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

ryu

#21

M/L Shoryu also offers good oki, H Shoryu/EX Tatsu is the only option that gives you limited oki but its fantastic damage/stun so it’s worth it to use to sit on the life lead (EX Tatsu has more range, better corner carry). Even ending in meterless fireball you can probably probe and condition for them to press a button afterwards and pick it up with your parry. Blocked fireball > parry against Dhalsim is great. I haven’t checked for Oki off EX Fireball, probably get nothing.

Fireball from max spaced cr.mk is weak as fuck. Age old BNB is dead.


#22

NEW!!!

HI Forum,

Here is some tech I created in between matches last night. I wasn’t trying to invest time into finding tech because I was focused on playing as much as I could. Please let me know what you think!

Street Fighter 5 - Crush Counter Setups


#23

Hi there, nice to meet you all. I am quiet a noob at fighting games and need your help.
So here is my first question.

I am struggeling with cr.Lp, st.Lp, st.Lk xx Mp tatsu.
In 20 tries it came only out once but i didnt check the inputs.
Is there a simple trick ?, when do i have to do the qcb mk ? Do i have to do the full qcb whilst the st.Lk animation is coming out? Is there any shortcut to do it ?


#24

Like J_ism said, you can’t F+HP after St.HK anymore. I saw Daigo do this variation against Lupe: st.HK (CC), cr.HP xx HP SRK xx CA. It does 525 (+84) damage, and 475 (+0) stun, with 9 hits and a scaling of 70%. The one posted above has 542 (+55) damage, and 765 (+150) of stun, with a scaling of 50%.

Does anybody know what the damage and hitstun numbers mean exactly? I know what damage and hitsun are, but why are there numbers between parentheses?

To cancel st.LK into MK Tatsu, you have to input MK Tatsu before the full animation of st.LK happens, that is, pretty fast.


#25

Hey so what moves are cancelable into his v trigger? I’m referring to the denjin power thing, sorry, very new to the terms here. I’m seeing St roundhouse works but am I also seeing solar plexus is cancelable? Or is that standing fierce? Kinda hard for me to tell.


#26

b.HK, st.MP xx HP fireball 182/320
b.HK, st.MP xx HK tatsu 230/400

Having a lot of trouble with this one, haven’t managed to do it once yet. Any tips? Only ones I had trouble on in the meterless section.


#27

Pretty sure that doesn’t work anymore, try b.HK, st.LK, xx HP shoryu/tatsu/ex FB.


#28

I was able to do b.HK, st.LK xx X no problem. If those aren’t able to be done anymore then that would explain it. I thought it might be the fact I am using JoyToKey right now (aside from the fact I’m trash).


#29

anyone having luck cancelling crouching hard punch into shoryuken on pad? does this even work? i havent got my stick ready, waiting on a brook converter.


#30

Yes, but I can only do it somewhat consistently on player 1 side. Key is to just keep holding down and press forward twice to trigger the DP (a d-pad has 4 buttons, and holding down and forward is what triggers down-forward). Seems close to impossible to do in the reverse direction though on the pad I’m using. I kind of wish I had a pad that was 4 individual buttons, like the playstation pads, but with some tactile feedback in each button. That way it would be super easy to just quickly tap forward/back while holding down instead of just hoping that it works.


#31

There isn’t a setup thread, so I thought I would post the setups I found in beta #2, I think most of them still work

IMO ryu is good for setups because his solar plex and collarbone breaker hit twice so it can possibly account for both normal and back recovery


