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{{ ReasonsToPick
| pick=
* '''Blessed Buttons:''' M.Ryu's highly intuitive layout lets him use his most common moves without holding the Assist button. This isn't something to take for granted - just ask M.Luke or M.Ken.
* '''Awesome Anti-Air:''' Having access to Shoryuken without a motion input drastically reduces M.Ryu's mental stack. He can also immediately perform OD Shoryuken or Lv3 while blocking with no buffer frames that would leave him vulnerable.
* '''Radical Reactions:''' M.Ryu's assisted combos and supers lend themselves well to the more reactive Modern playstyle, whether that's the good old Hadoken/Shoryuken game or checking reaction tests like Drive Rush and burnout DI.
* '''Gentle Gestures:''' Many of M.Ryu's combos naturally route into motion specials or give extra time to buffer a motion due to Assist moves ignoring directions. An indispensable boon for those learning motion inputs.
| avoid=
* '''Modern Motions:''' M.Ryu is heavily dependent on varying Hadoken strength to keep the opponent guessing and Hashogeki to extend combos, both of which require motion inputs. M.Ryu's best combo damage move, H Shoryuken, is harshly scaled if executed with a shortcut input. Learning motion inputs is essential for M.Ryu to be effective at higher-level play.
* '''Damage Dilemma:''' M.Ryu loses most of his best buttons for combo damage: {{clr|9|5HK}}, {{clr|9|4HP}}, and {{clr|9|236HK}}. This means he either has to rely on Denjin Hashogeki to extend his combos or win significantly more interactions in neutral than his opponent.
* '''Sideswitch Struggle:''' M.Ryu lacks H Tatsu, so he has no way to end combos with a meterless sideswitch.
* '''Neglected Niche:''' Ryu is the least popular character to play with Modern controls and is essentially absent in the competitive scene, even on Classic. Resources for playing M.Ryu are slim to none.
}}
<br>


== Modern Control Combos ==
{| class="wikitable" style="margin:auto"
|+ Meterless Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| A[{{clr|7|L}} ~ {{clr|7|L}}] || Anywhere || 1200 || Assisted || Your only option for Donkey Kick off a light without a punish. 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|7|Easy}}<br>{{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|7|5L}} ~ {{clr|7|2L}} > {{clr|2|4S}} || Anywhere || 1146 || {{clr|10|V. Easy}} || Hooray! You get confirmable corner carry from your 4f move!<br>If you want corner carry after a perfect parry, this is your route.
|-
| {{clr|8|2M}} > {{clr|9|236H}}/{{clr|2|4S}}/{{clr|2|2S}}<br>{{clr|8|2M}} > {{clr|3|5S}}/{{clr|2|4S}}/{{clr|2|2S}} || Anywhere || 980/1076/1204<br>884/1076/1204 || {{clr|7|Easy}} / {{clr|10|V. Easy}}<br>{{clr|10|V. Easy}} || Hadoken is the safest ender and a good option in Burnout to keep distance.<br>Tatsu gives great corner carry and Drive Rush oki into most options except your command overhead.<br>Donkey Kick is relatively safe and lets you charge Denjin if it hits.<br>
|-
| 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}} / {{clr|7|Easy}}<br>{{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.
|-
| {{clr|8|5M}}, A[{{clr|8|M}}] > ({{clr|2|4S}}, 66)/{{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 Modern Ryu does not have Short Uppercut ({{clr|9|4HP}}), this is his best meterless combo without a jump-in. Ryu is +4 if he dashes after ending with {{clr|2|4S}}.
|-
| 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.
|-
| A[{{clr|9|H}} ~ {{clr|8|H}}, {{clr|7|L}}] > {{clr|2|4S}} || Anywhere || 1922 || {{clr|7|Easy}} || This combo does more damage compared to A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|2|4S}}.<br>However, the oki is worse midscreen - you can only dash forward or jab if your opponent back rises.
|}
{| class="wikitable" style="margin:auto"
|+ Metered Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|4|PDR}}, A[{{clr|8|M}}], {{clr|8|5M}} > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>{{clr|4|PDR}}, A[{{clr|8|M}}], {{clr|8|5M}} > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|6S}} || Anywhere || 1776/1904/2320<br>1776/1904/2096 || {{clr|4|Medium}} || This is a core part of your Drive Rush strike mixup, {{clr|8|2M}} being the other.<br>A[{{clr|8|M}}] can be replaced with {{clr|8|5M}} to get +11 on hit (enough to link into {{clr|9|5H}}) at the cost of being -1 on block.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > {{clr|10|214XX}} > {{clr|10|214214M}}<br>A[{{clr|8|M}} ~ {{clr|10|M}} ~ {{clr|10|M}}] || Anywhere || 2900-3660<br>3460 || {{clr|4|Medium}}<br>Assisted || Your basic route into level 2 - you can charge Shin Hasho to the first level.<br>The Assist combo version starts with Classic's {{clr|8|2MP}} and does more damage than any shortcut combo.
