Capcom vs SNK 2/Ryo/Combos: Difference between revisions

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(Created page with "{{CvS2 Character Subnav|char=Ryo|short=Ryo|sub=1}} <div> == Combos == All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health All comb...")
 
(Added some basic combos, there's clearly lots more for Ryo here but I just wanted to get at least some on the page)
 
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!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes  
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes  
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| Notation Here || Position || Damage || Stun || Difficulty || Notes
| (j.HK), cl.MP xx 63214HP, sjc.236HP || Anywhere || 4100 || 30 || Easy || Main confirm from a jump-in, with a knockdown ender.
|-
|-
| Notation Here || Position || Damage || Stun || Difficulty || Notes
| (j.HK), cl.MP xx 63214HP, sjc.HP || Anywhere || 4375 || 33 || Easy || The same jump-in confirm, but with j.HP for higher damage/stun, and a good reset situation in the corner.
|-
| 2LK, 2HP xx [1]6HK || Anywhere || 3200 || 32 || Medium || Low confirm with a very tight link between 2LK and 2HP. Requires charging beforehand, so the use case is pretty rare.
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| 2LK, 2HP xx 236LP || Anywhere || 2400 || 24 || Easy || Low confirm into fireball. Dropping the link here is nowhere near as punishing, since your fireball is safer on block. It's still minus, but the spacing means it's very difficult to punish. Increasing the strength of the punch adds 100 damage and 1 stun per increment, at the cost of being more minus on block due to both the travel time and the recovery.
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Latest revision as of 14:12, 26 June 2024

Combos

All health values tested using C-Groove Ratio 2 against a C-Groove Ratio 2 Ryu at full health

All combos are written in Numpad Notation, refer to this visual aide if you need help reading it.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
(j.HK), cl.MP xx 63214HP, sjc.236HP Anywhere 4100 30 Easy Main confirm from a jump-in, with a knockdown ender.
(j.HK), cl.MP xx 63214HP, sjc.HP Anywhere 4375 33 Easy The same jump-in confirm, but with j.HP for higher damage/stun, and a good reset situation in the corner.
2LK, 2HP xx [1]6HK Anywhere 3200 32 Medium Low confirm with a very tight link between 2LK and 2HP. Requires charging beforehand, so the use case is pretty rare.
2LK, 2HP xx 236LP Anywhere 2400 24 Easy Low confirm into fireball. Dropping the link here is nowhere near as punishing, since your fireball is safer on block. It's still minus, but the spacing means it's very difficult to punish. Increasing the strength of the punch adds 100 damage and 1 stun per increment, at the cost of being more minus on block due to both the travel time and the recovery.

Custom Combos

Ryo's Custom Combo Slide by GunterJPN


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