Capcom vs SNK 2/Ryu/Combos

From SuperCombo Wiki

Combos

Combo Trials showcased by SilentScope88

Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
2LK > 2LP, 2HK Any 1800 18 Medium In theory your most consistent combo, but due to the 2LP, 2HK link being 1 frame, it is not reliable and is usually not used.
2LK(1~3) xx 214HK Any 2000 20 Very Easy Go-to confirm from 2LK on standing opponents. Adjust 2LK count based on disance.
2LK > 2LP, 2MK xx 214HK Any 2700 27 Easy Link from 2LP into 2MK. Do not delay the cancel from 2LK into 2LP, or else the 214HK will not connect in time after 2MK.
2LP, 2HP/cl.HP xx 214HK Any 2900 29 Easy Link from 2LP into 2HP / cl.HP. Technically can be done from 2LK but it is unreliable and not recommended.
2LP, 2HP/cl.HP xx 41236P Any 2600 26 Easy Same link with a Shakunetsu ender. It is best to start from down-back so the 41236 motion is easier.
2LP, 2MK xx 236HP Any 2100 21 Very Easy Your usual hitconfirm on crouchers, you can also substitute Hadoken for Shakunetsu Hadoken.
2MP, 2MP xx 214HK Any 3200 32 Easy Damaging double 2MP link, optimal in most cases where 2MP hits point blank. You can substitute 2MP for 2MK at farther ranges.
j.HK, cl.HP xx 41236HP Any 3500 35 Easy If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping.
j.MK (x-up), cl.HP xx 623HP Any 3900 39 Easy Max damage cross-up combo.

Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).

Super Combos
Combo Position Damage Stun Difficulty Notes
2LK(1~3) xx 236236P Any 2606/3612/5130 6 Intermediate Coloquially known as "short short super." Extremely vital combo to learn for your super confirms.
2LK(1~3) xx 236236MP xx 214HK Any 4837 20 Intermediate Optimal Lvl.2 cancel, you can do another 236236P if you want but it is recommended to conserve a bar of meter to prepare another lvl.2 super in C.
2LK > 2LP, 2MK > 236236MP > 214HK Any 5801 27 Intermediate Link from 2LP into 2MK, canceled into a level 2 super which is canceled into a Hard Tatsu.
2LK > 2LP, 2MK > 236236MP > 236236LP Corner 6615 13 Intermediate Damage increase from the above combo but for more meter.
2LP, cl.HP > 236236P Any 3675/4725/6300 15 Easy The cancel window on cl.HP is fairly lenient for a CVS2 cancel window. Add a 214HK to the end of the level 2 for 6072 damage, or add another 236236LP for 6825 damage.
j.HK, cl.HP > 236236P Any 4620/5670/7245 24 Easy T H A T ' S W H A T W E L I K E T O C A L L [ B I G D A M A G E ]. One of the highest damage Ryu combos you can do. Add a 214HK to the end of the level 2 for 7017 damage or add another 236236LP for 7770 damage.

Custom Combos

Ryu's Custom Combo Slide by GunterJPN


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