|-
| Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > A[{{clr|5|2S}}], {{clr|9|623H}}<br>Any {{clr|8|Medium}}/{{clr|9|Heavy}} Starter > A[{{clr|5|2S}}], {{clr|3|6S}} || Midscreen || 1852-2420<br>1684-2224 || {{clr|4|Medium}}<br>{{clr|7|Easy}} || Midscreen combo extension.<br>Shoryuken can be replaced with Lv1 for more damage or cancelled into Lv3 for even more.
|-
| {{clr|8|5M}}, A[{{clr|8|M}}] > A[{{clr|5|2S}}], {{clr|9|623H}}<br>{{clr|8|5M}}, A[{{clr|8|M}}] > A[{{clr|5|2S}}], {{clr|3|6S}} || Midscreen || 2552<br>2384 || {{clr|4|Medium}}<br>{{clr|7|Easy}} || Two-hit version of the above that does more damage than any single hit as a starter.<br>Using the shortcut input easily lets Ryu walk forward a bit and land a good Shoryuken.
|-
| Starter > A[{{clr|5|2S}}] > {{clr|10|214214M}}|| Midscreen || 2940-3540 || {{clr|4|Medium}} || Another route into level 2 that allows for full charge.<br>Do not use with shortcut Lv2 as the damage is always less than the OD Hasho route (especially the Assist combo).
|-
| Starter > A[{{clr|5|4S}}], {{clr|4|PDR}}, {{clr|8|5M}} > {{clr|8|214M}}, {{clr|9|623H}}<br>Starter > A[{{clr|5|4S}}], {{clr|4|PDR}}, {{clr|8|5M}} > {{clr|8|214M}}, {{clr|3|6S}} || Corner || 2490-3194<br>2378-3040 || {{clr|4|Medium}} || Your basic OD+DR extension for extra damage in the corner.<br>Can also be ended with Lv1/Lv3 super after the OD Tatsu.
|-
| {{clr|3|DI}} Wallsplat, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|9|623H}}<br>{{clr|3|DI}} Wallsplat, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|3|6S}} || Corner || 2176+<br>1994+ || {{clr|4|Medium}} || Modern Ryu's best wallsplat combo without spending any more meter.
|-
| {{clr|3|DI}} Wallsplat, {{clr|4|PDR}}, {{clr|9|5H}}~{{clr|9|H}}, A[{{clr|7|L}}] > {{clr|3|DI}} Wallsplat || Corner || 1386+ || {{clr|4|Medium}} || DI reset that adds to the opponent's mental stack.<br>Loses to counter DI and invincible reversals, but most opponents won't see it coming the first time.
|-
| {{clr|3|DI}} Stun, {{clr|10|22X}}, {{clr|10|214214[M]}}, {{clr|4|PDR}} > {{clr|9|2H}}, {{clr|8|214M}} > {{clr|9|623H}}<br>{{clr|3|DI}} Stun, {{clr|10|22X}}, {{clr|10|4[HS]}}, {{clr|4|PDR}} > {{clr|9|2H}}, {{clr|8|214M}} > {{clr|3|6S}} || Corner || 4388+<br>3548+ || {{clr|9|Hard}} || Believe it or not, starting with fully charged raw Lv2 after a Stun is optimal.<br>Try to do the motion for Lv2 - you'll do 728 more damage and have plenty of time.<br>Cash out with {{clr|4|PDR}} > {{clr|9|2H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|3|2S}} > {{clr|9|623H}}/{{clr|3|6S}} instead for 262+ more damage.
|-
| {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|6H}} > {{clr|10|214XX}}, {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|6H}} > A[{{clr|5|4S}}], {{clr|3|6S}} > {{clr|10|2HS}} || Corner || 5144<br>4808 || {{clr|9|Hard}}<br>{{clr|4|Medium}} || Denjin-free corner combo that won't put Ryu in Burnout if he has more than 5 bars.<br>Start executing the Shoryu motion early and immediately press H when you hit the ground.<br>If the timing is too tough, you only lose 126 damage for ending the motion combo with {{clr|3|6S}} > {{clr|10|2HS}}.
|-
| {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}} > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 4850<br>4682 || {{clr|7|Easy}}<br>{{clr|10|V. Easy}} || Simple meter dump into Lv3 that works anywhere on the screen.<br>{{clr|10|2HS}} will do the same damage as {{clr|10|236236H}} as it cannot go below 50% scaling.
|-
| {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 5254<br>5142 || {{clr|4|Medium}} || Improved version of the above that requires timing a link twice.<br>If you landed a Drive Rush {{clr|9|5H}} as your starter, you can link another A[{{clr|8|M}}] for 180 more damage.
|}
{| class="wikitable" style="margin:auto"
|+ Denjin Combos
|-
| {{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.
