been running Ryu/Dante/Zero teams and switch it to Ryu/Zero/Iron Man they seem to work well in fights its just a pain building meter with ryu
I’ve been using Haggar(Lariat)/Ryu(Hadoken)/(Captain America (Shield Slash) or Sentinel (UpDrones)).
I like playing Cap better but Sentinel’s assist is just too good to not use with Haggar. I’m wondering if anyone has any other suggestions to replace my last spot with. I’m thinking maybe T. Bonne or Zero. Does anyone have any thoughts on the matter?
Basically my play style is more of a rushdown style but Ryu allows me to use meter well and Haggar can DHC both his level 1’s into either Shinku Hado’s or Shin Shoryuken. I’ve been playing Marvel for years but my weakness has always been putting a good cohesive team together that plays off each others’ strengths. Any advice here would be awesome.
Ryu is my favorite character and all, but I really get frustrated when trying to start an offense with him. Most of the time I feel like I’m just jumping forward and fishing for air throws to try and get an easy shinkuu down, or I’m just brainlessly tossing Air L tatsu in hopes I can land a hit or crossup with it.
So, his overhead is pretty butts too, but we already know that it can be better with the help of an assist. Still, I had a problem with how most of the assists would just crash into the character whether they blocked your overhead or not, and then it was used up. Maybe you got a combo or maybe you didn’t, but it stopped there.
SO I started working with other things. Has anyone else tried extensively playing with the Shield Slash assist with Ryu? Things I’ve found:
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Since the shield hits twice, you can expand your options a little bit. You’re allotted time to throw the shield out and let them block it, while allowing the return hit to extend your overhead combo if you need it to. Just a quick example: cr. lk -> call assist -> overhead… The shield will still cover you heading out, but it also confirms coming back in. There are all kinds of different timings I found to change this, as well as being able to call shield slash while you’re still in an approach (say dashing in), let the shield slap them in block stun, then catch them in an overhead on its way back in. I liked this more than say the average example of call taskmaster arrows -> overhead -> hope.
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Cap’s shield moves the character in two directions: once forward on its way out, and once back in on its way in. What does this mean? It creates more ambiguity in your j. L tatsu when you combine it with Cap’s assist. More importantly, if you call the assist while your opponent is in the corner, the shield will hit on the way out and if they block, the shield will pull them out slightly on the way back in. SO, if you are attempting a j. L tatsu as this is happening, you can actually cross them over in the corner, hitting them from behind when you otherwise would not be able to with your j. L tatsu alone. This doesn’t stop as just a gimmick, because depending on how you adjust your tatsu’s timing, you can still hit them up front.
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It covers you. Sometimes you get tagged trying to get something going with the overhead or during a string, but if the shield has gone out, it usually comes back to bite them in the ass if they try and get something going in between. Think of it like a mini version of Sentinel drones that is much faster and you can use more proactively. A lot of times your mistakes end up being saved by the shield and turning into a combo opportunity for yourself.
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Combo extensions. Cap’s shield, especially in juggle combos, has a great trait of bouncing the target back in as the shield returns, as well as holding opponents in place during bounce moves. For example: cr. l -> cr. m -> cr.h -> assist -> f+h -> donkey kick. Normally the kick slaps them out, but the shield will return them to you for a continued combo with added damage and meter. This also works with shoryuken, hadouken, and tatsu with varying timings for the four of them total. The easiest I’ve found so far is cr. l -> cr. m -> cr. h -> f+h (call assist) -> L tatsu -> st. m -> st. h -> f+h -> S -> air M -> air H -> air tatsu -> shinkuu. Timings change in the air depending on your DHC of choice.
I plan on recording a more in-depth visual tutorial to help with this soon. I hope this isn’t all horribly redundant and I’ve missed all this somewhere else already.
Ryu/Haggar/Hulk is the team I use. Ryu Tatsu assist lets the other cross up with super jumps, Haggar uses lariat which helps keep people off of Ryu when he’s zoning and great for when he hits an overhead M, Gamma Wave for hulk since it pushes the opponent towards the corner. THC isn’t always great since Hags has no far hitting Hypers, but in the corner it’s nasty. Shin Hadu into body slam into any of Hulk’s hypers is a nasty nasty treat. Throw in a level 1 X factor here and there and your most likely coming out on top. I’m also going to hit the lab and check out Hsien-Ko/Ryu/Hulk. I wanna see if using Hsien-Ko’s a assist with Ryu is any good, that hyper armor is fantastic if it doesn’t get punished before it can hit.
I’m a fan of Ryu + Tron with Gustaf Flame. Obviously Tron’s assist is amazing because of how (almost) invincible it is, but you can call it the same moment you throw a jab shoryu. If they block the shoryu, the flamethrower makes it safe. If the shoryu whiffs, the flamethrower makes it safe. If the shoryu hits, the flamethrower lets you continue into a nice combo.
You can also use it in tandem with a backdash into hadoken to zone more effectively.
Ryu with Iron Man’s Repulsor Blast assist works similarly too.
How would Chris, Taskmaster, Ryu work?
Chris landmine assist, Taskmaster the angled one assist, and does Shoryuken work as a get off me/ anti air?
I play that team now and then. I either put Chris on gunfire and Ryu on SRK, or Chris on landmine and Ryu on Hadouken, depending on matchup/mood/etc.
