Feckstuff: sf4: Akuma - Ken - Ryu:
'via Blog this'
http://forums.eventhubs.com/viewtopic.php?f=45&t=8858
http://forums.shoryuken.com/discussion/141481/ryu-general-discussion-frame-data-strategy-combo-etc
AA: SRK, cr.HP, st.LK, st.HP/HK
A2A: j.M, j.H
Xup: LK, MK, HK Tatsu
OH: f.mp
cl.HP: Frame Traps, ->SRK/Tatsu
f+mp: OH
f+HP: ->SRK, Hit Confirm, Poke
cl.MK: ->Special from c.lp
cl.HK: Frame Traps, -> DP/Sweep/c.mp
LP: ->c.mk/sweep,
MP: -> Fireball, poke
HP: Poke
LK: AA
HK: AA
cr.LP: Hitconfoirm, ->cr Normals
cr.MP: Hit confirming, Frame traps footsies, ->specials
cr.HP: best normal AA, primary combo into special, Frame Traps
cr.LK: -> cr.lp, Hit confirming, for wakeup
cr.MK: Best poke, links into all specials
cr.HK: from s.lp/c.lp/c.mp/st.hk
EXBall: ->ExTatsu/corner U1
LPSRK: Juggle w: HPSRK/EXBALL-Tatsu/U1&2, WAKEUP DP
MPSRK: Best AA
HPSRK: Primary aa
LKTATSU: Corner Juggle
HKTATSU: Best for corner carry, Ball counter
EXTATSU: Combo Ender, corner into U1/HSRK/ExBall/Extatsu
Super: Ball punish, combo
U1: AA LPSRK, SRK FADC (not hp), Exball/Tasu in corner,
ExBall FADC, A2A j.mp, Late jHP/HK
U2: Good AA Ultra
Zoning Game:
Full Screen: Spam balls, HP especially, AA walkt foward farHP/HK
Outside Mid Screen: Best place, easiest AA HPSRK, LP Ball good to aa
Footsie Range: Footsies - cr.mk f.hp, AA via crHP
Close: in Blockstrings, AA via Autocorrect DP or jb.HP
Shortcut DP, Also Autocorrect:
df,r,df
df,df
df,d,df
Footsies:
st.MP: Can Cancel, For moves not in the cr.MK range
st.HP: Suprise against walking forward opp
cr.MP: High priority, Frame Trap, special/normal cancel
cr.MK: Best poke, 2-in-1 Ball
cr.HK: furthest Poke, Poke punisher
fw.MP: OH, next attack low attack
fw.HP: Focus Breaker, Combo, good priority, cr.mk range
Ball : Just outside cr.mk range
EXBALL: Outside of cr.HK range, Combo
Rushdown Game:
a)Into the Corner via HKTasu/Sweep DoubleDash/AA
b)Stay in Corner
c)Mixups Starting with cr.HK, *wakeup*:
-Block -cr.LPx3 Block -j.mk(x),cr.LPx3
-Throw -cr.LPx3,cr.MK,Ball -j.mk(x),Pause,Throw
-Empty Jump,Block -cr.LP, Throw -j.lk,Throw (best for Throw)
-Empty Jump,Throw -j.HP,cr.LPx3
-Empty Jump,cr.LPx3 -j.HP,Pause,Throw
c)Frame Traps
St.HK:->Sweep,SRK
cr.MP:Best Frame Trap
cr.HP->2in1Ball
MPSRK,FADC
ExBall: onCounterhit ->HPSRK/Ultra
ExTatsu: one of the best frame traps, corner->HPSRK/Extatsu or Ball/Ultra
Traps: cr.HK,*wakeup*,cr.LPx3,Walkfw:
-HK,HPSRK
-cr.MP,cr.HK
-cr.MP,cr.MK,EXBALL,U1
-cr.MP,HPSRK
-cr.HP,Ball
-MPSRK,FADC,U1
-EXBALL onCounter, HPSRK/U1
-EXTATSU,MPSRK/EXBALL/U
Basic Combos:
cr.MK , Fireball
130 DAM (15 CHIP), 200 STUN
Ryu's best 2-in-1 for chip damage and it is mostly safe (unless the opponent FA through the fireball to punish)
cr.MK , HK Tatsu
180 DAM, 300 STUN
Ryu's best 2-in-1 for putting the opponent into the corner.
