The SF5 Ryu Combo Thread - Kick, Punch, It's all in the Mind!

ryu

#1

[WiP] I’ll update this, add sources and make it pretty as soon as I get this SF5-addicted monkey off of my back.

Combos:
Meterless
cr.LP, cr.LP xx LK tatsu 121/293
cr.LP, cr.LP xx HP dp 169/293
cr.LP, st.LP, st.LK xx MK tatsu 151/329
cr.MP, st.LK xx MK tatsu 167/323
st.MP, st.MP xx HP fireball 162/270
st.MP, st.MP xx HK tatsu 210/350
st.MP, TC 211/302
st.MP, cr.HP xx HP fireball 189/315
st.MP, cr.HP xx HK tatsu 237/395
st.MP, cr.HP xx HP dp 253/395
st.HK, st.LP, st.LK xx MK tatsu 211/409
st.HK, st.LP, st.LK xx HP dp 239/409
f.HP, st.MP, cr.MK xx HK tatsu 268/410
b.HK, st.LK xx MK tatsu 187/373
b.HK, st.LK xx HP dp 219/373
b.HK, MP dp 188/285
j.MP j.MP xx HK tatsu 180/225
f.HP, cr.HP xx HP dp 283/395
f.HP, cr.HP xx HK tatsu 267/395

1 Meter
cr.LP, st.LP, st.LK xx EX fireball 151/294
cr.LP, st.LP, st.LK xx EX tatsu 181/329
cr.MP, st.LK xx EX fireball 167/283
cr.MP, st.LK xx EX tatsu 197/323
st.MP, st.MP xx EX fireball 194/310
st.MP, st.MP xx EX tatsu 224/350
st.MP, cr.HP xx EX fireball 217/355
st.MP, cr.HP xx EX tatsu 251/395
st.MP, cr.HP xx EX dp 269/395
st.HK, st.LP, st.LK xx EX fireball 211/374
st.HK, st.LP, st.LK xx EX tatsu 241/409
st.HK, st.LP xx EX dp 245/373
f.HP, HP dp 216/280
f.HP, st.MP, cr.MK xx EX fireball 254/375
f.HP, st.MP, cr.MK xx EX tatsu 284/410
b.HK, st.LK xx EX fireball 187/333
b.HK, st.LK xx EX tatsu 217/373
j.MP j.MP xx EX tatsu 204/255 (one hit first j.MP)
f.HP, cr.HP xx EX dp 299/395
f.HP, cr.HP xx EX tatsu 281/395

2 Meters
st.MP xx EX fireball EX dp (in corner) 278/395
st.MP, cr.HP xx EX fireball EX dp (in corner) 333/495
st.MP, cr.HP xx EX tatsu EX dp (in corner) 363/535
st.HK, st.LK xx EX fireball EX dp (in corner) 309/473
st.HK, st.LK xx EX tatsu EX dp (in corner) 339/513
f.HP, cr.HP xx EX tatsu EX dp (in corner) 393/535

3 Meters
cr.LP, cr.LP xx HP dp xx Super 365/293
cr.LP, st.LP xx LK tatsu Super 329/329
f.HP, st.MP, cr.MK xx LK tatsu, Super 417/410
b.HK, st.LK xx LK tatsu, Super 395/373
f.HP, cr.HP xx HP dp xx super 507/395
f.HP, cr.HP xx LK tatsu, super 459/395

Counterhit Specific combos:
cr.LP: st.MP, cr.MP, link shoryukens, link super
cr.MP: cr.MP, cr.MK, st.MP, shoryuken, link super
cr.HP: nothing
cr.LK: st.LK, HP fireball, MK tatsu, link LP/MP shoryuken, link super
cr.MK: st.LP
cr.HK: nothing
st.LP: cr.MP, st.MP, cr.HP, LP/MP fireballs, HK tatsu, link shoryukens, link super
st.MP: st.HP, cr.HK, link shoryukens, link super
st.HP(CC): no combos unless vtrigger cancelled.
st.LK: nothing
st.MK: cr.LP, st.LK, link super
st.HK(CC): cr.MP, st.MP, cr.MK, st.MK, cr.HP, st.HP, cr.HK, st.HK, b.HK, link shoryuken, link fireball, link tatsu, link super
f.HP: nothing

Follow Ups on Blocked Denjin:
cr.hp -> h.dp
b.hk -> l.dp
b.hk -> s.lk -> l.tatsu

(Source: http://forums.shoryuken.com/profile/Kraftik


New player needing help getting a handle on the game
#2

some bnbs i’ve been messing around with are:
(optional jump-in)

  • strong, strong xx tatsu
  • strong, low fierce xx shoryu
  • low fierce xx vc, low fierce xx shoryu

i’m liking the succinct combo game in sfv a lot, puts more emphasis on studying the matchups.