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|9|[6]23H}}<br>{{clr|9|2H}} > {{clr|10|214X}}, {{clr|3|[6]S}} || Anywhere || 2720<br>2496 || {{clr|3|V. Hard}}<br>{{clr|7|Easy}} || Extremely hard to do midscreen with motion Shoryuken as it requires a microwalk.<br>But you're on Modern - just hold forward and press Special slightly late. Drive-free 2500!
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|9|623H}}<br>{{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|3|6S}} || Anywhere || 2970<br>2802 || {{clr|4|Medium}} || Spends one bar to extend and improve the above. No microwalk, phew!<br>Shoryuken should not be cancelled into Lv3 - it will always whiff.<br>Dropping {{clr|9|623H}} input still allows {{clr|9|5H}}~{{clr|9|H}}, so this is a good combo to practice DP motions.
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|2|4S}}, 66 || Anywhere|| 2567 || {{clr|4|Medium}} || Modern Ryu's best oki corner carry without meter dumping. Ryu is +9 after the the forward dash.
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}} > {{clr|9|2H}} > A[{{clr|5|2S}}], Extension || Midscreen || 2520-5108<br>2520-4996 || {{clr|4|Medium}} || Extend with any midscreen combo extension (see above).
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}} > {{clr|9|5H}} > {{clr|4|DRC}}, {{clr|9|623H}}/{{clr|10|236236L}}<br>{{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}} > {{clr|9|5H}} > {{clr|4|DRC}}, {{clr|3|6S}}/{{clr|10|5HS}} || Midscreen || 2970/3324<br>2802/3084 || {{clr|9|Hard}} / {{clr|3|V. Hard}}<br>{{clr|9|Hard}} || A sideswitch with good damage that costs 4 bars.<br>The motion inputs require precise timing but will autocorrect your direction as if you didn't cross-under.
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > A[{{clr|5|2S}}], {{clr|9|3H}}|| Midscreen || 2898 || {{clr|9|Hard}} || Faux safejump (leaves you anywhere from +39 to +41).<br>Will trap most anti-air reversals.
|-
| {{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|9|623H}}<br>{{clr|9|2H}} > {{clr|10|214X}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|3|6S}} || Corner || 3330<br>3176|| {{clr|9|Hard}} || Denjin Hasho replaces OD Tatsu for this corner combo, saving two bars and opening better routes.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|4|DRC}} > {{clr|9|5H}}, A[{{clr|8|M}}] > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 5708<br>5638 || {{clr|4|Medium}} || Denjin-enhanced meter dump.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|2|2S}} > {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|2|2S}} > {{clr|10|2HS}} || Anywhere || 5553<br>5553 || {{clr|9|Hard}} || Juggle combo that will not put Ryu in Burnout if he is at full Drive.
|-
| {{clr|9|2H}} > {{clr|10|214XX}} > {{clr|10|214214M}}, {{clr|4|PDR}} > {{clr|9|2H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|2|2S}}, {{clr|9|623H}}/{{clr|10|236236L}}<br>A[{{clr|8|M}}~{{clr|10|M}}~{{clr|10|M}}], {{clr|4|PDR}} > {{clr|9|2H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|2|2S}}, {{clr|3|6S}}/{{clr|10|5HS}} || Corner || 5530/5534<br>5232/5454 || {{clr|4|Medium}} || Corner juggle combo with Lv2.<br>Will not put Ryu in Burnout if he is at full Drive.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|9|623H}} >  {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|8|214M}}, {{clr|3|6S}} >  {{clr|10|2HS}} || Corner || 5878<br>5808 || {{clr|9|Hard}} || Corner-optimized juggle combo with Lv3.<br>Can be used after landing a Stun with {{clr|9|j.H}} for 5544/5516 damage, but Ryu will enter Burnout.
|-
| {{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|4|DRC}}, {{clr|9|2H}} > {{clr|2|2S}}, {{clr|9|623H}} >  {{clr|10|236236H}}<br>{{clr|9|2H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|5H}} > {{clr|4|DRC}}, {{clr|9|2H}} > {{clr|2|2S}}, {{clr|3|6S}} >  {{clr|10|2HS}} || Corner || 5986<br>5930 || {{clr|9|Hard}} || Modern Ryu's best meter dump without a jump-in. Cannot be performed after a Stun.<br>Adding {{clr|9|j.H}} at the start brings the damage up to 6111/6083.
|}
==  Punish Combos ==
{| class="wikitable" style="margin:auto"
|+ Punish Counter Combos
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| A[{{clr|7|L}}, {{clr|7|L}}~{{clr|7|L}}] || Anywhere || 1430 || {{clr|7|Easy}} || Punish -5 moves with a single button. Useful if you feel overwhelmed.
