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

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== Combos ==
== Combos ==


''Combo Trials showcased by SilentScope88''
<youtube>https://www.youtube.com/watch?v=RZB_rxv3iOw&list=PL67OuIng3M_uFOXRMgXnzmJt0sxHDkN2U&index=2</youtube>
<youtube>https://www.youtube.com/watch?v=RZB_rxv3iOw&list=PL67OuIng3M_uFOXRMgXnzmJt0sxHDkN2U&index=2</youtube>
''Combo Trials showcased by SilentScope88''
<br>
 
All combos are performed on Ratio 2 full life C-Ryu. Meterless/Lvl.1 combos are done in N-Groove, Lvl.2 combos are done in C-Groove with 2 bars (3 if a 2nd super is used), and Lvl.3 combos are done in P-Groove to obtain raw damage values. Depending on your groove and opponent life value the damage values may differ.
Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.


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| 2LP, 2HP/cl.HP xx 214HK || Any || 2900 || 29 || Easy || Link from 2LP into 2HP / cl.HP. Technically can be done from 2LK but it is unreliable and not recommended.
| 2LP, 2HP/cl.HP xx 214HK || Any || 2900 || 29 || Easy || Link from 2LP into 2HP / cl.HP. Technically can be done from 2LK but it is unreliable and not recommended.
|-
|-
| 2LP, 2HP/cl.HP xx 41236P || Any || 2600 || 26 || Easy || Same link with a Shakunetsu ender. It is best to start from down-back so the 41236 motion is easier.
| 2LP, 2HP/cl.HP xx 41236P || Any || 2600 || 26 || Easy || Same link with a Shakunetsu ender for crouchers. It is best to start from down-back so the 41236 motion is easier.
|-
|-
| 2LP, 2MK xx 236HP || Any || 2100 || 21 || Very Easy || Your usual hitconfirm on crouchers, you can also substitute Hadoken for Shakunetsu Hadoken.
| 2LP, 2MK xx 236HP || Any || 2100 || 21 || Very Easy || Your usual hitconfirm on crouchers, you can also use Shakunetsu Hadoken here.
|-
|-
| 2MP, 2MP xx 214HK || Any || 3200 || 32 || Easy || Damaging double 2MP link, optimal in most cases where 2MP hits point blank. You can substitute 2MP for 2MK at farther ranges.
| 2MP, 2MP xx 214HK || Any || 3200 || 32 || Easy || Damaging double 2MP link, optimal in most cases where 2MP hits point blank. You can substitute 2MP for 2MK at farther ranges.
|-
| j.HK, 623HP || Any || 3100 || 31 || Easy || Your go-to shorthop combo. Nice reward for a tricky overhead landing.
|-
|-
| j.HK, cl.HP xx 41236HP || Any || 3500 || 35 || Easy || If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping.
| j.HK, cl.HP xx 41236HP || Any || 3500 || 35 || Easy || If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping.
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| j.MK (x-up), cl.HP xx 623HP || Any || 3900 || 39 || Easy || Max damage cross-up combo.
| j.MK (x-up), cl.HP xx 623HP || Any || 3900 || 39 || Easy || Max damage cross-up combo.
|}
|}
 
<br>
Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).
For super combos, the first damage value is when a Lvl.1 super is used. The second is when a Lvl.3 is used. Level specific combos will be denoted in the combo notation.
 
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|+ Super Combos
|+ Super Combos
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!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
|-
| 2LK(1~3) xx 236236P || Any || 2606/3612/5130 || 6 || Intermediate || Coloquially known as "short short super." Extremely vital combo to learn for your super confirms.
| 2LK(1~3) xx 236236P || Any || 2600/5100 || 6 || Intermediate || Coloquially known as "short short super." Extremely vital combo to learn for your super confirms.
|-
| 2LK > 2LP, 2MK xx 236236P || Any || 3300/5800 || 13 || Intermediate || More time to confirm compared to the above combo, but includes a link, slightly increasing the difficulty.
|-
| 2LP, 2HP/cl.HP > 236236P || Any || 3500/6000 || 15 || Easy || Pretty simple combo, 2HP makes the combo easier since you are starting from down, but cl.HP works as well. It is recommended to hold HP during the 2HP/cl.HP so you don't accidentally get negative edge HP Hadoken.
|-
| 2MP, 2MP xx 236236P || Any || 3800/6300 || 18 || Intermediate || The double medium link again. Can sub in 2MK here.
|-
| j.HK, cl.HP > 236236P || Any || 4400/6900 || 24 || Easy || Best available Shinkuu Hadoken combo. Consistent and damaging.
|-
| j.MK (x-up), cl.MK > 236236K || Any || 8100 || 17 || Intermediate || An extremely damaging Shin Shoryuken combo.
|}
 
