All info compiled so far
Anti-air: Fierce dp is strong enough to be used on all jump ins and it’s good enough so that it shouldn’t trade. The best thing about this dragon punch is that it can be FADC’d into Ultra (more on that later). When someone DOES trade with you’re Shoryuken anti air, Ryu can ex hadoken, Ultra or Super once he recovers.
Zoning: Ryu’s hadokens are going to be you’re best zoning tool. The recovery from these things is almost instant. With that, compile well thrown hadoken’s with c.mk’s, s.mp’s, and well timed anti airs and SA’s.
Combo’ing Ryu’s Normals: Ryu can link a lot of his normals with a lot of ease, such as c.lp, c.mp/c.hp. His c.mp can be followed up with a c.mk or a c.hp. His F+hp also links into c.lp. It’s also said that f+mp (overhead) can be followed up with a c.lp link, I’d like confirmation please. In other words, Ryu can link a fierce off of everything except his kicks. Just know that he can combo well with his normals. It’s up to you to choose what fits for you.
Combos: Since there are so many ways to link things, I’m not gonna list every one of the possibilities. This library can get pretty extensive. All in all, here are the strings you should know. NOTE: If no other ender is listed, all combos end with you’re choice of hurricane kick or dragon punch (ex versions or not). If you end it with a dragon punch, you can always SADC into Ultra.
- c.lpx3, c.mk xx Hadoken/hk hurricane kick
- c.lp, c.hp xx ______
- f+hp, c.lp, c.hp xx ______
- lp shoryuken, land, Shinku hadoken (super)
- jump in hp/hk, c.lp, c.mk, hadoken, SADC, s.hp xx ______
- In corner, SA lvl 2, dash forward, f+hp, c.lp, c.hp, EX hurricane kick, EX fireball, EX hirricane kick.
- *SA lvl 1, dash forward, c.lp, c.hp, ______
- SA lvl 1, dash forward, SA lvl 2, dash forward…**
- *SA lvl 1, dash forward, SA lvl 1, dash forward, Ex hurricane kick
- SA lvl 2/3, dash forward, SA lvl 2, dash forward…***
Ending a combo with an EX fireball can lead into an Ultra (you have to be pretty quick). its very risky mid screen, especially against heavier characters who fall quicker. In corner is best.
SA Combo Notes: There are a few things you need to know first. First regarding the “***”. This indicates that after you’re lvl 2 SA hits, you’re opponent is put in the air. Therefore, followups to this are limited. A special and quick normal is probably the only route to go. I’ll experiment more on this later.
Regarding the “*” combo’s, keep in mind that these will only work when you’re SA hits as a counter (IE, you charge you’re SA, you get hit, you release). When a lvl 1 SA hits after you take a hit, you’re lvl 1 SA crumples you’re opponent.
When doing combo’s that involve 2 SA’s, you have to wait for you’re opponent to fall to their knees, after the first SA, then do the 2nd SA. Example: SA lvl 1, dash forward (wait until opponent is on knees), SA lvl 2. If you end your combo with a 2nd SA at lvl 2, you can follow up with a normal or special. If you end the combo with a 2nd SA at lvl 1, only an ex special or a Super will connect.
**Side Notes: ** Hurricane kick will stop you’re opponents SA’s. A RH/HK Hurricane kick also goes through fireballs. The EX Hurricane kick is pretty good as wake-up, but can be beaten by a neutral throw. When you end a combo in the corner with a ex hurricane kick if the opponent gets set spinning in the air, you can do an Ultra and it will connect but ONLY if the opponent gets sent spinning in the corner.