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|+ Denjin Combos | |+ Denjin Combos | ||
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| {{clr|9|2H}} starter can be replaced with {{clr|9|5H}} or any route into {{clr|8|5M}} or A[{{clr|8|M}}].<br>{{clr|9|4H}} can cancel on the second hit only.<br>{{clr|8|2M}} can cancel into OD Denjin Hasho only.<br>A[{{clr|7|L}}] can punish into OD Denjin Hasho, but you should be routing A[{{clr|7|L}}, {{clr|8|M}}].<br>{{clr|9|2H}} > {{clr|10|214X}} combos also work with (non-Denjin) H Hasho on Punish Counter.<br>A[{{clr|8|M}}~{{clr|10|M}}] routes into OD Denjin Hashogeki for 200 less damage than {{clr|9|2H}} > {{clr|10|214XX}} but can autoconfirm into full damage Lv2 or be stopped early for a juggle combo. | | {{clr|9|2H}} starter can be replaced with {{clr|9|5H}} or any route into {{clr|8|5M}} or A[{{clr|8|M}}].<br>{{clr|9|4H}} can cancel on the second hit only.<br>{{clr|8|2M}} can cancel into OD Denjin Hasho only.<br>A[{{clr|7|L}}] can punish into OD Denjin Hasho, but you should be routing A[{{clr|7|L}}, {{clr|8|M}}].<br>{{clr|9|2H}} > {{clr|10|214X}} combos also work with (non-Denjin) H Hasho on Punish Counter.<br>A[{{clr|8|M}}~{{clr|10|M}}] routes into OD Denjin Hashogeki for 200 less damage than {{clr|9|2H}} > {{clr|10|214XX}}<br>but can autoconfirm into full damage Lv2 or be stopped early for a juggle combo. | ||
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! Combo !! Position !! Damage !! Difficulty !! Notes | ! Combo !! Position !! Damage !! Difficulty !! Notes |
Revision as of 15:23, 21 January 2024
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Modern Control Combos
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
A[L ~ L] | Anywhere | 1200 | Assisted | Your only option for Donkey Kick off a light without a punish. 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 |
Easy 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! |
5L ~ 2L > 4S | Anywhere | 1146 | V. Easy | Hooray! You get confirmable corner carry from your 4f move! If you want corner carry after a perfect parry, this is your route. |
2M > 236H/4S/2S 2M > 5S/4S/2S |
Anywhere | 980/1076/1204 884/1076/1204 |
Easy / V. Easy V. Easy |
Hadoken is the safest ender and a good option in Burnout to keep distance. Tatsu gives great corner carry and Drive Rush oki into most options except your command overhead. Donkey Kick is relatively safe and lets you charge Denjin if it hits. |
A[H ~ H] > 4S/623H A[H ~ H] > 4S/6S |
Anywhere | 1784/2260 1784/2064 |
V. Easy / Easy 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, 66)/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 Modern Ryu does not have Short Uppercut (4HP), this is his best meterless combo without a jump-in. Ryu is +4 if he dashes after ending with 4S. |
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 combo does more damage compared to A[H ~ H] > 4S. However, the oki is worse midscreen - you can only dash forward or jab if your opponent back rises. |
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], 623H Any Medium/Heavy Starter > A[2S], 6S |
Midscreen | 1852-2420 1684-2224 |
Medium Easy |
Midscreen combo extension. Shoryuken can be replaced with Lv1 for more damage or cancelled into Lv3 for even more. |
5M, A[M] > A[2S], 623H 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, 623H 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 with Lv1/Lv3 super after the OD Tatsu. |
DI Wallsplat, 2H > 214M, 623H DI Wallsplat, 2H > 214M, 6S |
Corner | 2176+ 1994+ |
Medium | Modern Ryu's best wallsplat combo without spending any more meter. |
DI Wallsplat, PDR, 5H, A[L] > DI Wallsplat | Corner | 748+ | Medium | DI re-splat that adds to the opponent's mental stack. Loses to counter DI and invincible reversals, but most opponents won't see it coming the first time. |
DI Stun, 22X, 214214[M], PDR > 2H, 214M > 623H DI Stun, 22X, 4[HS], PDR > 2H, 214M > 6S |
Corner | 4388+ 3548+ |
Hard | Believe it or not, starting with fully charged raw Lv2 after a Stun is optimal. Try to do the motion for Lv2 - you'll do 728 more damage and have plenty of time. Cash out with PDR > 2H > DRC > 2H > 2S > 623H/6S instead for 262+ more damage. |
5H > DRC > 6H > 214XX, 623H > 236236H 5H > DRC > 6H > A[4S], 6S > 2HS |
Corner | 5144 4808 |
Hard Medium |
Denjin-free corner combo that won't put Ryu in Burnout if he has more than 5 bars. Start executing the Shoryu motion early and immediately press H when you hit the ground. If the timing is too tough, you only lose 126 damage for ending the motion combo with 6S > 2HS. |
5H > DRC > 5H > DRC > 5H > 623H > 236236H 5H > DRC > 5H > DRC > 5H > 6S > 2HS |
Anywhere | 4850 4682 |
Easy V. 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 180 more damage. |