cr.HP , HP Shoryuken
250 DAM, 400 STUN
Ryu's most damaging 2-in-1, but can do more damage with more links.
j.HK , c.HK
180 DAM, 300 STUN
An easy way to get an untechable knockdown on your opponent. It is best to use this combo when you are far away from your opponent, but can just connect with the j.hk
cr.LP, cr.LP, cr.LP
Ryu's block string, which is completely safe on block, and can catch your opponent if he is mashing a reversal. You can also replace this with cr.shorts too, but you wont be able to combo afterwards.
Link combos
[These combos are used to extend the damage of your basic combos, by comboing other normals/special moves into your combo]
[Any combo start with at least 2 jabs can be replaced with 1 short and 1 jab for extra frame advantage during your opponents wakeup, with only 10 less damage. The combos that I list are the go-to combos for punishing and damage]
cr.LP , cr.LP , HP Shoryuken
196 DAM, 273 STUN
Not a very practical combo until AE 2012, when the hp Shoryuken received a damage and stun boost. You can use this one if you are not fast enough to link into another normal for good damage for a simple 3 hit combo.
cr.LP , cr.LP , cr. HP , HK Tatsu
216 DAM, 400 STUN
This combo is perfect for getting your opponent into the corner thanks to the HK Tatsu. NOTE: This version with the cr.hp, unlike the versions with cr.mp and cr.mk can HIT crouching opponents. This is because the cr.hp force your opponent to stand when it hits, and so the tatsu combos (the same with s.hp too) The latter 2 will cause the Tatsu to go over your opponent's head!
cr.LP , cr.LP , cr. HP , EX Tatsu
244 DAM, 400 STUN
A different version of the combo above, except it does a little more damage at the cost of 1 bar of super meter.
cr.LP , cr.LP cr.HP , HP Shoryuken
244 DAM, 400 STUN
This combo can be used if your opponent is in the corner and you dont want him to move, or you can just use this combo for more damage than to the one above. NOTE: The Shoryuken can sometimes miss on certain characters, so you may want to only use 1 jab instead of two in that case.
cr.LP , cr.LP , cr.LP , cr.MK , HK Tatsu
198 DAM, 330 STUN
This combo can be used if your opponent presses a button during your block string (cr.lp, cr.lp, cr.lp) and you can capitalise with a mk into Tatsu to put them in the corner. HOWEVER, they must be standing for the Tatsu to hit. If they are crouched, then use the alternate combos below.
cr.LP , cr.LP , cr.LP , cr.MK , EX Fireball
186 DAM, 270 STUN
A different version of the combo above, but you can use this one to get a knockdown, as long as you don't mind using a bar of super meter.
cr.LP , cr.LP , cr.LP , cr.HK
147 DAM, 210 STUN
Another different version of the combo above, except you combo into a sweep for an untechable knockdown. However, the link to cr.lp, to sweep is a 1 frame link, which means that it is a lot harder to execute, so I would recommend plinking this combo.
cr.LP , cr.LP , cr.MP , cr.HK
171 DAM, 250 STUN
This combo is nice if you want more damage and stun than the combo above. However, the link between the cr.mp and the cr.hk is also a 1 frame link, so it takes some time to hit this combo every time.
cr. MP , cr. MP , cr.HK
192 DAM , 280 STUN
A nice combo if you hit a cr.mp at your opponent to combo into a sweep. The combo into the 2 cr.mps is a 2 frame link, and the combo to the sweep is another 1 frame link, so it takes a lot of practice to master this combo, but I feel that it is worth it for the damage, stun and the untechable knockdown.
