< Capcom vs SNK 2 | Ryu
Combos
Combo Trials showcased by SilentScope88
All combos are performed on Ratio 2 full life C-Ryu. Meterless/Lvl.1 combos are done in N-Groove, Lvl.2 combos are done in C-Groove with 2 bars (3 if a 2nd super is used), and Lvl.3 combos are done in P-Groove to obtain raw damage values. Depending on your groove and opponent life value the damage values may differ.
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 for crouchers. 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 use Shakunetsu Hadoken here. |
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, 623HP | Any | 3100 | 31 | Easy | Your go-to shorthop combo. Nice reward for a tricky overhead landing. |
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. |
For super combos, the first damage value is when a Lvl.1 super is used. The second is when a Lvl.3 is used. Level specific combos will be denoted in the combo notation.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
2LK(1~3) xx 236236P | Any | 2600/5100 | 6 | Intermediate | Coloquially known as "short short super." Extremely vital combo to learn for your super confirms. |
2LK > 2LP, 2MK xx 236236P | Any | 3300/5800 | 13 | Intermediate | More time to confirm compared to the above combo, but includes a link, slightly increasing the difficulty. |
2LP, 2HP/cl.HP > 236236P | Any | 3500/6000 | 15 | Easy | Pretty simple combo, 2HP makes the combo easier since you are starting from down, but cl.HP works as well. It is recommended to hold HP during the 2HP/cl.HP so you don't accidentally get negative edge HP Hadoken. |
2MP, 2MP xx 236236P | Any | 3800/6300 | 18 | Intermediate | The double medium link again. Can sub in 2MK here. |
j.HK, cl.HP > 236236P | Any | 4400/6900 | 24 | Easy | Best available Shinkuu Hadoken combo. Consistent and damaging. |
j.MK (x-up), cl.MK > 236236K | Any | 8100 | 17 | Intermediate | An extremely damaging Shin Shoryuken combo. |
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
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(1~3) xx 236236MP xx 236236P | Any | 5660 | 6 | Intermediate | Spends an extra bar from the above route. Not recommended to use unless it is for kill. |
2LK > 2LP, 2MK > 236236MP > 214HK | Any | 5551 | 27 | Intermediate | Link from 2LP into 2MK, canceled into a level 2 super which is canceled into an HK Tatsu. Like the meterless variant of this starter, be quick with the 2LK > 2LP chain. |
2LK > 2LP, 2MK > 236236MP > 236236LP | Corner | 6615 | 13 | Intermediate | Damage increase from the above combo but for more meter. |
2LK(1~3) xx 236236MP xx 214LK, 214214K | Corner | 6520 | 18 | Intermediate | A situational combo with a tight juggle. Not used due to it not doing enough damage. |
2LP, 2HP/cl.HP xx 236236MP xx 214LK, 214214K | Corner | 7016 | 27 | Intermediate | Same as above route but with a different starter. |
Custom Combos
These slides demonstrate all of this character's custom combos, including videos, tips, and tricks.
Ryu's Custom Combo Slide by GunterJPN