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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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| | {{clr|10|A[}}{{clr|7|L}} ~ {{clr|7|L}}{{clr|10|]}} || Anywhere || 1200 || {{clr|4|Assisted}} || Your only option for Donkey Kick off a light. 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|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|8|2M}} > {{clr|2|4S}}/{{clr|3|2S}} || Anywhere || 1076/1204 || {{clr|10|V. Easy}} || Though {{clr|8|2M}} combos to almost all versions of your specials on normal hit (including all your shortcut specials), focus mainly on these two.<br>Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Tatsu has great corner carry.
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| | {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}/{{clr|9|623H}}<br>{{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}/{{clr|3|6S}} || Anywhere || 1784/2260<br>1784/2064 || {{clr|10|V. Easy}} || Heavy Shoryuken is your highest damage meterless {{clr|10|A[}}{{clr|9|H}}{{clr|10|]}} 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}}, {{clr|10|A[}}{{clr|8|M}}{{clr|10|]}} > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>{{clr|8|5M}}, {{clr|10|A[}}{{clr|8|M}}{{clr|10|]}} > {{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 M.Ryu does not have Short Uppercut ({{clr|9|4HP}}), this is Modern Ryu's highest damage meterless combo.<br>A second {{clr|8|5M}} can be used in place of {{clr|10|A[}}{{clr|8|M}}{{clr|10|]}} for +2f to the cancel window, but it is 1f less safe if blocked.
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| | {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}} ~ {{clr|7|L}}{{clr|10|]}} || 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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| | {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}}{{clr|10|]}} > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|2|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
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