JP (Jab) = LP
SP (Strong) = MP
FP (Fierce) = HP
SK (Short) = LK
FK (Forward) = MK
RK (Roundhouse) = HK
DP/SRK = Dragon Punch, Shoryuken
SSRK = Shin Shoryuken
TK = Tiger Knee motion, like AHVB
OTG = To hit a grounded opponent
GB = Guard Break
-A, -B, -G = Alpha, Beta, Gamma, refering to assists.
c. = crouching
s. = standing
j. = jumping
sj. = super-jump
u = up
THC = Triple Hyper Combo...team super, Assist 1+Assist 2
Moves of Interest-
Crouching FP- Launcher, good priority, but poor horizontal range. Generally used vs people trying to come down from sj height with an attack.
Standing Roundhouse- good anti-air, not especially safe if blocked unless you have an assist covering you, and not as simple to combo afterwards if it hits, like c.FP. Better horizontal range, however, and will beat/trade with most attacks.
Jumping FP- Good priority, can crossup, also works well air-to-air.
Jumping JP- Not good for anything but guard breaks in the corner, but I'm just wirting this so I don't forget that I've seen it beat Storm's s.RK.
Jumping SK, j.u+FK- Worthy of note because it crosses up, and works as a 2-hit blockstring vs crouching opponents (even Megaman,).
-c.SK, s.FP, FP Hadouken xx Shinkuu Hadouken.
(73 points, about 50%)
You can remove the fireball if you're too far. Basic combo for punishing mistakes.
-j.FP or j.RK, Shin Shoryuken.
(91 points, about 65%)
Not practical, really...many DHCs to better or comprable damage for only 2 levels instead of 3. Works, however.
-c.SK, s.FP xx THC.
See notes above. Depending on team and assists, rarely worth the meter.
-c.FP, sj.FP (or Hadouken) xx Shinkuu Hadouken.
(70 points, about 50%)
Basic combo to super from launch. Works as anti-air.
-s.FP xx RK Hurricane Kick xx Shinkuu Hadouken.
(75 points, about 50%)
Does not work on crouching opponents, but sets up DHCs well. Cancel to super late for better damage, but not too late, obviously.
-Tag in, TK Shinkuu Hadouken, ordash c.JP xx snap out or Shin Shoryuken or Launch or jumping SK, jumping FK xx RK Hurricane kick or Shinkuu Tatsumaki.
(20-90 points, depending)
Dependant on distance from edge of screen. After the tag you probably want to dash to combo...ie dash, c.JP xx Shin Shoryuken etc.
-j.SK, j.u+FK, (land) Shin Shoryuken.
(87 points/65% as a crossup, 69/87 as a regular jumpin)
Works as a crossup, since the u+FK hits low to the ground. Meter would be better spend doing a regular combo in to Shinkuu Hadouken into DHC, but, SSRK does connect here. May not get full damage vs some characters without doing a crossup first, and works better vs crouching characters.
I had previously listed this combo with a fireball canceled into SSRK after the crossup version, but apparently that doesn't work on all characters. Doesn't work vs Cyclops or Cable at least, and I'm too lazy to test everyone to see who the combo works on.
-c.SK, c.FK+Cyclops-B, sj. Hadouken xx Shinkuu Hadouken.
(74 points, about 50%)
Sometimes causes Flying Screen, depending on the number of hits before hand. You can delay the assist call until you do the c.FK or do c.SK+Assist, works either way. To avoid Flying Screen (ie. if you want to DHC), omit the fireball.
-c.FP+anti-air assist, sj.FP xx Hadouken xx Shinkuu Hadouken.
(80~105 (55-70%), depending on assist)
Combo causes Flying Screen, so it can't be DHCd out of. List of assists which work includes: CapCom-B, Cammy-A, Megaman-B, Dhalsim-G, etc. Timing varies with different assists. (edit: Viscant gets credit for this one)
-c.SK+expansion assist, s.FP xx Hurricane Kick.
(40~70 points, 20-50%)
Assists allow the hurricane kick to hit up to 3 times, for better damage. Assists which work include:
Akuma-G, Jin-A, Iceman-A, Magneto-A, Hulk-B, Seninel-A, Colossus-A/B, Megaman-B, Silver Samurai-B, Dhalsim-B/G, Zangief lairat assist, and basically all anti-air assists. Canceling to super may or may not be worth the damage, depending on the assist. Timing varies with different assists.
-c.SK+expansion assist, c.FK xx Shinkuu Tatsumaki Senpuu Kyaku.
-c.FP+Doom-B, sj.JP, sj.SP, sj.FK, sj.FP, (lands, assist
OTG connects), TK Shinkuu Hadouken. (73 points, about 50%)
The combo above is with a neutral jump. If you pasue a bit before attacking after the launch, and sj towards them you can do the full magic series and SJ Shinkuu Hadouken them before they hit the ground. Flying screen assist OTGs are unrollable, btw.
-c.FP+Storm-A, sj.JP, sj.RK, (assist OTGs) Shinkuu Hadouken.
(75 points, about 50%)
Shinkuu before landing...timing is odd.
Neutral jump version is easier- just TK Shinkuu when you land.
-c.FP+Storm-A, sj.JP, sj.FP, (assist OTGs), sj.JP (Ryu lands) Shoryuken or Shin Shoryuken or Launch or j.SK, j.FK xx RK Hurricane Kick or RK Hurricane Kick Shinkuu Hadouken or snap out or TK shinkuu Hadouken.
(50-87 points (40-60%) depending)
Shin Shoryuken does crappy damage in this combo.
This is the first part, throws, TIA, DHCs etc in a later post. Guard Breaks I already covered in another thread, but I'll eventually add those to this one.