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| {{ ReasonsToPick
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| | pick=
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| * '''Blessed Buttons:''' M.Ryu's button layout lets him use his most common moves without holding the Assist button. This isn't something to take for granted - just ask M.Luke or M.Ken.
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| * '''Awesome Anti-Air:''' Having access to Shoryuken without a motion input drastically reduces M.Ryu's mental stack. He can also immediately perform OD Shoryuken or Lv3 while blocking with no buffer frames.
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| * '''Radical Reactions:''' M.Ryu's assisted combos and supers lend themselves well to the more reactive Modern playstyle and can check reaction tests like Drive Rush and burnout DI.
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| | avoid=
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| * '''Damage Dilemma:''' M.Ryu loses two of his best buttons for combo damage, {{clr|9|5HK}} and {{clr|9|4HP}}. This means he either has to charge Denjin to extend his combos or win significantly more interactions in neutral than his opponent.
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| * '''Sideswitch Struggle:''' Aside from a back throw, M.Ryu has zero meterless sideswitch options. His only option is to route into OD Donkey Kick.
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| * '''Neglected Niche:''' Ryu is the least popular character to play with Modern controls and is essentially absent in the competitive scene, even on Classic. Resources for playing M.Ryu competitively or even casually are slim to none.
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| }}
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| <br>
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| == Modern Control Combos ==
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| {| class="wikitable" style="margin:auto"
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| |+ Meterless Combos
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| ! Combo !! Position !! Damage !! Difficulty !! Notes
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| | 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.
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| | {{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|7|Easy}}<br>{{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.
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| | {{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!
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| | {{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!<br>If you want corner carry after a perfect parry, this is your route.
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| | {{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.
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| | 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.
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| | {{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.
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| | 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.
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| | 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.
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| |}
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| {| class="wikitable" style="margin:auto"
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| |+ Metered Combos
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| ! Combo !! Position !! Damage !! Difficulty !! Notes
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| | {{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.
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| | 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.
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| | 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.
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| | {{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.
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| | 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).
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| | 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.
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| | {{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.
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| | {{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.
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| | {{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.
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| | {{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.
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| {| class="wikitable" style="margin:auto"
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| |+ Denjin Combos
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| | {{clr|9|2H}} starter can be replaced with {{clr|9|5H}} or any route into {{clr|8|5M}} or A[{{clr|8|M}}].<br>{{clr|9|4H}} can cancel on the second hit only.<br>{{clr|8|2M}} can cancel into OD Denjin Hasho only.<br>A[{{clr|7|L}}] can punish into OD Denjin Hasho, but you should be routing A[{{clr|7|L}}, {{clr|8|M}}].
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| ! Combo !! Position !! Damage !! Difficulty !! Notes
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| | {{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!
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| | {{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.
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| | {{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.
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| | {{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.
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| | {{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.
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| | {{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.
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| | {{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.
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| | {{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 is at full Drive.
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| | {{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.<br>Can be used after landing a Stun with {{clr|9|j.H}} for 5544/5516 damage, but Ryu will enter Burnout.
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| | {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|4|DRC}}, {{clr|9|2H}} > {{clr|2|2S}}, {{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|5H}} > {{clr|4|DRC}}, {{clr|9|2H}} > {{clr|2|2S}}, {{clr|3|6S}} > {{clr|10|2HS}} || Corner || 5986<br>5930 || {{clr|9|Hard}} || Modern Ryu's best meter dump without a jump-in.<br>Adding {{clr|9|j.H}} at the start brings the damage up to 6111/6083.
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| == Punish Combos ==
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| {| class="wikitable" style="margin:auto"
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| |+ Punish Counter Combos
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| ! Combo !! Position !! Damage !! Difficulty !! Notes
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| | A[{{clr|7|L}}, {{clr|7|L}}~{{clr|7|L}}] || Anywhere || 1430 || {{clr|7|Easy}} || Punish -5 moves with a single button. Useful if you feel overwhelmed.
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| | A[{{clr|7|L}}, {{clr|8|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>A[{{clr|7|L}}, {{clr|8|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|6S}} || Anywhere || 1476/1604/2020<br>1476/1604/1796 || {{clr|7|Easy}} / {{clr|4|Medium}}<br>{{clr|7|Easy}} || Punish -5 moves into your choice of ender.<br>You can also cancel into Denjin or OD Denjin Hashogeki to extend the combo.
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| | 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.
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| | 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}} / {{clr|9|Hard}}<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.
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| | {{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.
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| | {{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.
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| | {{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.<br>One of Modern Ryu's best combos that doesn't require Denjin, though it's highly situational.
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| | {{clr|9|5H}} > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 5160<br>4320 || {{clr|4|Medium}}<br>{{clr|10|V. Easy}} || 5000 damage with just three hits.<br>Less useful with shortcuts as the scaling is quite severe - try DP motion + shortcut super for 4600 damage.
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