Well I learned somthing, you can connect with a jumpinng fierce or roundhouse after you used up all your juggling points
According to the guide posted on the front page, his c.mp +7 on hit meaning 4 frame link to c.HP and c.MP, and a 3 frame link to sweep. His crouching jabs are +6 on hit leading to easy links as well. His F+HP is only +3 on hit now meaning no more F+HP, c.hp. His sweep is safer now being only -8 on block (and can be canceled into specials as well)
also the best choice he has for an AA is hi :mp: srk. it has 4 frames in invincibility. the other version on has 2 minues the ex
[media=youtube]2WsVnZu6qcQ[/media]
Ive tested the game today, the most damaging combo for Ryu i found out was (corner) J.HP, SP (yea, lol), MK xx LK.tatsu, c.HP xx HP dp. Im not sure but i think it did around 450dmg there, and around 530 or 520 when you call akuma after the dp and finishes the combo with another cl.HP xx HP dp.
Anyone can tell me how to cancel the hadoken so I wont have to wast time tomorrow when I have the oportunity to play it again?
You cancel the Fireball by holding the punch button down then dashing.
Spent a bit of time with Ryu and my current BnB’s are:
Anywhere
cr.MP > cr.MP xx Super/Cross Art(? I don’t remember the name for the team super)
cr.MP > cr.MP > cr.MK xx MK/EX Joudan
If you used the EX then you can follow up a cr.HP xx HP DP. I think you can do a cr.MP and link a cr.HP after but I can’t remember.
Corner
0 bar:
Standing Opponent: cr.MP > cr.MP > cr.MK xx LK Tatsu > cr.HP xx HK Joudan > cr.HP xx Tatsu/Fireball
1 bar
Standing Opponent: cr.MP > cr.MP > cr.MK xx LK Tatsu > cr.HP xx HK Joudan > cr.HP xx EX DP
Crouching Opponent: cr.MP > cr.MP > cr.MK xx EX Joudan > cr.HP xx HK Joudan >cr.HP xx Tatsu/Fireball
You can always start off with cr.LK > cr.LP instead of cr.MP > cr.MP if you prefer.
I wish I wrote down the damage but whatever, I’m sure someone will find better combos by the end the week anyways.
midscreen the highest damage solo punish combos ive found for none and 1 bar
0 bar : c.mp c.hp xx hp SRK = 278dmg
1 bar :c.mp > c.hp xx EX joudan, jump foward hard kick, juggle with HP SRK = 396damage
dont use chain into launch to for meterless punishes it scales way too much (doing just fierce + launch into combo is pretty good though)
Obviously you can get more damage off tag combos depending on the characters (kens hardkick tatsu allows you to combo a full jumpin combo off of a tag) but these are the best ive found solo midscreen
So far my biggest damage corner combo is:
j.HK > f.HP > s.MK xx LK/EX Tatsu > cr.HP xx HK Joudan > cr.HP xx Fireball/Tatsu/EX DP
Anyone else feel like this version of Ryu is sort of a “greatest hits” of the Street Fighter 4 series? He’s got a cancellable far standing medium punch (like AE 2011/2012 Ryu), a 160 damage HP SRK (like AE 2012 Ryu), he has the escape tatsu and 120 damage Solar Plexus Strike (like Vanilla and Super Ryu), and a far-reaching cr.MK (like every version except AE 2011).
Don’t forget his super stylish 200 damage EX SRK! Ryu feels amazing in this game but it’s only day one so who knows.
Good idea with f.hp cl.mk xx tatsu, I forgot about his 3 frame cl.mk.
Off crossup tatsu, 1 bar: cr.mk xx hp SRK xx tag cancel to Ken, mp hp xx hp srk does 400 damage. cr.mk xx EX SRK does good damage too and it gets full animation. You can super instead but no reason.
You can combo off Ryu’s f.mp with a tag cancel if you do it immediately (can’t hit-confirm).
Plinking works in this game. It’s useful for Ryu’s harder links.
You can OS cr.mk with EX joudan for a combo while poking. Longer range than launcher OS and more damage unless your partner is Hugo or something.
I think you can actually do EX joudan -> j.hk -> cr.hp xx hk tatsu if you time the cr.hp right so the tatsu hits. Not sure.
Off a tag cancel or your partner’s launcher, it seems that cr.hp xx hk joudan, cr.hp xx hk tatsu is his best corner finisher. Midscreen, I’ve just been going for cr.hp xx hp srk.
sick combo ideas in here so far, I found something pretty sweet
midscreen cr. mp, cr. hp xx ex jourdan, j. hk , hp srk is the best damage (that we know of)
but if you delay your jump for a bit, and do j. mp cancelled into air tatsu, you get less damage, but the corner carry is enormous
timing is a bit strict though
his hp dp trades as aa so you will to use the mp one {140dmg i think}, his tatsu escape isnt like sf4 and super, its more like the 2012 one.
the cool stuff are c.mk xx hadoken beeing a true block string and the fact you can to cancel the sweepjust like in st.
I’m really loving Ryu in this game. I wanted to mention some stuff I figured out but some people already beat me to it so lets keep it up guys.
I am going to whore out cr.hk xx hadouken xx dash -> throw until someone stops me from doing it.
You can actually do cl.hp or cr.mk xx tatsu after landing from j.hk. However, depending on how far away you are when you start the wallbonce, the followup j.hk seems really weird. The timing changes based on how far you were and it’s harder when they don’t bounce as far. Using j.hp instead of j.hk might be a better idea, range is never really an issue but active frames is. The EX joudan -> j.hk combo seems deceptively inconsistent.
Oh, awesome!
Nice find on using j. Hp, my j. Hk kept whiffing, I assumed it was the range, even though I looked really close, didn’t even think about active frames, good stuff
EDIT: and after the combo ending in tatsu, if you end it with roundhouse tatsu you’ll usually end up behind your opponet, trick stuff
Also, Hadouken seems to have as much juggle priority as his tatsu. You can end corner juggles with Hadouken. Don’t know why you’d do that instead of lk tatsu though.
don’t they both do the same damage and both give a techable knockdown. for me its easier to use fireball at the end of long combos in the corner as it seems much more prominent that they will be to high for lk tatsu to connect unless i delay the normal before hand, whereas fireball is so active and slow enough that i rarely have problems with it.
also has anyone noticed that when doing a chain combo into cross rush into ryu it seems to sideswap the corner (putting you in the corner and possibly fucking up your inputs)?
Answer to both comments: Delay your cr.hp/s.hp. Also, do cr.hp xx hk joudan, cr.hp xx tatsu off a tag.
lk tatsu is probably better than hado because it knocks them higher, giving you more time to potentially mix up someone trying to roll out of the corner with a jump back j.mk.
hm well i know the combo, but it doesn’t even matter when i press the button the second ryu can do anything he is on the other side of them…i think it might be specific to my other character jin as i just tried jin and cammy and cammy got put into the corner like ryu and when i did ryu and cammy it never happened. w/e i guess jin has enough good shit already
about lk tatsu roll trap you can do the same with fireball, the only reason i do the tatsu anymore is to condition my opponent to think they will stay in the corner then i do mk tatsu and land on the other side of them with a cross up…but thats kind of a gimmick