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|+ Lvl.2 C-Groove Combos
|-
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
|-
| 2LK(1~3) xx 236236MP xx 214HK || Any || 4837 || 20 || Intermediate || Optimal Lvl.2 cancel, you can do another 236236P if you want but it is recommended to conserve a bar of meter to prepare another lvl.2 super in C.
| 2LK(1~3) xx 236236MP xx 214HK || Any || 4837 || 20 || Intermediate || Optimal Lvl.2 cancel, you can do another 236236P if you want but it is recommended to conserve a bar of meter to prepare another lvl.2 super in C.
|-
|-
| 2LK > 2LP, 2MK > 236236MP > 214HK || Any || 5801 || 27 || Intermediate || Link from 2LP into 2MK, canceled into a level 2 super which is canceled into a Hard Tatsu.
| 2LK(1~3) xx 236236MP xx 236236P || Any || 5660 || 6 || Intermediate || Spends an extra bar from the above route. Not recommended to use unless it is for kill.
|-
| 2LK > 2LP, 2MK > 236236MP > 214HK || Any || 5551 || 27 || Intermediate || Link from 2LP into 2MK, canceled into a level 2 super which is canceled into an HK Tatsu. Like the meterless variant of this starter, be quick with the 2LK > 2LP chain.
|-
|-
| 2LK > 2LP, 2MK > 236236MP > 236236LP || Corner || 6615 || 13 || Intermediate || Damage increase from the above combo but for more meter.
| 2LK > 2LP, 2MK > 236236MP > 236236LP || Corner || 6615 || 13 || Intermediate || Damage increase from the above combo but for more meter.
|-
|-
| 2LP, cl.HP > 236236P || Any || 3675/4725/6300 || 15 || Easy || The cancel window on cl.HP is fairly lenient for a CVS2 cancel window. Add a 214HK to the end of the level 2 for 6072 damage, or add another 236236LP for 6825 damage.
| 2LK(1~3) xx 236236MP xx 214LK, 214214K || Corner || 6520 || 18 || Intermediate || A situational combo with a tight juggle. Not used due to it not doing enough damage.
|-
|-
| j.HK, cl.HP > 236236P || Any || 4620/5670/7245 || 24 || Easy || T H A T ' S  W H A T  W E  L I K E  T O  C A L L  [ B I G  D A M A G E ]. One of the highest damage Ryu combos you can do. Add a 214HK to the end of the level 2 for 7017 damage or add another 236236LP for 7770 damage.  
| 2LP, 2HP/cl.HP xx 236236MP xx 214LK, 214214K || Corner || 7016 || 27 || Intermediate || Same as above route but with a different starter.
|}
|}


== Custom Combos ==
== Custom Combos ==
These slides demonstrate all of this character's custom combos, including videos, tips, and tricks.<br>
[https://docs.google.com/presentation/d/1O-DzjcnCiZl7H-FB-dy_67p9JBxlQz0G6KtomuwFGBE/edit Ryu's Custom Combo Slide by GunterJPN]
[https://docs.google.com/presentation/d/1O-DzjcnCiZl7H-FB-dy_67p9JBxlQz0G6KtomuwFGBE/edit Ryu's Custom Combo Slide by GunterJPN]