-=-=- SETUPS -=-=-

Note: st.MP can be replaced with grabs

cr.HK
	-> MP Hadouken (ONLY IF cr.HK WAS FAR, DOESN'T WORK IN CORNER) 
		No Wakeup
			-> (Hadouken will whiff) f+st.MP
		Normal Wakeup
			-Setup is punishable in this case if cr.HK is too close or done in corner, if it is done at a distance they can still do Ryu super or ex shoryuken for example to get through the fireball
			-Safe from normal shoryukens on ryu but not ex shoryuken!
		Back Recovery
			-They will have to block Hadouken, if they manage to jump because of bad timing, you can still block their jump attack
			-Ryu super punishable
	-> Walk forward for a one/two frame(s) -> f+st.HP (ONLY IF cr.HK IS CLOSE ENOUGH OR IN CORNER)
		No Wakeup
			-> (f+st.HP will whiff) cr.LP (whiff) -> b+st.HK
			-> block
		Normal Wakeup
			-Both hits of f+st.HP should hit them
		Back Recovery
			-Only the second hit of f+st.HP should hit them
(st.MP xx) st.HP xx st.HK (st.HK alone won't knockdown)
	-> forward dash -> b+st.HK (ONLY WORKS IF COMBO WAS DONE NOT FROM FAR AWAY OR IN CORNER)
		No Wakeup
			-> (b+st.HK will whiff) st.MP (whiff) -> b+st.HK
		Normal Wakeup
			-Both hits of b+st.HK should hit them
		Back Recovery
			-Only the second hit of b+st.HK should hit them
	-> HP Hadouken (ONLY WORKS IF COMBO WAS DONE FROM FAR AWAY AND NOT IN CORNER)
		No Wakeup
			-> forward dash -> cr.LP (whiff) -> block/grab
		Normal Wakeup
			-There will be a meaty HP Hadouken
		Back Recovery
			-There will be a meaty HP Hadouken
EX Hadouken
	-> jump forward -> j.MK
		No Wakeup
			-> st.MP (whiff) -> st.MP (whiff) -> b+st.HK
			-> nj.MK (whiff) -> block/grab
		Normal Wakeup
			-may or may not cross-up
		Back Recovery
			(j.MK will whiff) -> block/grab (THE OPPONENT CAN GRAB SOONER THAN YOU THINK!)
LP Denjin Hadouken
	-> LP Denjin Hadouken (ONLY IF KNOCKDOWN WAS MID TO MAX RANGE)
		No Wakeup
			-> LP Shoryuken (whiff for meter)
		Normal Wakeup
			-Meaty LP Denjin Hadouken
			-Follow up with another LP Denjin Hadouken if still in V-Trigger
		Back Recovery
			-Meaty LP Denjin Hadouken
			-Follow up with another LP Denjin Hadouken if still in V-Trigger
HP/MP Denjin Hadouken
	-> MP Denjin Hadouken (ONLY IF KNOCKDOWN WAS MID TO MAX RANGE)
		No Wakeup
			-> LP Shoryuken (whiff for meter)
		Normal Wakeup
			-Meaty MP Denjin Hadouken
			-Follow up with another MP Denjin Hadouken if still in V-Trigger
		Back Recovery
			-Meaty MP Denjin Hadouken
			-Follow up with another MP Denjin Hadouken if still in V-Trigger
LK Tatsu
	-> jump forward -> j.MK
		No Wakeup
			-> st.MP (whiff) -> st.MP (whiff) -> b+st.HK
			-> nj.MK (whiff) -> block/grab
		Normal Wakeup
			-may or may not cross-up
		Back Recovery
			(j.MK will whiff) -> block/grab (THE OPPONENT CAN GRAB SOONER THAN YOU THINK!)
MK Tatsu
	-> forward dash
		No Wakeup
			-N/A
		Normal Wakeup
			-N/A
		Back Recovery
			-N/A
EX Tatsu
	-> HP Hadouken (Doesn't work near corner)
		No Wakeup
			-> (Hadouken will whiff) forward dash -> forward dash -> b+st.HK
		Normal Wakeup
			-There will be a meaty HP Hadouken
		Back Recovery
			-There will be a meaty HP Hadouken
	-> EX Shoryuken (Only in corner)
	-> cr.MK (whiff) -> b+st.HK (Only in corner)
LP Shoryuken
	-> LP Hadouken (DOESN'T WORK IN THE CORNER)
		No Wakeup
			-> forward dash -> cr.LP (whiff) -> b+st.HK
			-> j.MK (whiff) -> block/grab
		Normal Wakeup
			-If they manage to jump you still have enough time to anti-air
		Back Recovery
			-If they manage to jump you still have enough time to anti-air
	-> st.MP (whiff) -> b+st.HK (ONLY WORKS IN THE CORNER)
		No Wakeup
			-> cr.LP (whiff) -> f+st.HP
		Normal Wakeup
			-Both hits of b+st.HK should hit them
		Back Recovery
			-Only the second hit of b+st.HK should hit them
MP Shoryuken
	-> MP Hadouken (DOESN'T WORK IN THE CORNER)
		No Wakeup
			-> forward dash -> b+st.HK
			-> jump forward then ASAP LK Tatsu -> (Super / V-Trigger -> Hadouken)???
				- Beats EX Shoryuken
		Normal Wakeup
			-If they manage to jump you still have enough time to anti-air
		Back Recovery
			-If they manage to jump you still have enough time to anti-air
	-> cr.MP (whiff) -> st.LP (ONLY WORKS IN CORNER)
		No Wakeup
			-> (st.LP will whiff) cr.MP (whiff) -> st.LP (whiff) -> b+st.HK
		Normal Wakeup
			-Meaty st.LP
		Back Recovery
			-> block/grab
HP Shoryuken
	-> HP Hadouken (DOESN'T WORK IN THE CORNER)
		No Wakeup
			-> forward dash -> b+st.HK
			-> jump forward then ASAP LK Tatsu -> (Super / V-Trigger -> Hadouken)???
				- Beats EX Shoryuken
		Normal Wakeup
			-If they manage to jump you still have enough time to anti-air
		Back Recovery
			-If they manage to jump you still have enough time to anti-air
	-> cr.LP (whiff) -> b+st.HK (ONLY WORKS IN THE CORNER)
		No Wakeup
			-> cr.MP (whiff) -> b+st.HK
		Normal Wakeup
			-Both hits of b+st.HK should hit them
		Back Recovery
			-Only the second hit of b+st.HK should hit them



