Normal Hit | |||||||
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Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
2LK ~ 2LP ~ 5LP > 214LK/623HP | Anywhere | 1190/1490 | 0 | 0 | Very Easy | Your basic light confirm. | |
2LK ~ 2LP ~ 2LP > 214MK / 214LK | Anywhere | 1250/1310 | 0 | 0 | Very Easy | 5LP does not combo into MK Tatsu or LK Donkey Kick naturally, but 2LP has slightly greater hitstun and allows this. MK Tatsu is useful if looking for corner carry and oki midscreen, but LK Donkey Kick does more damage and allows for a safe Denjin Charge midscreen: in the corner, this +42 knockdown is a safe jump setup. | |
2LK ~ 2LP ~ 5LP > 214KK, 623HP | Corner | 1950 | ![]() ![]() |
0 | Very Easy | An OD extension from the same basic Light confirm vs a cornered opponent. OD Tatsu also allows extensions with a linked Parry Drive Rush (see Drive Rush Combos below). |
Counter Hit | |||||||
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Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
CH 2LP/5LP, 5LK > 236LK | Anywhere | 1370 | 0 | 0 | Easy | Counter-hit 2LP/5LP links into 5LK, which combos naturally into LK Donkey Kick. This is punishable on block (-11), so must be confirmed from the counter-hit link into 5LK. | |
CH 2LP/5LP, 2MP/5MP > 236MK/(236KK, 623HP) | Anywhere/Midscreen | 1680/2170 | 0/![]() ![]() |
0 | Easy | Counter-hit 2LP/5LP links into 2MP: also 5MP, but 2MP reaches slightly farther and leads into similarly damaging combos. MK and OD Donkey Kick are just two examples of what can be canceled into from 2MP. The knockback from MK Donkey Kick allows for a Denjin Charge setup: at -12, this setup is punishable by Cammy's Super 3, but only just (use LK Donkey Kick vs Cammy to guarantee a safe Denjin Charge here). | |
CH 2LP/5LP, 2MP > Denjin 214P, 214MK/236MK/623HP | Anywhere/Corner | 2000/2120/2240 | 0 | 0 | Easy | A demonstration of how Denjin Charged Hashogeki can be incorporated into combos starting from Light normals: with a counter-hit 2LP/5LP, it is possible to route into DC Hasho via a linked Medium Punch. All of Ryu's specials can be combo'd after the launch without the aid of Parry Drive Rush (PDR), but (MK Tatsu, MK Donkey Kick and corner-only HP Shoryuken) represent the most useful and damaging options without PDR. |
Punish Counter | |||||||
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Combo | Position | Damage | Drive Gauge | Super Gauge | Difficulty | Notes | Video |
PC 5LP, 2MK > 236MK/623HP/(236KK, 623HP) | Anywhere/Midscreen | 1600/1740/2090 | 0/![]() ![]() |
0 | Medium | Punish Counter allows 2LP/5LP to link into the 8-frame startup 2MK. This is most useful as a punish vs moves that leave the opponent at or slightly farther than close-range at variable frame disadvantage, making heavier punishes unreliable. Two examples of this are Juri's divekick special Shiku-Sen and Blanka's non-OD Aerial Rolling Attack: both of these can be spaced to be safe, but are at most spacings -4 or worse on block, making a punish from 5LP (which has greater range than 2LP) very practical. | |
PC 5LK > 214MK/(236KK, 623HP)/(Denjin 214PP, dash, 2HP > 623HP) | Anywhere | 1160/1910/2400 | 0/![]() ![]() |
0 | Medium/Hard | Punish Counter allows 5LK to combo into Medium and OD versions of Ryu's specials. This is most useful as a punish vs moves that leave the opponent farther than 2LP/5LP distance from Ryu at -5 or more frame disadvantage. Two examples of this are Jamie's LP/MP Swagger Step (which can be safe if spaced but are both -6) and Chun-Li's OD Hazanshu (which is almost always punishable with 5LK). If the meterless damage isn't impressive enough, the two listed extensions show how Drive and Denjin Charge can beef it up. |