User:Pixelguin: Difference between revisions

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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 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|2|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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|-
| A[{{clr|9|H}} ~ {{clr|9|H}}] > {{clr|2|4S}}/{{clr|9|623H}}<br>A[{{clr|9|H}} ~ {{clr|9|H}}] > {{clr|2|4S}}/{{clr|3|6S}} || Anywhere || 1784/2260<br>1784/2064 || {{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.
| 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|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 M.Ryu does not have Short Uppercut ({{clr|9|4HP}}), this is Modern Ryu's highest damage meterless combo.
| {{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 M.Ryu does not have Short Uppercut ({{clr|9|4HP}}), this is Modern Ryu's highest damage meterless combo.
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|-
| A[{{clr|9|H}} ~ {{clr|9|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.
| 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|9|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|9|H}}] > {{clr|2|4S}}.<br>However, the oki is worsened midscreen as a you can only dash forward or jab if they back rise.
| 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|9|H}}] > {{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 03:52, 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. Tatsu gives you corner carry and oki.
You can start buffering the 623H motion immediately by holding forward for easy full damage.
5M, A[M] > 4S/2S/623H
5M, A[M] > 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), this 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.


Metered Combos
Combo Position Damage Difficulty Notes
PDR, A[M], 5M > 4S/2S/623H
PDR, A[M], 5M > 4S/2S/6S
Anywhere 1776/1904/2320
1776/1904/2096
Medium This is a core part of your Drive Rush strike mixup, 2M being the other.
A[M] can be replaced with 5M to get +11 on hit (enough to link into 5H) at the cost of being -1 on block.
Any Medium/Heavy Starter > 214XX > 214214M
A[M ~ M ~ M]
Anywhere 2900-3660
3460
Medium
Assisted
Your basic route into level 2 - you can charge Shin Hasho to the first level.
The Assist combo version starts with Classic's 2MP and does more damage than any shortcut combo.
Any Medium/Heavy Starter > A[2S], 623HP
Any Medium/Heavy Starter > A[2S], 6S
Midscreen 1852-2420
1684-2224
Medium
Easy
Midscreen combo extension. Replace Shoryuken with level 1 for more damage. Cancel Shoryuken to level 3 for even more.
5M, A[M] > A[2S], 623HP
5M, A[M] > A[2S], 6S
Midscreen 2552
2384
Medium
Easy
Two-hit version of the above that does more damage than any single hit as a starter.
Using the shortcut input easily lets Ryu walk forward a bit and land a good Shoryuken.
Starter > A[2S] > 214214M Midscreen 2940-3540 Medium Another route into level 2 that allows for full charge.
Do not use with shortcut Lv2 as the damage is always less than the OD Hasho route (especially the Assist combo).
Starter > A[4S], PDR, 5M > 214M, 623HP
Starter > A[4S], PDR, 5M > 214M, 6S
Corner 2490-3194
2378-3040
Medium Your basic OD+DR extension for extra damage in the corner.
Can also be ended in Lv1/Lv3 super after the OD Tatsu instead of doing the more complex DRC version.
5H > DRC > 5H > DRC > 5H > 623H > 236236H
5H > DRC > 5H > DRC > 5H > 6S > 2HS
Anywhere 4850
4682
Easy Simple meter dump into Lv3 that works anywhere on the screen.
2HS will do the same damage as 236236H as it cannot go below 50% scaling.
5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 623H > 236236H
5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 6S > 2HS
Anywhere 5254
5142
Medium Improved version of the above that requires timing a link twice.
If you landed a Drive Rush 5H as your starter, you can link another A[M] for a hair more damage.
5H > 214XX, 5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 623H > 236236H
5H > 214XX, 5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 6S > 2HS
Denjin 5708
5638
Medium Denjin-optimized version of the above.
5H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > 2S > 236236H
5H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > 2S > 2HS
Denjin 5553
5553
Hard Modified version of the above that will not put Ryu in Burnout if he has all 6 Drive bars.
5H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > 214M, 623HP > 236236H
5H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > 214M, 6S > 2HS
Corner +
Denjin
5878
5808
Hard Corner-optimized version of the above that does the most damage.