#32

probably should make a new thread for these, just makes finding it easier later down the track and unclutters this thread.

https://www.youtube.com/watch?v=ZP4OxNoNC58

Shoutouts to vesperarcade, basically what ive done but better and in video form!


#33

Also I read Bafael’s ryu combos from the last beta, however it isn’t up to date, so I edited it, original credits to Bafael:

f+st.HP, cr.HP works now =)


#34

[/quote]

yeah i only just found out f.HP, cr.HP now works, i didnt even try it because i thought they took it away in previous beta, will update my list soon


#35

Thanks for all the combos. Really helping me out since I haven’t played a fighter since SF4 first came out. Can parry be used to start combos?


#36

@crazy0taku
Here is my Parry video. Others like Desk have great Parry videos you can watch as well. I hope this helps you. Good luck!


#37

it’s probably worth keeping just a small list of optimal combos instead of a huge list of combos

some notes (probably lots of duplicates though)

  1. c.fp and b+rh will force-stand the opponent
  2. tatsu and s.rh will whiff on crouching (reaaaallly tough to tell sometimes if fat characters are standing or crouching!)
  3. max damage normal link = f+fp->c.fp, followed by s.mp->c.fp
  4. c.forward x fireball isn’t a true combo, and can be punished easily on block by a lot of characters inbetween, or after the fb block (chun can for example super at max range, and lightning legs at not-max range)

with the above and adding in meter/v-trigger here and there you can probably find a good set of combos for you to use. i am reallly sad about ryu’s c.fp range. wish it comboed more consistently after s.mp

combos I’m living/dying by now

  1. s.strong x 2
    -> fireball
    -> fireball xx super
    -> fp->rh (only on standing)

  2. s.strong or f+fp
    -> c.fp
    -> dp
    -> ex hurricane xx ex dp (corner only)


#38

I’m quite liking the following combo, nothing too fancy but it looks so cool every time I land it.

j. MK/HK, st. MP, st. HP, st HK

Gives a nice knock back.

Could you add anything else to this to make it longer?


#39

@KaizenMaster007
Thanks for that, was exactly what I was thinking about.


#40

only if you activate v-trigger at the end.

you can land HP shoryuken or LK/MK tatsu after the target combo