< Capcom vs SNK 2 | Ryo
Callie Rose (talk | contribs) (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 | ||
|- | |- | ||
| | | (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. | |||
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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.
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