combos:

X-Factor-Based Combos:

Gameplay and Combos, Page 3

Assist-Based Combos:

Special Thanks

A Word:
Now that he’s received a number of direct and indirect buffs, Ryu is starting to pick up traction as a solid character both on point and as an assist. This post is dedicated to the players that help unlock the secrets of OG Shoto technology. If you feel left out, let me know in a PM and I will gladly add you.

The List:

reserved 30

Alright, since my question didn’t get answered in the last thread before it got locked, what’s the secret to landing an :s: after a corner Shinkuu Hadouken? It seemed like it was juggling them really high on the air tatsu and then bringing the beam down after it starts horizontally, but I still can’t seem to get it. Is it really that difficult? Or is it character-specific?
Also, to contribute some content, there’s a few things worth noting for Ryu in Ultimate that not everyone might know. In Hadou Kakusei mode, blocked ground tatsus give you frame advantage (I think +1 or +2 or something?), Hadou Shoryu doesn’t actually “charge,” it has a fixed startup time that it is fully invincible during (which does make it actually really damn good if you have to be absolutely sure to outprioritize something; it has a total of 30 frames of invincibility), which I think makes it good, and a TK Baku Hadouken is like +12 on block or something, and even easier to combo after than usual. Also basically all of Ryu’s normals are safe in Hadou Kakusei, I think his worst is like his launcher and sweep, which are only -3.
And for the Firebrand team section, I think the Hellfire Spit assist is really good, because if you do :f:+:h: and Firebrand assist at the same time, the normally-slow start-up of that assist is covered by the throw animation, so you get an instant OTG. And outside of the corner, it juggles high enough that you can do an :l: Tatsu after a Roundhouse Kick and you can combo after with an :m:, even outside of Hadou Kakusei mode. I have no clue why this doesn’t seem to happen in the corner, though.

Cool, thanks for the info. I should have some time tomorrow to really start filling in this thread.

Not sure about :s: after corner Shinku, I wasn’t a big Ryu player in Vanilla but since I like making detailed threads and this forum seemed pretty dead I figured I’d go ahead and do one for Ryu since he is new BFF’s with Haggar. I’ll look around and see if I can figure it out.

Ryu forums are looking dead right now but has anyone figured this out yet? I spent forever in training mode trying to get it to work and I’ve had no success.

I never knew about or tried to use S after corner shinku. I’m gonna mess with it when I get home and post back if I figure out anything useful.

I think dialupsucky (that’s what you guys call the guy known on YouTube as “SaishuuKessen”, right?) has posted videos showing it, hasn’t he?

edit: Yep, even in one of his latest videos. [media=youtube]9aCsD7Vue9c[/media]
Since the man himself posts here, maybe he could be so kind as to explain it?

Ohhhh. I thought you meant re launch, not air s. That’s not that bad

I had figured it out a little while ago. I believe it’s dependent on Ryu’s height in relation to the opponent. They have to be slightly above (I can’t exactly pinpoint the spot since I’m not in a position to test it more). After that, move the super downwards so that you’ll see the opponent moves downward with the blast. If you got both of those to happen, then the j.S will land.

The hardest thing about it is trying to find the right height because if it’s not correct, Ryu will either move back immediately (opponent too high) or will slowly move back as you move the super downwards (opponent too low).

who what where why when what I do?

Anyway ummmm its actually easier to do in this game you could say since you can set it up after a rapid fire hadoken so that is a pretty brain dead set up that doesnt take any timing… After a hurricane kick is not to easy though. But in general just make sure you have to do a super jump version of the attack and you want it to hit a little later than normal. Other wise you can only link little attacks after it which will only combo to other stuff if youve done a aerial exchange before hand to do more stun. Although I havnt fiddled with the game much I don’t think you can do the triple shinkuu hadoken combos anymore in this game though that you could in the first game that I recall so if anyone watching those other videos from the first game… I dont think those worked anymore…

landed 4 Shinkuu Hadoukens with Ryu/Drones without xfactor.
[media=youtube]xLAy_RyKW98[/media]

So, if there would be a 2013 patch, what would be the changes you guys wish for Ryu?