cr. MP , cr.MP , cr.MK , HK Tatsu
252 DAM, 420 STUN
An alternate version of the combo above, only this time, you combo into a cr.mk and 2-in-1 into the Tatsu to get your opponent into the corner. A few things to note about this combo though, is that it is quite difficult to hit, it is character specific and it will NOT hit crouching opponents. So only use this combo if you know that it'll pay off.
cr. MP , cr. HP , HK Tatsu
246 DAM, 460 STUN
A really hard hitting combo to get your opponent into the corner faster .
cr. MP , cr. HP , HP Shoryuken
278 DAM, 460 STUN
A different version of the above combo, only adding more damage by using a HP Shoryuken instead of a Tatsu. Use this one if you want more damage and you already have the opponent in the corner (or if you don't mind having your opponent at midscreen)
Corner Only combos
NOTE: There are more corner only combos than the ones listed here. The ones listed here do not involve FADCs, Supers or Ultras, as they will come at a later stage. Look out for them as they say "CORNER ONLY" before the inputs. In addition, most of the links used for the basic combos section work in the corner, but I will use [ cr.LP , cr. HP ] as templates for all of these combos (including the damage and Stun stats)
CORNER ONLY cr.LP , cr. HP , LK Tatsu, MP Shoryuken
235 DAM, 445 STUN
This corner combo is preferred as it does good damage for using no meter.
CORNER ONLY cr.LP , cr. HP , EX Tatsu, MP Shoryuken
283 DAM, 445 STUN
A more damaging version of the above combo at the cost of 1 bar of super meter. This combo only uses 1 bar of super meter.
CORNER ONLY cr.LP , cr. HP , EX Tatsu, EX Fireball/ EX Tatsu
318 DAM, 480 STUN
By using an extra bar of meter, you can get more damage from the previous combo. The second Tatsu does slightly less damage, so I would recommend using the EX Fireball.
CORNER ONLY cr.LP , cr. HP , LP Shoryuken, MP Shoryuken
235 DAM, 445 STUN
A slightly different corner combo, comboing 2 Shoryukens together.
Combos after the Solar Plexus Strike
[Solar Plexus Stike = f.HP ]
[Excludes Super and Ultra combos]
f. HP , HP Shoryuken
260 DAM, 300 STUN
Ryu's easiest combo with the Solar Plexus Strike. Simple, and does great damage.
f. HP , cr.HP , HP Shoryuken
318 DAM, 460 STUN
A much more damaging combo to the standard version, but requires a very tight link from f.hp to cr.hp. If you can perfect the timing, then definitely use this one over the standard version.
f. HP , cr. HP , HK Tatsu
286 DAM, 460 STUN
A separate version of the combo above, only this combos sole purpose is to put your opponent into the corner faster.
f. HP , cr.LP , cr. HP , HK Tatsu
286 DAM, 450 STUN
Adding a c.lp instead of just a cr.hp makes the link a little easier, at the expense of only 10 stun.
f. HP , cr.LP , cr.LP , cr.HK
217 DAM, 260 STUN
A very strong way to get an untechable knockdown on your opponent. If you dizzy your opponent after a very long combo, use this combo to get good damage and also to get the knockdown at the end (You can only use 1 jab if you want, but I prefer 2)
f. HP , cr. MP , cr.HK
232 DAM, 280 STUN
For a little more damage and stun than the previous combo, use this one. I don't tend to use this combo, as the link between the f.hp and the cr.mp is a LOT harder than the link from f.hp to cr.lp
f. HP , cr. MP , cr. MK , HK Tatsu
292 DAM, 420 STUN
Another tight link combo, but does good damage and especially good stun. Also very useful to get your opponent into the corner.
f. HP , cr. MP , s. MP , HK Tatsu
308 DAM, 420 STUN
As of AE 2012, you can now combo a far s.mp into a special move, which makes a combo like this possible. Although a very difficult combo to pull off, it does HUGE damage and stun for using no bars of super meter.
