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== Modern Control Combos ==


{| class="wikitable" style="margin:auto"
|+ Meterless Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| A[{{clr|7|L}} ~ {{clr|7|L}}] || Anywhere || 1200 || Assisted || Your only option for Donkey Kick off a light without a punish. Great for checking Drive Rush.<br>Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe.
|-
| {{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|5L}} > {{clr|9|623H}}<br>{{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|5L}} > {{clr|3|6S}} || Anywhere || 1690<br>1494 || {{clr|10|V. Easy}} || Your basic light confirm. Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.<br>Modern Ryu can focus entirely on confirming distance to the opponent and cancel into Shoryuken early without buffering.
|-
| {{clr|7|2L}} ~ {{clr|7|2L}} ~ {{clr|7|2L}} > {{clr|2|4S}} || Anywhere || 1214 || {{clr|10|V. Easy}} || Hooray! You get medium tatsu from your crouching light punch!
|-
| {{clr|7|5L}} ~ {{clr|7|2L}} > {{clr|2|4S}} || Anywhere || 1146 || {{clr|10|V. Easy}} || Hooray! You get confirmable corner carry from your 4f move!
|-
| {{clr|8|2M}} > {{clr|2|4S}}/{{clr|2|2S}} || Anywhere || 1076/1204 || {{clr|10|V. Easy}} || Though {{clr|8|2M}} combos to almost all of your specials on normal hit, focus mainly on these two.<br>Donkey Kick is safer and leaves you open to pop a Denjin charge. Tatsu has great corner carry.
|-
| A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|2|4S}}/{{clr|9|623H}}<br>A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|2|4S}}/{{clr|3|6S}} || Anywhere || 1784/2260<br>1784/2064 || {{clr|7|Easy}}<br>{{clr|10|V. Easy}} || Heavy Shoryuken is your highest damage meterless A[{{clr|9|H}}] combo. Tatsu gives you corner carry and oki.<br>You can start buffering the {{clr|9|623H}} motion immediately by holding forward for easy full damage.
|-
| {{clr|8|5M}}, A[{{clr|8|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>{{clr|8|5M}}, A[{{clr|8|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|6S}} || Anywhere || 1776/1904/2320<br>1776/1904/2096 || {{clr|7|Easy}} || A consistent combo that can be optimized for damage, corner carry, or a ''mostly'' safe Denjin charge.<br>Since Modern Ryu does not have Short Uppercut ({{clr|9|4HP}}), this is his best meterless combo without a jump-in.
|-
| A[{{clr|9|H}} ~ {{clr|8|H}}, {{clr|7|L}} ~ {{clr|7|L}}] || Anywhere || 2090 || {{clr|7|Easy}} || Thanks to Modern controls, you only have to do one link for this combo (and it still does full damage!).<br>Light Donkey Kick gives you space to pop Denjin.
|-
| A[{{clr|9|H}} ~ {{clr|8|H}}, {{clr|7|L}}] > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This Medium Tatsu ender does more damage compared to A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|2|4S}}.<br>However, the oki is worse midscreen as you can only dash forward or jab if your opponent back rises.
|}
{| class="wikitable" style="margin:auto"
|+ Metered Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|4|PDR}}, A[{{clr|8|M}}], {{clr|8|5M}} > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>{{clr|4|PDR}}, A[{{clr|8|M}}], {{clr|8|5M}} > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|6S}} || Anywhere || 1776/1904/2320<br>1776/1904/2096 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2M}} being the other.<br>A[{{clr|8|M}}] can be replaced with {{clr|8|5M}} to get +11 on hit (enough to link into {{clr|9|5H}}) at the cost of being -1 on block.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214XX}} > {{clr|10|214214M}}<br>A[{{clr|8|M}} ~ {{clr|10|M}} ~ {{clr|10|M}}] || Anywhere || 2900-3660<br>3460 || {{clr|4|Medium}}<br>Assisted || Your basic route into level 2 - you can charge Shin Hasho to the first level.<br>The Assist combo version starts with Classic's {{clr|8|2MP}} and does more damage than any shortcut combo.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > A[{{clr|5|2S}}], {{clr|9|623H}}<br>Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > A[{{clr|5|2S}}], {{clr|3|6S}} || Midscreen || 1852-2420<br>1684-2224 || {{clr|4|Medium}}<br>{{clr|7|Easy}} || Midscreen combo extension.<br>Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
|-
| {{clr|8|5M}}, A[{{clr|8|M}}] > A[{{clr|5|2S}}], {{clr|9|623H}}<br>{{clr|8|5M}}, A[{{clr|8|M}}] > A[{{clr|5|2S}}], {{clr|3|6S}} || Midscreen || 2552<br>2384 || {{clr|4|Medium}}<br>{{clr|7|Easy}} || Two-hit version of the above that does more damage than any single hit as a starter.<br>Using the shortcut input easily lets Ryu walk forward a bit and land a good Shoryuken.