Latest revision as of 19:35, 12 May 2025

Combos

Combo Trials showcased by SilentScope88


All combos are performed on Ratio 2 full life C-Ryu. Meterless/Lvl.1 combos are done in N-Groove, Lvl.2 combos are done in C-Groove with 2 bars (3 if a 2nd super is used), and Lvl.3 combos are done in P-Groove to obtain raw damage values. Depending on your groove and opponent life value the damage values may differ.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
2LK > 2LP, 2HK Any 1800 18 Medium In theory your most consistent combo, but due to the 2LP, 2HK link being 1 frame, it is not reliable and is usually not used.
2LK(1~3) xx 214HK Any 2000 20 Very Easy Go-to confirm from 2LK on standing opponents. Adjust 2LK count based on disance.
2LK > 2LP, 2MK xx 214HK Any 2700 27 Easy Link from 2LP into 2MK. Do not delay the cancel from 2LK into 2LP, or else the 214HK will not connect in time after 2MK.
2LP, 2HP/cl.HP xx 214HK Any 2900 29 Easy Link from 2LP into 2HP / cl.HP. Technically can be done from 2LK but it is unreliable and not recommended.
2LP, 2HP/cl.HP xx 41236P Any 2600 26 Easy Same link with a Shakunetsu ender for crouchers. It is best to start from down-back so the 41236 motion is easier.
2LP, 2MK xx 236HP Any 2100 21 Very Easy Your usual hitconfirm on crouchers, you can also use Shakunetsu Hadoken here.
2MP, 2MP xx 214HK Any 3200 32 Easy Damaging double 2MP link, optimal in most cases where 2MP hits point blank. You can substitute 2MP for 2MK at farther ranges.
j.HK, 623HP Any 3100 31 Easy Your go-to shorthop combo. Nice reward for a tricky overhead landing.
j.HK, cl.HP xx 41236HP Any 3500 35 Easy If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping.
j.MK (x-up), cl.HP xx 623HP Any 3900 39 Easy Max damage cross-up combo.


For super combos, the first damage value is when a Lvl.1 super is used. The second is when a Lvl.3 is used. Level specific combos will be denoted in the combo notation.

Super Combos
Combo Position Damage Stun Difficulty Notes
2LK(1~3) xx 236236P Any 2600/5100 6 Intermediate Coloquially known as "short short super." Extremely vital combo to learn for your super confirms.
2LK > 2LP, 2MK xx 236236P Any 3300/5800 13 Intermediate More time to confirm compared to the above combo, but includes a link, slightly increasing the difficulty.
2LP, 2HP/cl.HP > 236236P Any 3500/6000 15 Easy Pretty simple combo, 2HP makes the combo easier since you are starting from down, but cl.HP works as well. It is recommended to hold HP during the 2HP/cl.HP so you don't accidentally get negative edge HP Hadoken.
2MP, 2MP xx 236236P Any 3800/6300 18 Intermediate The double medium link again. Can sub in 2MK here.
j.HK, cl.HP > 236236P Any 4400/6900 24 Easy Best available Shinkuu Hadoken combo. Consistent and damaging.
j.MK (x-up), cl.MK > 236236K Any 8100 17 Intermediate An extremely damaging Shin Shoryuken combo.
Lvl.2 C-Groove Combos
Combo Position Damage Stun Difficulty Notes
2LK(1~3) xx 236236MP xx 214HK Any 4837 20 Intermediate Optimal Lvl.2 cancel, you can do another 236236P if you want but it is recommended to conserve a bar of meter to prepare another lvl.2 super in C.
2LK(1~3) xx 236236MP xx 236236P Any 5660 6 Intermediate Spends an extra bar from the above route. Not recommended to use unless it is for kill.
2LK > 2LP, 2MK > 236236MP > 214HK Any 5551 27 Intermediate Link from 2LP into 2MK, canceled into a level 2 super which is canceled into an HK Tatsu. Like the meterless variant of this starter, be quick with the 2LK > 2LP chain.
2LK > 2LP, 2MK > 236236MP > 236236LP Corner 6615 13 Intermediate Damage increase from the above combo but for more meter.
2LK(1~3) xx 236236MP xx 214LK, 214214K Corner 6520 18 Intermediate A situational combo with a tight juggle. Not used due to it not doing enough damage.
2LP, 2HP/cl.HP xx 236236MP xx 214LK, 214214K Corner 7016 27 Intermediate Same as above route but with a different starter.

Custom Combos

These slides demonstrate all of this character's custom combos, including videos, tips, and tricks.
Ryu's Custom Combo Slide by GunterJPN


CvS2 Wiki Navigation

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Boss Characters
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