CORNER ONLY f. HP , cr. HP , LK Tatsu, MP Shoryuken
305 DAM, 495 STUN
A very strong corner combo that allows you to juggle into a mp Shoryuken for more damage. An excellent meterless combo.
CORNER ONLY f. HP , cr. HP , EX Tatsu, MP Shoryuken
353 DAM, 495 STUN
By using 1 bar of your super meter, you can add an extra 50 damage to the combo above.
CORNER ONLY f. HP , cr. HP , EX Tatsu, EX Fireball/ EX Tatsu
388 DAM, 530 STUN w/ Fireball
381 DAM, 544 STUN w/ Tatsu
For using 2 bars of your super meter, you can add even more damage and some more stun to your combo. As you can see, EX Tatsu does slightly less damage than the EX Fireball, but more stun.
CORNER ONLY f. HP , cr. MP , s. MP , EX Tatsu, MP Shoryuken
366 DAM, 450 STUN
By using 1 bar of super meter and being able to hit the tight links of this combo, you will be rewarded with one of the most damaging combos Ryu has.
CORNER ONLY f. HP , cr. MP , s. MP , EX Tatsu, EX Fireball/ EX Tatsu
396 DAM, 480 STUN w/Fireball
396 DAM, 492 STUN w/ Tatsu
Spend 2 bars of super meter and get even more damage and stun for the above combo.
Super combos.
NOTE: Any combo that ends in LK Tatsu SUPER, CAN be done outside the corner, although it is much harder to do so. In the corner, it's much easier, hence why I use CORNER ONLY for those combos
cr. MK , SUPER CANCEL
360 DAM, 100 STUN
An easy way to hit the super as a 2-in-1 with the c.mk. This combo can also be option selected, which can be VERY useful in certain matchups.
cr.LP , cr.LP , cr. HP , HP Fireball, SUPER CANCEL
361 DAM, 330 STUN
An extended version of hitting the super from the previous combo. You can use this combo during a block string to combo into the cr.hp, then further into the fireball and then super cancel that. You do not need a fireball in this combo, but it will most likely come out anyway.
cr.LP , cr.LP , cr.LP , cr. MK , SUPER CANCEL
306 DAM, 210 STUN
A similar combo to the one above, only this can be used if you continue the block string. Still a nice way to combo into the super.
cr. MP , cr. MP , cr. MK , SUPER CANCEL
378 DAM, 280 STUN
After hitting 2 c.mps, it is a good idea to try and combo the super, and this is an ideal combo to do so.
cr. MP , cr. HP , MP Shoryuken, SUPER CANCEL
424 DAM, 420 STUN
An excellent and damaging combo into the super using a combo you should already be familiar with, but adding a super cancel to it for huge damage!
Aerial Tatsu, SUPER
413 DAM, 125 STUN
A very tricky setup where your Tatsu could cross up your opponent, allowing a free super combo. The damage is from a HK Tatsu, which is the preferred version to use.
f. HP , MP Shoryuken, SUPER CANCEL
420 DAM, 250 STUN
A nice and simple way to combo into the super from a Solar Plexus Strike.
f. HP , LP Shoryuken, HP SUPER
440 DAM, 300 STUN
A different version of the above combo, except instead of super cancelling, you hit the Shoryuken, then wait until they are about to hit the ground, and then hit them with the HP Super. This combo works midscreen because of the speed of the HP version of the super.
f. HP , cr. HP , MP Shoryuken, SUPER CANCEL
464 DAM, 420 STUN
The ultimate Solar Plexus Strike way to hit the super, with amazing damage . Just make sure you can hit the f.hp, c.hp link perfectly.
CORNER ONLY cr.LP , cr. HP , LK Tatsu, SUPER
410 DAM, 410 STUN
A basic and damaging way to hit the super in the corner from a simple combo.
CORNER ONLY cr. MP , cr. HP , LK Tatsu, SUPER
440 DAM, 460 STUN
A much more damaging version of the combo above. Best used to punish a whiff special move.