|-
| Starter > A[{{clr|5|2S}}] > {{clr|10|214214M}}|| Midscreen || 2940-3540 || {{clr|4|Medium}} || Another route into level 2 that allows for full charge.<br>Do not use with shortcut Lv2 as the damage is always less than the OD Hasho route (especially the Assist combo).
|-
| Starter > A[{{clr|5|4S}}], {{clr|4|PDR}}, {{clr|8|5M}} > {{clr|8|214M}}, {{clr|9|623H}}<br>Starter > A[{{clr|5|4S}}], {{clr|4|PDR}}, {{clr|8|5M}} > {{clr|8|214M}}, {{clr|3|6S}} || Corner || 2490-3194<br>2378-3040 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner.<br>Can also be ended with Lv1/Lv3 super after the OD Tatsu.
|-
| {{clr|3|DI}} Wallsplat, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|9|623H}}<br>{{clr|3|DI}} Wallsplat, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|3|6S}} || Corner || 2176<br>1994 || {{clr|4|Medium}} || Modern Ryu's best wallsplat combo without spending any more meter.
|-
| {{clr|3|DI}} Wallsplat, {{clr|4|PDR}}, {{clr|9|5H}}, A[{{clr|7|L}}] > {{clr|3|DI}} Wallsplat || Corner || 748+ || {{clr|4|Medium}} || DI re-splat that adds to the opponent's mental stack.<br>Loses to counter DI and invincible reversals, but most opponents won't see it coming the first time.
|-
| {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 4850<br>4682 || {{clr|7|Easy}} || Simple meter dump into Lv3 that works anywhere on the screen.<br>{{clr|10|2HS}} will do the same damage as {{clr|10|236236H}} as it cannot go below 50% scaling.
|-
| {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 5254<br>5142 || {{clr|4|Medium}} || Improved version of the above that requires timing a link twice.<br>If you landed a Drive Rush {{clr|9|5H}} as your starter, you can link another A[{{clr|8|M}}] for a hair more damage.
|}
{| class="wikitable" style="margin:auto"
|+ Denjin Combos
|-
| {{clr|9|2H}} starter can be replaced with {{clr|9|5H}} or any route into {{clr|8|5M}} or  A[{{clr|8|M}}].
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|9|2H}} > {{clr|9|214X}}, {{clr|9|[6]23H}}<br>{{clr|9|2H}} > {{clr|9|214X}}, {{clr|3|[6]S}} || Anywhere || 2720<br>2496 || {{clr|3|V. Hard}}<br>{{clr|7|Easy}} || Extremely hard to do midscreen with motion Shoryuken as it requires a microwalk.<br>But you're on Modern - just hold forward and press Special slightly late. Drive-free 2500!
|-
| {{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|9|623H}}<br>{{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|3|6S}} || Anywhere || 2970<br>2802 || {{clr|4|Medium}} || Spends one bar to extend and improve the above. No microwalk, phew!<br>Shoryuken should not be cancelled into Lv3 - it will always whiff.<br>Dropping {{clr|9|623H}} input still allows {{clr|9|5H}}~{{clr|9|H}}, so this is a good combo to practice DP motions.
|-
| {{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|2|4S}} || Anywhere|| 2567 || {{clr|4|Medium}} || Modern Ryu's best oki corner carry without meter dumping.
