Combos (corner)-
-c.SK, s.FP, RK Hurricane Kick xx Shinkuu Hadouken or Throw.
(65 points or 48+16 aka 45% or 33%+8%)
Hurricane Kick hits twice for better damage…canceling to super isn’t always worth the damage, but sets up any number of DHCs well. The throw is obviously avoidable, but you can throw into assists into super into DHCs, for heavy damage.
-c.FP, sj.JP, sj.SP (hits once), sj.FK, RK Hurricane Kick.
Hurricane kick connects 2-3 times for good damage.
(52 or 66 points, or 35 or 48%)
-Shinkuu Tatsumaki Senpuu Kyaku, c.JP, s.SP xx Shinkuu Tatsumaki Senpuu Kyaku or Shin Shoryuken or launch or TK Shinkuu Hadouken or snap out.
Combo only works with Ryu in the corner, but can be DHCd into. You can repeat the hurricane kick super until you run out of meter, but after the first rep (or anytime you hit the opoponent with the super and they are already airborne), you want to use s.JP xx s.SP, though c.JP still works IIRC. Combo doesn’t work on Juggernaut, Blackheart, Seninel, Cable, or Servebot…the super doesn’t connect, and Cable juggles oddly, so C.JP doesn’t connect.
You can walk forward a step (out of the corner, and cornering the opponent), and c.JP, juggling into combos like the one below.
-c.FP, sj.JP, sj.SP (hits once), sj.FK, sj.FP, sj.RK, OTG sj.RK, OTG c.JPxn (infinite) or c.JP, s.SP, s.RK or c.JP, s.SP, hopkick, throw or launch or overhead.
(59-74 points (not accounting for resets)
Combo heads in any number of directions. The infinite (repeated c.JP in Flying Screen) undizzies early, and you won’t get the whole combo to do more than 50% damage. Doesn’t work on Cable, Shuma Gorath, Sentinel, Juggernaut, or Blackheart. You can just go for damage by doing the Hunter chain, and you can call an assist before they land for block damage, depending on which attacks you use (hopkick and s.RK both work, the latter givin you a slight frame advantage, I think). If you launch, you can jump up and throw (after FS ends), or relaunch if they attack on the way down, or call an assist, etc. With the hopkick, you can throw into assist for 100% damage or close to it.
During the initial part of the combo, vs Cable, Shuma Gorath, Marrow and a few other charactes, you need to alter the combo so it’s: sj.JP, sj.SP (hits twice), sj.FP, sj.RK and then OTG. Regardless the OTG can be with almost any attack…sj.SK is easier, but FP and RK obviously do more damage. You want to walk forward a step before the c.JP if you’re going to go for the infinite, it helps.
Throws-
-j.u+RK, throw
The u+j.RK has less hitstun than other heavy attacks, and you can get a cheap throw in.
-j.Hurricane Kick, throw
Only works in the corner, except vs Sentinel, and I’d assume the other super-heavy characters.
-FP throw, walk forward, throw
The FP throw puts the opponent right at your feet, so you can throw again as soon as they stand up. You don’t actually have to walk forward, but it’s a little more tricky. You can also do throw, missed c.SK throw, etc… When they try to jump up/backwards to dodge the throw, you can do c.SK and hit them on the way up.
-c.FP, sj. JP, sj.SP, RK throw.
(worthless)
-jumping RK throw into Sentinel-G.
-RK throw into Sentinel Drones, walk forward/backward.
You can crossup if you want to…depending on where you were when you threw, walking forward will make you switch sides with the opponent, so you can do c.JP into launch, etc. If you are throwing from the corner, you can connect either the hurricane kick super or a TK Shinkuu Hadouken.
-FP Throw into Doom-B, launch to combo to Shinkuu Hadouken or Shinkuu Tatsumaki Senpuu Kyaku.
(54-74 points / 40-50%)
Can be rolled out of, obviously, but not very easily. Quick damage from unexpected throw.
