Anti-airs
- MP shoryuken - invincible, highest damage and most reliable
- cr. HP - Good from close but not as reliable as stopping cross-ups as SF4. Must be done slightly preemptively.
- HK - anti airs from disturbingly far away, but pretty lousy up close
- Jump back HP - good for responding to jumps made close to you and ambiguous cross-ups
- jump back LP/LK - quicker version of the jump HP
- MP shoryuken xx Super- If you have the meter to spend, a good way to land super.
• Note that EX shoryuken works as an anti-air but adds negligible damage compared to the MP version. It might be better at anti-airing dive kicks
Punish combos (No meter):
Close:
- f+st. HP, cr. HP xx HP shoryu (283 damage, 395 stun) - cr. HP only lands if punish was done close, go-to punish
- st. MP, cr. HP xx HP shoryu (244 damage, 395 stun) - general punish combo because of quick startup
- st. MP, cr. HP xx MK tatsu (212 damage, 395 stun) - less damage, more corner carry, do HK tatsu to get to other side
- st. LP xx HP Shoryuken (156 damage, 395 stun) - 4 frame punish
Ranged:
- st. MP, cr. MP xx MK tatsu (194 damage, 350 stun)
- st. MP xx HP shoryu (186 damage, 280 stun)
- st. MP xx st. HP xx st. HK (170 damage, 227 stun) - if crouching, only do st. MP xx st. HP
- cr. MP xx HP Hadouken (114 damage, 190 stun) - 5 frame ranged punish
- cr. MP xx MK Tatsu (150 damage, 280 stun) (STANDING ONLY) - do HK Tatsu to switch sides
- cr. MK xx HP Hadouken (104 damage, 280 stun)
- cr. MK xx MK Tatsu (140 damage, 280 stun) (STANDING ONLY) - do HK Tatsu to switch sides
- cr. HK (100 damage, 150 stun) - gives great setup
- f+st. HP xx HP shoryu (216 damage, 280 stun)
- LP/MP/HP Hadouken
Note: Ryu has no way of using 1-2 bars to meaningfully increase his punish damage outside the corner.
Punish combos (1 bar):
Close:
- f+st. HP, st. MP, cr. MK xx EX Tatsu (284 damage, 410 stun)
Ranged:
- st. LK xx EX Hadouken (120 damage, 205 stun)
- cr. MP xx EX Hadouken (150 damage, 235 stun) - 5 frame ranged punish
- cr. MP xx EX Tatsu (185 damage, 280 stun)
- cr. MK xx EX Tatsu (175 damage, 280 stun)
- f+st. HP, st. MP xx EX Tatsu (254 damage, 350 stun)
Punish combos (2 bars):
Close:
- f+st. HP, cr. HP xx EX Tatsu, EX Shoryuken (393 damage, 535 stun) (CORNER ONLY
Punish combos (3 bars):
Close:
- f+st. HP, cr. HP xx Super (507 damage, 395 stun)
- st. MP, cr. HP xx HP shoryu xx Super (477 damage, 395 stun)
Ranged:
- st. LP / st. LK / cr. MP / cr. MK xx Super
- st. MP, cr. MP xx Super (370 damage, 190 stun)
- f+st. HP xx HP Shoryu xx Super (472 damage, 280 stun) - go-to super combo for ranged and close
- Super
Punish combos (V-trigger):
No Meter:
- st. MP, cr. HP xx V-trigger, st.HK, st.LK xx HP Shoryuken (302 damage, 507 stun)
- st. MP xx st. HP xx st. HK xx V-trigger, HP Shoryuken (254 damage, 347 stun)
- st. MP xx st. HP xx st. HK xx V-trigger, LK Tatsu (218 damage, 347 stun)
- st. MP xx st. HP xx st. HK xx V-trigger, MK Tatsu (230 damage, 347 stun)
1 bar:
- st. MP xx st. HP xx st. HK xx V-trigger, EX Hadouken (242 damage, 337 stun)
- st. MP xx st. HP xx st. HK xx V-trigger, EX Shoryuken (266 damage, 347 stun) (CORNER ONLY)
3 bars:
- st. MP xx st. HP xx st. HK xx V-trigger, Super (374 damage, 247 stun) - don’t do super too fast
Confirm combos:
• Ryu’s st. MP which starts a lot of his punishes also starts his confirms.
- b+ st. HK, st. LK xx HP Shoryuken (219 damage, 373 stun)
- st. MP, cr. MP xx MK tatsu (194 damage, 350 stun)
- st. MP, cr. MP xx Super (370 damage, 190 stun)
- cr. LP, st. LP, st. LK xx MK tatsu (151 damage, 329 stun) (STANDING ONLY)
- cr. LP, st. LP, st. LK xx LK tatsu (xx Super) (137 damage, 329 stun) (STANDING ONLY) - way better setup
- cr. LK, cr. LP xx HP shoryu (xx Super) (159 damage, 293 stun) - Higher damage but less reaction time
Crush counter / counter-hit combos:
Close:
- st. HK, cr. HP xx HP shoryu (301 damage, 475 stun) - the most reliable combo since it requires no walking.
- st. HP xx Super (385 damage, 180 stun)
- st. HP, EX Shoryuken (252 damage, 360 stun) (CORNER ONLY)
- st. MK, st. LK xx MK tatsu (STANDING ONLY) (179 damage, 343 stun) - do HK tatsu to switch sides
Ranged:
- cr. MP, cr. MK xx HP Hadouken (165 damage, 290 stun) - Good hit-confirm
- cr. MP, Super (reaction) (360 damage, 120 stun)
- st. HP xx st. HK (171 damage, 252 stun)
- st. HK, cr. HK (198 damage, 315 stun)
- st. HK, cr. MK xx MK tatsu (233 damage, 430 stun) (STANDING ONLY) - They should be standing if you hit the HK
- st. HK, Hadouken / Super / Tatsu
Air Combos:
- anti-air fireball, Super (330, 100) - Ryu can quite easily super on reaction to the opponent landing on a fireball. This works from really far away and is even easier in v-trigger
j. MP, b+st. HK (116, 211) - this is Ryu’s best hope at a meterless follow up.
j. MP, j. MP xx HK tatsu (196, 305) - this is insanely impractical right now but might get more viable on release. You need a crazy deep j. mp.
j. MP, EX shoryu (224, 280) - this is the BnB 1 bar follow up
j. MP, Super (350, 100) - BnB super follow up
j. MP (1 hit) xx tatsu, HP shoryu (166, 230) you can still preserve the free juggle state with a cancel to tatsu on first hit, but it’s more impractical because tatsu has more ground recovery and HP shoryu is slower. You could go into sweep too I guess.