#3

https://youtu.be/1OrJf6tfOC0
crush conter combo


#4

Hi Forum,

I tested out a counter for Ryu Vs. Necalli’s cr.MKxxEX Slash. Of course MP/HP DP works and Parry works as well. If you don’t want to attempt a DP or think you’ll execute a proper Parry sequence then you can use a well timed st.LP, st.LK,… combo in between his cr.MK and EX Slash. Starting your combo there with st.LK causes a consistent trade to occur. Please let me know what you think about this option.

  • KaizenMaster

#5

Doesn’t Daigo’s punish do more? He did St.HK, CC, F.HP, Cr.Hp, HP SRK XX CA. I cannot compare damage as I don’t have the game yet.


#6

F+HP doesn’t link after a CC st.HK anymore, and I’m pretty certain that the combo in the video is Ryu’s best


#7

Combos:
Meterless
cr.LP, cr.LP xx LK tatsu 121/293
cr.LP, cr.LP xx HP dp 169/293
cr.LP, st.LP, st.LK xx MK tatsu 151/329
cr.MP, st.LK xx MK tatsu 167/323
st.MP, st.MP xx HP fireball 162/270
st.MP, st.MP xx HK tatsu 210/350
st.MP, TC 211/302
st.MP, cr.HP xx HP fireball 189/315
st.MP, cr.HP xx HK tatsu 237/395
st.MP, cr.HP xx HP dp 253/395
st.HK, st.LP, st.LK xx MK tatsu 211/409
st.HK, st.LP, st.LK xx HP dp 239/409
f.HP, st.MP, cr.MK xx HK tatsu 268/410
b.HK, st.LK xx MK tatsu 187/373
b.HK, st.LK xx HP dp 219/373
b.HK, MP dp 188/285
j.MP j.MP xx HK tatsu 180/225
f.HP, cr.HP xx HP dp 283/395
f.HP, cr.HP xx HK tatsu 267/395

1 Meter
cr.LP, st.LP, st.LK xx EX fireball 151/294
cr.LP, st.LP, st.LK xx EX tatsu 181/329
cr.MP, st.LK xx EX fireball 167/283
cr.MP, st.LK xx EX tatsu 197/323
st.MP, st.MP xx EX fireball 194/310
st.MP, st.MP xx EX tatsu 224/350
st.MP, cr.HP xx EX fireball 217/355
st.MP, cr.HP xx EX tatsu 251/395
st.MP, cr.HP xx EX dp 269/395
st.HK, st.LP, st.LK xx EX fireball 211/374
st.HK, st.LP, st.LK xx EX tatsu 241/409
st.HK, st.LP xx EX dp 245/373
f.HP, HP dp 216/280
f.HP, st.MP, cr.MK xx EX fireball 254/375
f.HP, st.MP, cr.MK xx EX tatsu 284/410
b.HK, st.LK xx EX fireball 187/333
b.HK, st.LK xx EX tatsu 217/373
j.MP j.MP xx EX tatsu 204/255 (one hit first j.MP)
f.HP, cr.HP xx EX dp 299/395
f.HP, cr.HP xx EX tatsu 281/395

2 Meters
st.MP xx EX fireball EX dp (in corner) 278/395
st.MP, cr.HP xx EX fireball EX dp (in corner) 333/495
st.MP, cr.HP xx EX tatsu EX dp (in corner) 363/535
st.HK, st.LK xx EX fireball EX dp (in corner) 309/473
st.HK, st.LK xx EX tatsu EX dp (in corner) 339/513
f.HP, cr.HP xx EX tatsu EX dp (in corner) 393/535

3 Meters
cr.LP, cr.LP xx HP dp xx Super 365/293
cr.LP, st.LP xx LK tatsu Super 329/329
f.HP, st.MP, cr.MK xx LK tatsu, Super 417/410
b.HK, st.LK xx LK tatsu, Super 395/373
f.HP, cr.HP xx HP dp xx super 507/395
f.HP, cr.HP xx LK tatsu, super 459/395