Shoryuken is a nice GTFO assist with good damage, but you do have to be careful about calling it, since it can get stuffed. My favorite thing about it is that it’s a great alpha counter to bring Ryu in with.
Haggar I feel is an AWESOME teammate for Ryu. Use the Steel Pipe Assist.
If you’re playing Ryu on point, the Steel Pipe is really awesome since it gets you a ground bounce, which can really add a nice chunk of damage to Ryu’s already fairly damaging combos. And honestly the Steel Pipe I feel is just underrated in general. It has HUGE range. Sure it’s not invincible like the Lariat, but as Ryu you can protect it with Fireballs. And the Pipe doesn’t make you automatically take red life damage.
Haggar also likes having Ryu as a partner, because Ryu’s Hadoken assist is pretty damaging and easy for Haggar to fit in his combos as well as for covering approaches.
been using ryu as my point most the time and noticed he works well against allot of opponents but some it’s great when you switch toons like Cap or Zero and Ryu’s Hadouken assist is pretty dammning when catching someone off guard
Just fooling around in training mode with Ryu(Hadouken)/Dante/(jam session may be crystal don’t really know how to use it)Doom(Hidden missles)
I don’t really know if they make a good team but their assists can get him in keep him in and zone them out. you can throw out jam session at max distance and super jump to set up some crossup(non cross up) game. If they guess wrong you could follow up with the standard ground combo into launch then ground bounce, when you land you could call in missles, jump then OTG shinkuu right after the combo ends the missles hit before they have a chance to tech so which gives you time to dash in may be set up some kind of throw + assist game or cross up or set the same situation up again.
Hey Ryu Boards, what’s your opinion on a Ryu and Akuma team.
With Akuma as anchor and Ryu as point I can see tatsu shenanigans happening, but i’d like to get your opinions on this as well.
I was playing around in training mode and had a bit of an idea, running Magneto (a)/Ryu (y)/Wesker (b). Tell me what you think.
Magneto - rushdown machine w/ amazing pressure and meter building potential; uses Tatsu assist for locking down and scoring free launchers on hit, and SamEdge for unblockables and to set up for air throw situations/combo into magnetic tempest in the corner
Ryu - does a silly amount of damage for such simple combos, especially w/ Lvl1 or 2 xfactor; uses Disruptor to cover his approach and SamEdge for the same unblockables and air throw set ups; DHCs in from Tempest/Shockwave anywhere on screen for a bunch of damage, as well as another air throw set up in the corner (aim the beam up)
Wesker - mostly used for the assist and as an anchor, though he has some big damage combos using Tatsu/Distruptor when available; self sufficent character who can fend for himself in last place, is absolutely bonkers w/ lvl 3 xfactor.
Just an idea I had when I was staring at the character select screen in training mode and wanted to build a cool team.
today I decided to test out She-Hulk (Torpedo/Clothesline), Ryu (Haduken), and Chris (Gun Fire), and it allowed for me to get in and zone when needed for each character, as well as DHCs. Gonna try to work with this team for a bit.
It works. Akuma is in my Ryu team for combos though.
1 combo I do with the Ryu/Akuma pair is:
cr. l, cr. m, cr. h, f. h + Akuma assis xxx L tatsu, dash forward, s, sj. MMH xxx H tatsu xxx Shinku Hadoken aimed down.
Does 640k(?) midscreen.
Also, tatsu with Ryu’s light overhead is broken lol.
W/ Umvc3 out tomorrow I’ve got my theory fighting in high gear. I’m still searching high and low for a third on my xxxx/Task/Skrull main team. I was considering Firebrand at first but his early damage is only in the 500k area. I feel like I really need a TOD character running out front. So in comes the new Ryu and his damage is looking SICK.
Will he benefit enough with arrows and orbital grudge (now with super armor) to overcome some of his matchups? Would I be any better off running Task first and Ryu second? Walk me through it
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team Super Turbo.
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it may not look like it, but this team has great synergy.:tup:
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great teams! nemesis/ryu/spencer is incredible.:tup:
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i like this team alot.
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WWWWOOOOOWWWWW!:eek:
Looking for a little bit of team advice.
I love using Ryu as an anchor and have Hulk in the second slot. Despite not having a point character I’ve decided I like with this team (I know it sounds like I’m team building ass backwards) I get good results and really like the feel of Ryu and Hulk in the order they’re in. I’m swapping point characters every couple of matches trying to find the right fit. I’ve tried Spiderman a good bit and I’m pretty good with him but he doesn’t really fit well. Cap fits pretty good and I like him but not enough to use him regularly and as a point character. I’m not really looking for a specific type of character (rush, zone, etc…) ut I was curious to see what kind of suggestions I’d get here as to who may go well with these two.
I use Ryu in second slot with Hadouken assist while building meter for him with Nova. The hadouken utilized with Nova’s Centurion Rush[H] makes for a good safe attack. Or at least it has for me so far. Since Nova will hit first, with the hadouken trailing behind him as a back up.
you want wesker in slot 3, he’s a godlike anchor and being able to combo off any airthrow makes ryu godlike. his assist really really helps ryu because of the airthrow
wesker likes ryu’s tatsu assist a lot too
Actually, X/Wright/Ryu is decent (assuming your Wright can get an evidence set loaded). Troll team would be anchor X/Ryu/Wright.