|-
| A[{{clr|7|L}}, {{clr|8|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|9|623H}}<br>A[{{clr|7|L}}, {{clr|8|M}}] > {{clr|2|4S}}/{{clr|2|2S}}/{{clr|3|6S}} || Anywhere || 1476/1604/2020<br>1476/1604/1796 || {{clr|7|Easy}} / {{clr|4|Medium}}<br>{{clr|7|Easy}} || Punish -5 moves into your choice of ender.<br>You can also cancel into Denjin or OD Denjin Hashogeki to extend the combo.
|-
| A[{{clr|7|L}}] > A[{{clr|5|4S}}] > Extension || Midscreen || 936-3916<br>936-3720 || {{clr|7|Easy}} - {{clr|4|Medium}}<br>{{clr|10|V. Easy}} - {{clr|4|Medium}} || Punish -5 moves into your choice of combo extension or sideswitch.
|-
| A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|9|623H}}/{{clr|10|236236L}}<br>A[{{clr|9|H}} ~ {{clr|8|H}}] > {{clr|3|6S}}/{{clr|10|5HS}} || Anywhere || 2420/2840<br>2224/2560 || {{clr|7|Easy}} / {{clr|9|Hard}}<br>{{clr|10|V. Easy}} || Modern Ryu's best drive-free punish combo without a link.<br>A[{{clr|9|H}}] forces stand on hit, so it can be used to punish anti-air reversals.
|-
| {{clr|8|5M}}, {{clr|9|5H}} > {{clr|9|623H}}<br>{{clr|8|5M}}, {{clr|9|5H}} > {{clr|3|6S}} || Anywhere || 2640<br>2416 || {{clr|7|Easy}} || Easy punish that works anywhere on screen and costs no meter.
|-
| {{clr|9|5H}}, {{clr|8|5M}} > {{clr|9|623H}}/{{clr|10|236236L}}<br>{{clr|9|5H}}, {{clr|8|5M}} > {{clr|3|6S}}/{{clr|10|5HS}} || Anywhere || 2680/3160<br>2456/2840 || {{clr|4|Medium}} / {{clr|9|Hard}}<br>{{clr|7|Easy}} || Swaps the heavy and medium inputs. The link window is smaller, but the cancel window is larger.
|-
| {{clr|3|DI}} Punish, {{clr|9|6H}} > {{clr|10|214XX}}, {{clr|9|623H}}<br>{{clr|3|DI}} Punish, {{clr|9|6H}} > A[{{clr|5|4S}}], {{clr|3|6S}} || Corner || 3280<br>2944 || {{clr|4|Medium}} || Whirlwind Kick into big damage. Cancel into Lv3 for 2000 more.<br>Also works if you can somehow land {{clr|9|6H}} raw in the corner.<br>One of Modern Ryu's best combos that doesn't require Denjin, though it's highly situational.
|-
| {{clr|9|5H}} > {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|5H}} > {{clr|3|6S}} > {{clr|10|2HS}} || Anywhere || 5160<br>4320 || {{clr|4|Medium}}<br>{{clr|10|V. Easy}} || 5000 damage with just three hits.<br>Less useful with shortcuts due to severe scaling - try {{clr|9|5H}} > {{clr|2|2S}} > {{clr|10|236236H}} for an easier buffer and 4640 damage.
|-
| {{clr|9|j.H}}, {{clr|9|5H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|4|DRC}} > {{clr|9|2H}}, {{clr|2|2S}}, {{clr|9|623H}} > {{clr|10|236236H}}<br>{{clr|9|j.H}}, {{clr|9|5H}} > {{clr|10|214XX}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|4|DRC}} > {{clr|9|2H}}, {{clr|2|2S}}, {{clr|3|6S}} > {{clr|10|2HS}} || Corner || 6271<br>6243 || {{clr|9|Hard}} || Meter dump punish in the corner.
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| {{clr|9|j.H}}, {{clr|9|5H}} > {{clr|10|214XX}}, {{clr|9|214H}}, {{clr|4|PDR}}, {{clr|9|2H}} > {{clr|4|DRC}}, {{clr|9|5H}} > {{clr|4|DRC}} > {{clr|9|2H}}, {{clr|2|2S}}, {{clr|9|623H}} > {{clr|10|236236H}} || Corner || 6274<br>6218 || {{clr|3|V. Hard}} || M.Ryu's max damage punish combo. If using shortcut inputs, the previous combo does more damage.<br>{{clr|4|DRC}} > {{clr|9|5H}} requires an incredibly precise delay to allow the final {{clr|9|2H}} to cancel into {{clr|2|2S}}.<br>Only 3 damage more and significantly more difficult, but optimal is optimal!

Latest revision as of 11:06, 23 September 2024