User:Pixelguin: Difference between revisions

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(Replaced content with "== 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}} > {{c...")
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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.
| {{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|4|6S}} || Anywhere || 1690<br>1494 || {{clr|10|V. Easy}} || Another basic 5f light confirm.<br>Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.
| {{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|4|4S}} || Anywhere || 1214 || {{clr|10|V. Easy}} || Hooray! You get medium tatsu from your crouching light punch!
| {{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|4|4S}}/{{clr|4|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|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|8|5M}}, {{clr|8|2M}} > {{clr|4|4S}}/{{clr|4|2S}}/{{clr|9|623H}}<br>{{clr|8|5M}}, {{clr|8|2M}} > {{clr|4|4S}}/{{clr|4|2S}}/{{clr|4|6S}} || Anywhere || 1776/1904/2320<br>1776/1904/2096 || {{clr|10|V. Easy}} || A consistent combo that can be optimized for damage, corner carry, or a ''mostly'' safe Denjin charge.
| {{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. You can buffer the {{clr|9|623H}} motion during the second hit of the Assist chain.<br>Tatsu gives you corner carry and oki.
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| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|4|4S}}/{{clr|9|623H}}<br>{{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|4|4S}}/{{clr|4|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. You can buffer the {{clr|9|623H}} motion during the second hit of the Assist chain.<br>Tatsu gives you corner carry and oki.
| {{clr|8|5M}}, {{clr|8|2M}} > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>{{clr|8|5M}}, {{clr|8|2M}} > {{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}}), ending with Heavy Shoryuken is Modern Ryu's highest damage meterless combo.
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| {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}, {{clr|7|L}} ~ {{clr|7|L}}{{clr|10|]}} || Anywhere || 2090 || {{clr|10|V. 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|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|4|4S}} || Anywhere || 1922 || {{clr|10|V. Easy}} || This Medium Tatsu ender does more damage compared to {{clr|10|A[}}{{clr|9|H}} ~ {{clr|9|H}}{{clr|10|]}} > {{clr|4|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
| {{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.

Revision as of 00:49, 9 December 2023

Modern Control Combos

Meterless Combos
Combo Position Damage Difficulty Notes
A[L ~ L] Anywhere 1200 Assisted Your only option for Donkey Kick off a light. Great for checking Drive Rush.
Don't spam it otherwise - light Donkey Kick is -11 OB and you won't be anywhere near safe.
2L ~ 2L ~ 5L > 623H
2L ~ 2L ~ 5L > 6S
Anywhere 1690
1494
V. Easy Your basic light confirm. Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.
Modern Ryu can focus entirely on confirming distance to the opponent and cancel into Shoryuken early without buffering.
2L ~ 2L ~ 2L > 4S Anywhere 1214 V. Easy Hooray! You get medium tatsu from your crouching light punch!
2M > 4S/2S Anywhere 1076/1204 V. Easy Though 2M combos to almost all versions of your specials on normal hit (including all your shortcut specials), focus mainly on these two.
Donkey Kick is safer than Tatsu and leaves you open to pop a Denjin charge. Tatsu has great corner carry.
A[H ~ H] > 4S/623H
A[H ~ H] > 4S/6S
Anywhere 1784/2260
1784/2064
V. Easy Heavy Shoryuken is your highest damage meterless A[H] combo. You can buffer the 623H motion during the second hit of the Assist chain.
Tatsu gives you corner carry and oki.
5M, 2M > 4S/2S/623H
5M, 2M > 4S/2S/6S
Anywhere 1776/1904/2320
1776/1904/2096
Easy A consistent combo that can be optimized for damage, corner carry, or a mostly safe Denjin charge.
Since M.Ryu does not have Short Uppercut (4HP), ending with Heavy Shoryuken is Modern Ryu's highest damage meterless combo.
A[H ~ H, L ~ L] Anywhere 2090 Easy Thanks to Modern controls, you only have to do one link for this combo (and it still does full damage!).
Light Donkey Kick gives you space to pop Denjin.
A[H ~ H, L] > 4S Anywhere 1922 Easy This Medium Tatsu ender does more damage compared to A[H ~ H] > 4S.
However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.