Ryu = sauce

ryu

#1

Quick Notes:
[LIST]
[]The :r::snkb: overhead links into Shinku Hadouken or Shin Shoryuken
[
]None of Ryu’s supers will hit an opponent on the ground
[]Fireballs are absurdly punishable
[
]Shinku Hadouken seems to have the fastest startup of his supers, with shin shoryuken being the next, and the uber tatsu last
[]He has an excellent dash
[
]He gives men erections
[/LIST]

Solo Ryu Combos:

I’m recalling this one from memory, so correct me if I’m wrong:

5 meters

:snka:, :snka:, :snkb:, :snkc:, :d::snkc:, :r:+:snkc:, :l::d::db::l:+:snkc:, :snka:, :snkb:, :snkc:, :qcb:+:snkc:, (after 3rd hit of tatsu):dp:+:snka::snkb:, (wait for them to fall):d::snkb:, :qcb:+:snkc: ,:qcf:+:snka::snkb:, :qcb:+:snkc:, :qcf:+:snka::snkb:(this is partner’s super)
I don’t have the numbers at the moment, but it is absurd damage!

Link into super of your choice (or no super). Requires red health for baroque

:snka:, :snka:, :snkb:, :snkc:, :d::snkc:, :r:+:snkc:, :snka::snkb:, :snka:, :snka:, :snkb:, :snkc:, :d::snkc:, :r:+:snkc:, :qcb:+:snkc:, any super or a shoryuken

More coming when I have the time to write them

Ryu w/ Team Member Combos:

Not finished


#2

These combos seem to work in the corner. The :qcb:+:snkc: only connects in the corner.

Some bread and butter combos that work anywhere for now I have is:
:snka:, :snkb:, :snkc:, :d::snkc:, :r:+:snkc:, :l::d::db::l:+:snkc:, :snkb:, :snkc:, :qcf:+:snka::snkb:
18675 Damage on Ryu (Whatever units those are)

baroque: I only recommend this if you have more than 10% red health.
:snka:, :snkb:, :snkc:, :r:+:snkc:, :snka:+partner, dash in, :snka:, :snkb:, :snkc:, :d::snkc:, :r:+:snkc:, :l::d::db::l:+:snkc:, :snkb:, :snkc:, :qcf:+:snka::snkb:
20823 Damage on Ryu at 10% red health
27274 Damage on Ryu at 20% red health (Thats why I recommend more than 10% health).


#3

Here’s the BnB I’ve been using with Ryu - main difference with the ones so far is that it squeezes in a few extra C’s for extra damage.

With 2 meters (corner only):
2A, 2A, 5B, 2B, 5C, 2C, 6C, RDP C, 2B, 5C, 2C, 6C, Tatsumaki (cancel into shinkuu after FOURTH hit, the super should be standing on the ground) mash assist with megaman or another beam super, easy >31000 damage. If you have baroque ready to go, you can easily get in another rep of the B and C chain. I recommend everyone thinking about ryu to learn this loop, it adds up to huge damage even without meter taking out tatsumaki for launch. In games, getting 60-70% damage combos with 2 or 3 meters is too easy, without relying on a level 3 super. If you have a beam super assist (mega man or chun, maybe), DHC’ing twice adds up to more damage then the shin shoryu after a few reps of the 2B, 5C, 2C, 6C loop.


#4

Ryu is rather saucy. It seems like everyone starts their BnB strings the same way, but ends it differently. How about we make save some typing space and just refer to his:

:snka:, :snka:, :snka:, :snkb:, :d::snkb:, :snkc:, :d::snkc:, :r::snkc: xx :rdp:+:snkc:

as StarterA or something?

Anyways, after the above string, I usually just end it like Breatoal’s vid:

5A, 5A, 5B, slight pause, 2B, 5C, 6C, QCB+C, Shin Shoryu, whiff some moves, 2B, 5C, 6C, QCB+C, Shinku Hadoken.

I haven’t really paid much attention to how much damage it does, but it delivers quite the blow with out the need of a baroque or an assist. If you want some extra juice, you can have Doronjo or Soki as your assist and baroque cancel out of a hurricane kick into 5A, 5B, assist, 6B, dash forward, 5B, 5C, 6C, QCB+C…


#5

I’m not gonna lie, whenever i hear

SHIN

SHO

RYU

KEEEEEEEEEEEEEEEEEEEN

it makes me [media=youtube]4pXfHLUlZf4[/media]


#6

good thread ryu is doing me some justice but really whats up with the hurricane kick to shinku hadoken combo?:rofl: '
anyway i will be lookin in here


#7

Wtf, LeeHarris plays TvC?