2H starter can be replaced with 5H or any route into 5M or A[M]. 4H can cancel on the second hit only. 2M can cancel into OD Denjin Hasho only. A[L] can punish into OD Denjin Hasho, but you should be routing A[L, M]. 2H > 214X combos also work with (non-Denjin) H Hasho on Punish Counter. A[M~M] routes into OD Denjin Hashogeki for 200 less damage than 2H > 214XX but can autoconfirm into full damage Lv2 or be stopped early for a juggle combo. | ||||
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2H > 214X, [6]23H 2H > 214X, [6]S |
Anywhere | 2720 2496 |
V. Hard Easy |
Extremely hard to do midscreen with motion Shoryuken as it requires a microwalk. But you're on Modern - just hold forward and press Special slightly late. Drive-free 2500! |
2H > 214X, PDR, 5H > 623H 2H > 214X, PDR, 5H > 6S |
Anywhere | 2970 2802 |
Medium | Spends one bar to extend and improve the above. No microwalk, phew! Shoryuken should not be cancelled into Lv3 - it will always whiff. Dropping 623H input still allows 5H~H, so this is a good combo to practice DP motions. |
2H > 214X, PDR, 5H > 4S, 66 | Anywhere | 2567 | Medium | Modern Ryu's best oki corner carry without meter dumping. Ryu is +9 after the the forward dash. |
2H > 214X, PDR > 2H > A[2S], Extension | Midscreen | 2520-5108 2520-4996 |
Medium | Extend with any midscreen combo extension (see above). |
2H > 214X, PDR > 5H > DRC, 623H/236236L 2H > 214X, PDR > 5H > DRC, 6S/5HS |
Midscreen | 2970/3324 2802/3084 |
Hard / V. Hard Hard |
A sideswitch with good damage that costs 4 bars. The motion inputs require precise timing but will autocorrect your direction as if you didn't cross-under. |
2H > 214X, PDR, 2H > A[2S], 3H | Midscreen | 2898 | Hard | Faux safejump (leaves you anywhere from +39 to +41). Will trap most anti-air reversals. |
2H > 214X, PDR, 2H > 214M, 623H 2H > 214X, PDR, 2H > 214M, 6S |
Corner | 3330 3176 |
Hard | Denjin Hasho replaces OD Tatsu for this corner combo, saving two bars and opening better routes. |
2H > 214XX, 5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 623H > 236236H 2H > 214XX, 5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 6S > 2HS |
Anywhere | 5708 5638 |
Medium | Denjin-enhanced meter dump. |
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 2S > 236236H 2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 2S > 2HS |
Anywhere | 5553 5553 |
Hard | Juggle combo that will not put Ryu in Burnout if he is at full Drive. |
A[M~M~M], PDR > 2H > DRC > 2H > 2S, 623H/236236L A[M~M~M], PDR > 2H > DRC > 2H > 2S, 6S/5HS |
Corner | 5330/5534 5232/5454 |
Medium | Corner juggle combo with Lv2 that starts with an Assist combo. Will not put Ryu in Burnout if he is at full Drive. Use the combo below if you already have Lv3. |
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 214M, 623H > 236236H 2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 214M, 6S > 2HS |
Corner | 5878 5808 |
Hard | Corner-optimized juggle combo. Can be used after landing a Stun with j.H for 5544/5516 damage, but Ryu will enter Burnout. |
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > DRC, 2H > 2S, 623H > 236236H 2H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > DRC, 2H > 2S, 6S > 2HS |
Corner | 5986 5930 |
Hard | Modern Ryu's best meter dump without a jump-in. Cannot be performed after a Stun. Adding j.H at the start brings the damage up to 6111/6083. |
Punish Combos
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
A[L, L~L] | Anywhere | 1430 | Easy | Punish -5 moves with a single button. Useful if you feel overwhelmed. |
A[L, M] > 4S/2S/623H A[L, M] > 4S/2S/6S |
Anywhere | 1476/1604/2020 1476/1604/1796 |
Easy / Medium Easy |
Punish -5 moves into your choice of ender. You can also cancel into Denjin or OD Denjin Hashogeki to extend the combo. |
A[L] > A[4S] > Extension | Midscreen | 936-3916 936-3720 |
Easy - Medium V. Easy - Medium |
Punish -5 moves into your choice of combo extension or sideswitch. |
A[H ~ H] > 623H/236236L A[H ~ H] > 6S/5HS |
Anywhere | 2420/2840 2224/2560 |
Easy / Hard V. Easy |
Modern Ryu's best drive-free punish combo without a link. A[H] forces stand on hit, so it can be used to punish anti-air reversals. |
5M, 5H > 623H 5M, 5H > 6S |
Anywhere | 2640 2416 |
Easy | Easy punish that works anywhere on screen and costs no meter. |
5H, 5M > 623H/236236L 5H, 5M > 6S/5HS |
Anywhere | 2680/3160 2456/2840 |
Medium / Hard Easy |
Swaps the heavy and medium inputs. The link window is smaller, but the cancel window is larger. |
DI Punish, 6H > 214XX, 623H DI Punish, 6H > A[4S], 6S |
Corner | 3280 2944 |
Medium | Whirlwind Kick into big damage. Cancel into Lv3 for 2000 more. Also works if you can somehow land 6H raw in the corner. One of Modern Ryu's best combos that doesn't require Denjin, though it's highly situational. |
5H > 623H > 236236H 5H > 6S > 2HS |
Anywhere | 5160 4320 |
Medium V. Easy |
5000 damage with just three hits. Less useful with shortcuts due to severe scaling - try 5H > 2S > 236236H for an easier buffer and 4640 damage. |