The Ryu Thread.

very good read

thanks for posting it

I have some pretty good damaging combos.
with sentinel projectile assist

with ryu, s.lk,s.lk, assist, hurrican kick (HK)
make sure the assist hits after the first hurricane kick hits.

gives pretty good damage

heres one by ryu himself
lauch, sj, hadou, xx s. hadou

also, a few times, i have done an air combo end it with a hadou xx S. hadou

hope this helps

yo me and a friend of mine keep having this debate. please tell me that there is no EVIL RYU in MVC2

No, there is not. Tell your friend to stop playing MUGEN.

He probably just saw regular Ryu wearing a different color or something, or he’s thinking of MvC1.

Ryu’s pop-up effect off of his tatsu actually has a decent mix-up use here and can be used to train certain responses on hit:

something as basic as a jump-in hk xx hk tatsu on hit will give you the following option:

s.lp tick into throw (call any viable assist during lp to extend this for maximum dmg return)

or just tatsu when you land if they think ahead and try to tech you early or lp dp + assist

in xvsf, Ryu’s hop kick had much more use setting up his throw combos, but here it can be used to set up the same scenario as above to force them to anticipate the throw into assist or the tatsu into shinku or the invincible lp dp + assist

originally posted by Mad Titan

More stuff from Mad Titan

enjoy, even though you are probably not ever going to read this good shit. Whatever though. :slight_smile:

Ok well now that mvc3 is officially a P.O.S I’m back on my low tier train and ryu is right back at the top of the list. I’ll soon make a vid of the above resets in action and the types of situations in which they are best applied.

What I did last night… was get about 90% better at the ryu infinite and I found a fun setup that actually lets the air combo that sets it up start up to 1/3 screen from the corner (which is good b/c previous versions only worked if you were damn near at the wall when you launched). Another wonderful thing is that it’s omitting some of the normals that caused the infinite to dizzy earlier. And lastly it tacks on 3 glitchy tatsu hits that really bumbs up the pain overall.

Old version:

Damn near at wall… launch, sj.lp, sj.lk, sj.mp, sj.fp, sj.fk, OTG falling fk, 1 step fwd, [cr.lp] x 20 or so…

New version:

Semi near wall… launch, sj.lk, delay a bit, sj.mp(1hit), fk tatsu (if you aren’t collecting all 3 glitched hits ur not delaying enough), dashing OTG cr.lk, 1/2 step fwd, [cr.lp] x 25 or so…

A tip is that you wanna hold neutral + dwn as you OTG lk… NOT fwd+dwn… or you could get very slight pushback effect preventing the cr.lp from reaching (this is only on smaller characters really… but just do it like that always and your g2g.)

Not only do you tack on a bunch of extra dmg from the glitched tatsu hits… but there are 2 less mp normals, and 2 less fierces prior to starting the inf portion meaning you can tack more inf reps on as well before dizzy out.

Can also gb into the launcher to start this making it potentially very deadly (or it would be if ryu had an easy way to land snapouts…lol).

I will find a higher ryu…