Counterhit Specific combos:
cr.LP: st.MP, cr.MP, link shoryukens, link super
cr.MP: cr.MP, cr.MK, st.MP, shoryuken, link super
cr.HP: nothing
cr.LK: st.LK, HP fireball, MK tatsu, link LP/MP shoryuken, link super
cr.MK: st.LP
cr.HK: nothing
st.LP: cr.MP, st.MP, cr.HP, LP/MP fireballs, HK tatsu, link shoryukens, link super
st.MP: st.HP, cr.HK, link shoryukens, link super
st.HP(CC): no combos unless vtrigger cancelled.
st.LK: nothing
st.MK: cr.LP, st.LK, link super
st.HK(CC): cr.MP, st.MP, cr.MK, st.MK, cr.HP, st.HP, cr.HK, st.HK, b.HK, link shoryuken, link fireball, link tatsu, link super
f.HP: nothing

Edit: removed b.HK, st.MP combos as these no longer work in official release of sfv
Edit: added f.HP, cr.HP combos


#8

Jump in MK: cr MK. Fireball is a true combo other than that I got nothing. Lol I’ll try out those combos ^^^ this is the first Street Fighter game I’m gonna genuinely try to get good at. Starting with Ryu, then once I establish my fundamental game thinking of moving onto Necalli or Bison (Dictator). I hope Akuma will be DLC.

EDIT: Those corner combos are pretty good lmao burning 2 bars seems worth it.


#9

https://www.youtube.com/watch?v=iTKOusgHAxI

https://www.youtube.com/watch?v=VggX_Ji61Nc

https://www.youtube.com/watch?v=1C-fLMAbr04


#10

I’ve some meaties against quick rise and backward rise. I tested these against Chun li assuming she had one of the fastest crouching jabs:

Target combo:

Dash into cr.lp or St.Mp blows up mashed jabs. - quickrise

Not much you can do that will connect on block but if they mash on thier backrise St.MK hits.

MK tatsu:

Step forward into cr.lp or St.Mp will blow up mashed jabs. - quickrise

Step forward into St.MK just says no to both quickrise and backrise into mashed buttons. The same goes for F.HP.

Throw (These apparently only allow quickrise)

F.HP

A very slight step forward into St.lk or St.MP. If St.MP hits you can only combo into a hadoken or sweep.

Seeing how good F.HP is vs wakeup after some combos I think they should consider putting it back at neutral on block. I kind of dislike how we have to guess if they will throw us after this move gets blocked at certain ranges.


#11

Does cr.LK, cr.LP, cr.HP xx MK Tatsu no longer work?

I only started practicing BnB’s recently and I was doing that in USF4. The only other BnB that I got to practicing and memorizing was j.HK, cr.HP/cr.MK xx MK Tatsu, which still works.


#12

I can do this, but the tatsu only combos like 1 in 10 times it feels like. Am I too slow?

How do you do a DP fast enough to do this?


#13

Chain the two LPs together then input SRK.

No, those combos no longer work. Try some of the BNBs listed in this thread instead.


#14

Some of these combos no longer work :frowning:

B+hk, st. Mp no longer links
I couldn’t get cr. Lp, cr. Lp xx hp dp to connect (but that could have just been me)

We should also state how certain combo routes work on crouching/standing opponents respectively.
Cr. Mp, st. Lp xx hp dp only works on crouching opponents
St. Mp, st. Mp xx mk/hk tatsu only works on standing opponents

St. Hk (cc), f+hp still connects


#15

I did it!

I used the shortcut for DP (http://www.eventhubs.com/guides/2009/may/04/shortcut-motions-shoryukens-dragon-punches-street-fighter-4/). While crouching and doing the 2 LPs with the buttons I did the shortcut DP input as well at the same time.


#16

Correct thanks for the correction, thought i went through and tested everything mustve missed those few.


#17

i swear i was hitting mk tatsu on crouching earlier. Guess it’s nerf. Ryu is terrible without it because standing mp, cr. hp whiffs depending on how far they are. I find myself always burning on standing mp x2 to ex tatsu now. -_-; is there a dependable combo on a crouching character that leads to a knockdown meterless?


#18

Hi Forum,

Here is some Ryu setups for you. I’ll share some of my own soon. I’m focused more on playing at this time. Good luck!
https://www.youtube.com/watch?v=zCZxfdGZkhc

  • KaizenMaster

#19

2 cr Lps xx dp works fine, must cancel the 2nd cr lp


#20

st mp confirm into hp shoryu as a link is good.
you can also do st mp into st lk into hp shoryu.
sadly at max range it wiff. on standing opponent st mp st lk lk or mk tatsu is good.

ryu got great okyzem after tatsu.
so I think better to trade damage against oki in this game and use tatsu more that hp shoryu.

my only ob in this game is how back roll wake up is so good and not really any disadvantage( yes going to the corner… but seriously half a step into the corner to avoid any oki, that quite a good deal…)