-FP throw to Storm-A (OTGs) snap out (assist hits again) snap out.
A waste of 2 meters, but looks cool. You could wait a milisecond and just burn the one meter, but whatever.
-RK throw to Cyclops-B, sj Shinkuu Hadouken.
This works, IIRC, but I forget which direction you throw them in. Timing is crazy, not worth the effort.
-FP throw to Storm-A, Hadouken xx Shin Shoryuken or c.JP, launch or snapout…
Only works in the corner. If the assist hits, you can do whatever you want.
-c.FP, sj.JP, sj.SP (hits once), sj.FK, sj.FP, sj.RK, OTG sj.RK, c.JP, s.SP, hopkick, throw into assist…
100% combo mentioned earlier, depending upon assist used. With Doom-B, FP throw to launch to super or air combo, or just the hurricane kick super. If the throw is escaped, Doom’s assist must still be blocked. With Storm-A: see notes above. Snap out or HK super, etc. With Sent-G: RK throw backwards (out of the corner) into the HK super (and launch afterwards, though they’ll likely be dead already), or launch. You can also do the FS infinite for a while, and then transition into the throw-into-assist.
Should be noted that anything involving the FP throw is an OTG.
DHCs-
-c.FP, sj Hadouken xx Shinkuu Hadouken, DHC to Photon Array (Dr. Doom) (unrollable) OTG to launch.
Launch to infinite if the opponent is in the corner, otherwise you can go for a reset or combo to photons and DHC, etc.
-c.SK, s.FP, Hadouken xx Shinkuu Hadouken, DHC to…
Maximum Spider/KBA (Spider-Man, Cammy)
Proton Cannon (Iron Man, War Machine)
Venom Web (Venom)
Weapon X (Wolverines)(108 points/75%)
Mega/Super Optic Blast (Cyclops) (MOB 106 points/75%)
Hail Storm (Storm) (100 points/65%)
Other fast rush/projectile supers.
-c.FP, sj.FP or Hadouken xx Shinkuu Hadouken, DHC to…
Electric Cage (Dr. Doom) 95 points/65%
HSF (Sentinel) (91 points/65% no follow-up, sj.FP xx Shinkuu only)
HVB (Cable)(113 points/78%)
Judgement Day (Blackheart) (95 points/65%)
Captain Sword (CapCom) (95 points, 65%)
Saotome Cyclone/Bloodia Cannon (Jin), etc
Slower projectile supers, or the “everywhere” supers (Hail, KBA, Max. Spider, etc)
-c.SK, s.FP, RK Hurricane Kick xx Shinkuu Hadouken, DHC to…
Heart of Darkness (BH) (100 points/70%)
Hyper Viper Beam (Cable)(108 points/75%)
Hyper Sentinel Force (Sentinel) (95 points/65%, no follow-up)
Proton Cannon (WM, IM), etc…
Like the fireball xx Shinkuu Hadouken combo, but you get more time before they land, so a few of the slower supers connect much more easily.
-Shinkuu Tatsumaki Senpuu Kyaku, DHC to…(most things)
Except for the exceptionally slower supers (Thanos’ Space Gem, Cable’s Time Flip and HVB), The HK super will allow most things to combo after it. You can wait until the final (18th) hit, or not. Certain supers, like HSF, require you to wait until after the final hit, so the opponent is airborne, and others (Hail Storm) work better that way). Any rush/autocombo super will conect, and most beam/projectile supers which start quickly (BB Hood’s), etc.