#8

Here’s a video of the second combo in the original post being done

[media=youtube]ooGF0w8JJlo&feature=channel_page[/media]

I can’t seem to pull of the AB after the (Forward) C


#9

if you do a really deep tatsu from the air you can combo from it as if you did a regular B or C from the air.


#10

The Baroque is actually AP (A and Partner button). Blame the previous posters for putting it incorrectly. I was trying for 10mins to Baroque then realized it wasn’t AB. :stuck_out_tongue: Combos are really simple esp. if you play gg, cancelling ftw.

Overhead combo with Baroque mixup:

:r::snkb:,:snka::snkd:,:d::snka:,:d::snka:,:snkb:,:d::snkb:,:snkc:,:d::snkc:,:r::snkc:,:qcb::snkc:, :qcf::2p: (near end of super to use partners):qcf::2p:

If in corner change :qcb::snkc: with :bdp::snkc: and combo off that.

Also an interesting thing is the ‘force cross’ in which if the opponent is in corner and you airdash above him and do air :snkc: it will hit as a cross since you physically move him left a bit giving you space. Best to do on wakeup but need to experiment more.


#11

OK, so what’s the command for Ryu’s kick that causes the bounce off the wall? I have not been able to pull this off consistently, and it is quite frustrating! :annoy:

Thanks!


#12

Reverse Dragon Punch (B, D, DB / 421) + Attack


#13

OK just a new more damaging b&b from anywhere on the screen:

:snka:, :snkb:, :snkc:, :d::snkc:, :r::snkc:, C-rdp, :snkb:, :r::snkc:, C-Hurricane kick

then you can either do the super or just get the meter + knockdown.

(tested on ryu)
without super damage is: 15920
with super damage is: 21180


#14

A few things with that.

  1. Would you do more damage if you leave off the first A?
  2. Could you squeeze in Down B between the first B and C?
  3. Any suggestions on going from Down C to Forward C since I tend to get a Hadoken almost every time.

#15
  1. yes the combo takes off slightly more damage starting with B (about 400 points more)

2)yes you could easily squeeze in the down B in the combo. since ryu takes the step forward when he does standing C. the combo I used was pretty much just as basic as I could make it.

  1. I haven’t had any issues going from down C -> forward C. I suppose it might help if you were to go back to neutral between the down and forward motions. Just try not to press the buttons so fast, because comboing from crouching C to forward C is super lenient.

#16

Ok try this, this is what I do. 2C, then i move the stick from 2 to 6, then hold it there, when I press C, so the direction and button isn’t at the same time, making the hadouken invalid.


#17

I have the same problem on the gamecube analog, what i do is right after hitting 2B, I smash up and do a QCF down to forward and hit C, it works fine since you can’t super jump out of normals in TVC


#18

Just wondering, could Ryu + Morrigan (or any assist, I’m not sure) do an infinite blockstring with:

TK 214C --> 5B, 2B, 5C, 2C, 6C --> 214C --> D (after 3 hits) --> TK 214C ? Provided the opponent doesn’t Advanced Guard or something.


#19

Well if they are crouch blocking the standing C and possibly 6C will wiff leaving you open. Other than that a lot of system mechanics simply keep block strings from ever being truly infinite. For instance, they can variable counter (forward or back + p while in block stun), advance guard, character specific things, ect. That may be a good block string to run every once in a while, or a lot if they keep eating the overhead tatsu, but it’s just a long string that is building your opponent meter with very little mix-up for them to ever worry about.


#20

Ah, I see, and I’ve experienced everything you just listed so I agree that it would be good for occasional, but not constant use.

And, Pacstrife! I just want to let you know you’re the one that inspired me to play 2D fighters. After I saw you land a 300-hit combo in Arcana Heart with Saki and do crazy stuff I couldn’t even understand were possible in Guilty Gear with Johnny at a Billfest I totally wanted in on this ish.

I love how everyone was like, “**** Smash, I’m playing 2D fighters!”

Do you still play Smash?