Modern Control 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 | Another basic 5f light confirm. Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick. |
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. |
5M, 2M > 4S/2S/623H 5M, 2M > 4S/2S/6S |
Anywhere | 1776/1904/2320 1776/1904/2096 |
V. Easy | A consistent combo that can be optimized for damage, corner carry, or a mostly safe Denjin charge. |
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. |
A[H ~ H, L ~ L] | Anywhere | 2090 | V. 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 | V. 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. |