CORNER ONLY f. HP , cr. HP , LK Tatsu, SUPER
480 DAM, 460 STUN
The most damaging corner combo you can do with Ryu's super.
Ultra Combos
METSU HADOUKEN (Ultra I)
Anti-air LP Shoryuken, ULTRA I
368 DAM, 100 STUN
One of the easiest ways to hit your Ultra
(air to air) j. MP , ULTRA I
378 DAM, 100 STUN
Another simple way to hit your Ultra
deep j. HP /HK , ULTRA I
398 DAM, 200 STUN
An excellent way to punish your opponent from a jump in.
MP Shoryuken, FADC, ULTRA I
378 DAM, 150 STUN
The infamous method of hitting your Ultra. Can also be used as an anti-air mp Shoryuken.
cr.LP , cr.LP , MP Shoryuken, FADC, Ultra I
351 DAM, 220 STUN
A simple way of hitting the Ultra after a block string connects.
cr.LP , cr. HP , MP Shoryuken, FADC, Ultra I
411 DAM, 370 STUN
A more damaging version of the combo above if you know that the block string will hit.
cr. MK , EX Fireball, FADC, Ultra I
393 DAM, 200 STUN
A good way of hitting the Ultra midscreen from a poke.
cr.LP , cr.LP , cr. MP , EX Fireball, FADC, Ultra I
332 DAM, 272 STUN
A version of hitting the Ultra after a block string using the EX Fireball FADC method.
f. HP , MP Shoryuken, FADC, ULTRA I
443 DAM, 250 STUN
A different version of the previous combo. The go-to option for punishing a very unsafe move.
f. HP , cr. HP , MP Shoryuken, FADC, ULTRA I
481 DAM, 420 STUN
A harder version of the combo above, but does more damage and a lot more stun.
f. HP , MP Shoryuken, SUPER CANCEL, ULTRA I
517 DAM, 250 STUN
A very VERY damaging way to finish off an opponent, but at the cost of all your super meter and all your Ultra meter, don't expect to be using this combo often. I would only use this to finish off the opponent.
CORNER ONLY Shoryuken TRADE, ULTRA I
DAM and STUN depends on the move you traded with
When you do get a trade in the corner, treat it like it's Vanilla and combo into the Ultra!
CORNER ONLY Aerial Tatsu (NOT cross up), ULTRA I
411DAM, 125STUN
A very nice way to combo the Ultra, You would use this method when doing a Tatsu over someone's fireball.
CORNER ONLY cr. MK , EX Fireball, ULTRA I
393 DAM, 200 STUN
The exact same as the combo earlier, only you don't need to FADC in the corner
CORNER ONLY cr.LP , cr. HP , EX Tatsu, ULTRA I
475 DAM, 410 STUN
A very damaging way to hit your Ultra in the corner at the cost of only one bar of super meter.
CORNER ONLY cr.LP , cr.HP , EX Tatsu, EX Fireball, ULTRA I
482 DAM, 480 STUN
For using an extra bar of super meter, you gain only 7 damage and 70 stun, but you can use it to finish off the opponent if they have low health.
CORNER ONLY f. HP , cr. HP , EX Tatsu, ULTRA I
543 DAM, 460 STUN
A devastating way to hit your Ultra in the corner. If you can hit the link definitely USE THIS COMBO!
METSU SHORYUKEN (Ultra II)
[The Stats used for this Ultra can change depending on how much of the Ultra actually hits, as under most circumstances, it wont do the full cinematic]
(air to air) j. MP , ULTRA II
284 DAM, 100 STUN
A very simple way to hit the Ultra
deep j. HP /HK , FULL ULTRA II
503 DAM, 200 STUN
A HUGE way to deal damage to your opponent after a jump in.