|-
| {{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > A[{{clr|5|2S}}], Extension || Midscreen || 2520-5108<br>2520-4996 || {{clr|4|Medium}} || You can replace Shoryuken with any midscreen combo extension (see above).<br>Alternatively, dash/jump forward for a sideswitch.
|-
| {{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > A[{{clr|5|2S}}], {{clr|9|3H}}|| Midscreen || 2898 || {{clr|9|Hard}} || Faux safejump (leaves you anywhere from +39 to +41).<br>Will trap most anti-air reversals.
|-
| {{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|9|623H}}<br>{{clr|9|2H}} > {{clr|9|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|3|6S}} || Corner || 3330<br>3176|| {{clr|9|Hard}} || Denjin Hasho replaces OD Tatsu for this corner combo, saving two bars and opening better routes.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 5708<br>5638 || {{clr|4|Medium}} || Denjin-enhanced meter dump.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|2|2S}} > {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|2|2S}} > {{clr|10|2HS}} || Anywhere || 5553<br>5553 || {{clr|9|Hard}} || Juggle combo that will not put Ryu in Burnout if he has all 6 Drive bars.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|9|623H}} >  {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|3|6S}} >  {{clr|10|2HS}} || Corner || 5878<br>5808 || {{clr|9|Hard}} || Corner-optimized version of the above.
|}
==  Punish Combos ==
{| class="wikitable" style="margin:auto"
|+ Punish Counter Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| A[{{clr|7|L}}, {{clr|7|L}}~{{clr|7|L}}] || Anywhere || 1430 || {{clr|7|Easy}} || Punish -5 moves with a single button.
|-
| A[{{clr|7|L}}, {{clr|7|L}}] > {{clr|2|4S}}/{{clr|9|623H}}<br>A[{{clr|7|L}}, {{clr|7|L}}] > {{clr|2|4S}}/{{clr|3|6S}} || Anywhere || 1206/1750<br>1206/1526 || {{clr|7|Easy}} / {{clr|9|Hard}}<br>{{clr|7|Easy}} || Punish -5 moves into corner carry or damage.
|-
| A[{{clr|7|L}}] > A[{{clr|5|4S}}] > Extension || Midscreen || 936-3916<br>936-3720 || {{clr|7|Easy}} - {{clr|4|Medium}}<br>{{clr|10|V. Easy}} - {{clr|4|Medium}} || Punish -5 moves into your choice of combo extension or sideswitch.
|-
| A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|9|623H}}/{{clr|10|236236L}}<br>A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|3|6S}}/{{clr|10|5HS}} || Anywhere || 2420/2840<br>2224/2560 || {{clr|7|Easy}}<br>{{clr|10|V. Easy}} || Modern Ryu's best drive-free punish combo without a link.<br>A[{{clr|9|H}}] forces stand on hit, so it can be used to punish anti-air reversals.
|-
| {{clr|8|5M}}, {{clr|9|5H}} > {{clr|9|623H}}<br>{{clr|8|5M}}, {{clr|9|5H}} > {{clr|3|6S}} || Anywhere || 2640<br>2416 || {{clr|7|Easy}} || Easy punish that works anywhere on screen and costs no meter.
|-
| {{clr|9|5H}}, {{clr|8|5M}} > {{clr|9|623H}}/{{clr|10|236236L}}<br>{{clr|9|5H}}, {{clr|8|5M}} > {{clr|3|6S}}/{{clr|10|5HS}} || Anywhere || 2680/3160<br>2456/2840 || {{clr|4|Medium}} / {{clr|9|Hard}}<br>{{clr|7|Easy}} || Swaps the heavy and medium inputs. The link window is smaller, but the cancel window is larger.
|-
| {{clr|3|DI}} Punish, {{clr|9|6H}} > {{clr|10|214XX}}, {{clr|9|623H}}<br>{{clr|3|DI}} Punish, {{clr|9|6H}} > A[{{clr|5|4S}}], {{clr|3|6S}} || Corner || 3280<br>2944 || {{clr|4|Medium}} || Finally, a use for Whirlwind Kick that does big damage. Cancel into Lv3 for 2000 more.<br>Also works if you can somehow land {{clr|9|6H}} raw in the corner.

Latest revision as of 11:06, 23 September 2024