User:Pixelguin: Difference between revisions

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== Modern Control Combos ==
{| class="wikitable" style="margin:auto"
|+ Meterless Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{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.
|-
| {{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|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.
|-
| {{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.
|-
| {{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.
|-
| {{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.
|-
| {{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.
|}


{| class="wikitable" style="margin:auto"
|+ Metered Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|4|PDR}}, {{clr|8|6MP}}, {{clr|8|5MP}} > {{clr|8|214MK}}/{{clr|8|236MK}}/{{clr|9|623HP}} || Anywhere || 1920/2080/2320 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2MK}} being the other.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214PP}} > {{clr|10|214214P}} || Anywhere || 2900-3800 || {{clr|4|Medium}} || Your basic route into level 2. You can charge Shin Hasho to level 2 if you release it as soon as it hits the second level of charge.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|236KK}}, {{clr|9|623HP}} || Midscreen || 1980-2880 || {{clr|4|Medium}} || Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
|-
| Starter > {{clr|10|236KK}} > {{clr|10|214214P}} || Midscreen || 2940-3840 || {{clr|4|Medium}} || Another route into level 2 that does a hair more damage.
|-
| ({{clr|9|6HP}}, {{clr|8|5MP}})/({{clr|8|5MP}}, {{clr|9|4HP}}) > {{clr|10|236KK}}, {{clr|9|4HK}} > {{clr|9|623HP}} || Midscreen || 2600/2980 || {{clr|9|Hard}} || You can only squeeze in the {{clr|9|4HK}} if you end your starter really close to them. You can '''NOT''' cancel the {{clr|9|4HK}} into level 1. If you wanna spend super, you have to cancel into level 3.
|-
| Starter > {{clr|10|214KK}}, {{clr|4|PDR}}, {{clr|8|5MP}} > {{clr|8|214MP}}, {{clr|9|623HP}} || Corner || 2528-3550 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner. Can also be ended in supers after the OD Tatsu instead of doing the more complex DRC version. 
|-
| {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|4|DRC}} > {{clr|9|5HK}} > {{clr|9|5HP}} > {{clr|9|623HP}} > {{clr|10|236236K}} || Anywhere || 5796 || {{clr|7|Easy}} || Very simple drive meter dump into level 3 that works anywhere on the screen. Useful as a punish starter or punish counter drive impact round ender.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 4505-5541 || {{clr|9|Hard}} || A high damage level 3 corner combo. It has a link between {{clr|9|5HP}} and {{clr|9|4HP}}, after Heavy Donkey Kick, and a tight cancel from Shoryuken into level 3.
|-
| {{clr|9|jHP}}/{{clr|9|jHK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HK}}, {{clr|9|5HP}} > {{clr|4|DRC}}, {{clr|9|5HP}}, {{clr|9|4HP}} > {{clr|9|236HK}}, {{clr|7|623LP}}, {{clr|10|236236K}} || Corner || 6145 || {{clr|9|Hard}} || This is only possible on a jump-in, Shoryuken punish or stun. You can omit the {{clr|9|j.HP}} and start with {{clr|9|5HP}} > {{clr|4|DRC}} for 5909. If you are midscreen you simply cut out the Heavy Donkey Kick and Light Shoryuken and put in a Heavy Shoryuken to level 3.
|}

Latest revision as of 11:06, 23 September 2024