[counter hit]cr. MP , FULL ULTRA II
478 DAM, 125 STUN
An "interesting" way to hit the Ultra II, but if you are frame trapping the opponent and your cr.mp registered as a counter hit, then by all means use the opportunity to hit the full animation of the Ultra II
[counter hit]EX Fireball, FADC, FULL ULTRA II
516 DAM, 113 STUN
A new addition to AE 2012, in which a counter hit EX Fireball can be combo'd into a FULL Ultra II. The only practical use of this method is if your opponent FAs a poke like c.mk that you throw out, in which then you can do an EX Fireball (it will register as a counter hit), then FADC into the Ultra. So not a very useful way to hit the Ultra.
MP Shoryuken, FADC, ULTRA II
284 DAM, 150 STUN
Another easy way to hit the Ultra. In the corner, you MUST backdash or else it WILL miss.
f. HP , MP Shoryuken, FADC, ULTRA II
358 DAM, 250 STUN
A more damaging version of the previous combo.
f. HP , cr. HP , MP Shoryuken, ULTRA II
406 DAM, 420 STUN
A more damaging version of the above combo, adding another link to get more damage and much more stun.
CORNER ONLY Shoryuken TRADE, ULTRA II
DAM and STUN depends on the moce you traded with
Exact same as the combo into Ultra I, only less damage due to the different Ultra.
CORNER ONLY Aerial Tatsu (not cross up), ULTRA II
317 DAM, 125 STUN
Similar to the Ultra I combo, only it does less damage.
CORNER ONLY cr.LP , cr. HP , EX Tatsu, ULTRA II
400 DAM, 410 STUN
One of the best ways to hit the Ultra in the corner.
CORNER ONLY f. HP , cr. HP , EX Tatsu, ULTRA II
470 DAM, 460 STUN
The best way to hit the Ultra in the corner, as long as you can hit the link.
CORNER ONLY cr. MK , HP Fireball, FADC, FULL ULTRA II
483 DAM, 200 STUN
Definitely the HARDEST way to pull off the Ultra, but you get a huge reward with the full Ultra cinematic, and huge damage to your opponent.
CORNER ONLY [counter hit] EX Fireball, FULL ULTRA II
516 DAM, 113 STUN
The exact same as the previous combo, only you don't need to FADC.
Advanced combos using FADC
cr. MK , HP Fireball, FADC, cr. MK , HK Tatsu
277 DAM, 445 STUN
This combo is really good to extend a combo designed to put your opponent into the corner.
cr. MK , HP Fireball, FADC, cr.HK
217 DAM, 305 STUN
This combo is also really useful because it extends a combo and ends with an untechable knockdown.
cr. MK , HP Fireball, FADC, cr. MK , HP Shoryuken
305 DAM, 445 STUN
This combo is the best at midscreen for damage, but can be character specific.
MP Shoryuken, FADC, MP Shoryuken
150 DAM, 237 STUN
The most common way to follow up a successful Shoryuken FADC without using Ultra or any additional super meter.
MP Shoryuken, FADC, EX Fireball/ EX Tatsu
200 DAM, 287 STUN w/Fireball
190 DAM, 301 STUN w/Tatsu (depends on how many times the Tatsu hits)
Another way to combo after a successful Shoryuken FADC without using Ultra, but by using another bar of super meter, you can get more damage and stun.
Best combos involving FADCs & Ultras!!
cr. HP , Fireball, FADC, cr. MP , cr. HP , LK Tatsu, MP Shoryuken
378 DAM, 715 STUN, 2 BARS
cr. HP , Fireball, FADC, cr. MP , cr. HP , HP Shoryuken
389 DAM, 690 STUN, 2 BARS
cr. HP , Fireball, FADC, cr. MP , HP , EX Tatsu, MP Shoryuken
414 DAM, 715 STUN, 3 BARS
cr. HP , Fireball, FADC, cr.MP , cr. HP , EX Tatsu, ULTRA I
538 DAM, 690 STUN, 3 BARS
f. HP , cr. HP , Fireball, FADC, cr. HP , EX Tatsu, ULTRA I
563 DAM, 653 STUN, 3 BARS
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