-J.RK, Shin Shoryuken, DHC to…
Hail Storm
Armageddon (BH) (120/85 %)
Sphere Flame (Dr.Doom)
Maximum Spider/KBA (Spidey/Cammy)
Saotome Cyclone (Jin)
Gamma Crush (Hulk) (141/99%)
Shinryuuken (Ken)
Raimeiken (Silver Samurai)
Soul Gem (Thanos)
Proton Cannon (Iron Man)
Captain Sword (Captain Commando) (119/85%)
Divebomb super (Colossus) (128 points/ 90%, crossup j.FP to start)
I believe the DHC to Proton Cannon may only work on heavy characters. You can also set up multiple DHCs…SSRK really isn’t worth the meter anyway, but if you have 5 meters to burn, you could do something like, SSRK xx Armageddon xx Hail, or SSRK xx Gamma Crush xx Proton Cannon. Basically, if you want to DHC after SSRK, it has to be something that is either Vertical, everywhere, or very fast. Magnetic Shockwave also works, I think…
-TK Shinkuu Hadouken xx Hail.
General-purpose DHC. Hail pretty much always connects.
DHCs to Ryu-
Storm:
-Launch, sj.FP, air dash d/f sj.SK, sj.FK xx Lighting Attack xx Lightning Storm, DHC to Shin Shoryuken or Shinkuu Tatsumaki Senpuu Kyaku.
DHC to SSRK isn’t worth the meter unless it kills someone…but…it might. So…
-Launch, sj.JP, sj.SK, sj.SP, sj.FK, Lighting Attack xx Lightning Storm, DHC to Shinkuu Tatsumaki Senpuu Kyaku…
(100 points, 65%)
With the opponent in the corner. After this, you can juggle and do the HK super gain, or other options listed above in the section for that combo.
Various:
Any ground-based rush/autocombo super xx Shin Shoryuken or Shinkuu Tatsumaki Senpuu Kyaku.
Ryu’s Assists-
-Alpha:
Anti-air Assist. Invincible at the start, loses invulnerability after about a standing character’s height, slightly lower. General combo use was before a super connects (ie. s.RK+assist xx AHVB with Cable), or to have it connect in tandem with a launch to start an air combo (ie. c.SK,+assist, c.SP, s.RK, into air combo w/Storm). Works OK as a counter because of the invincibilty…you can do things like counter xx Shinkuu Hadouken xx Hail, but only the DP and Hail would connect.
-Beta:
Projectile assist. Used to either fill the screen with something, to counter, or in combos. Combo use can be used as filler, just to add an extra hit, or to link supers. For example, s.SK+assist, c.SP, c.FK xx super with Gambit, Chun Li, etc, or c.SK+assist, c.FK, s.FP xx fireball xx super with Morrigan, Akuma, etc. Counter xx super with this assist s OK, but doesn’t connect from close range…booo. Better off canceling the counter into the super (or into SSRK, to be dramatic). You can also have two of these on screen at once, with some characters. With Sent, you could do launch+assist, sj.JP, sjSP x Rocket Punch, and either jump/fly crossup and call another (or the same) assist, and/or do a high/low mixup. With Storm, you can do c.RK+assist, sj air dash u/f SK, sj RK, and then crossup to the other side or high/low and call assists while the fireball is still coming from the old direction, etc.
-Gamma:
Expansion, the Hurricane Kick assist. Only really good as combo filler. Counter xx Shinu is OK, though not enough to justify picking this assist by itself. Damage can be heavy if you get all 3 hits of this assist to connect in a combo. Note that combos to THC don’t connect with this assist, except for the repeated HK super thing in the corner.
Wolverine:
-c.JP+assist, c.SP, s.FK, s.RK xx Fatal Claw, DHC to Hail Storm or HSF
About 100% damage after a follow-up launch. You can make the s.FK hit twice or slow down the timing if you just want to lanch with the s.RK and not burn the super (around 45% damage sans-super). With Wolverine you can also call the assist and do a crossup headstomp (d+RK when jumping) xx Fatal Claw, and it will do big damage, also.
-s.JP+assist, s.SP xx Power Gem or Space Gem (Thanos, use c.SP for Space Gem)
-c.SK, c.FK xx Raimeiken (Silver Samurai)
-s.JP, s.SP+assist, JP Rocket Punch xx Plasma Storm (Sentinel)
etc.
edit: most typos fixed.