User:Pixelguin

176 edits
Pick if you like: Avoid if you dislike:
  • 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.
  • 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: 5HK, 4HP, and 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.


Modern Control Combos

Meterless Combos
Combo Position Damage Difficulty Notes
A[L ~ L] Anywhere 1200 Assisted Your only option for Donkey Kick off a light without a punish. 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
Easy
V. Easy
Your basic light confirm. Unlike Classic, Modern Ryu cannot confirm this string into Donkey Kick.
Modern Ryu can focus entirely on confirming distance to the opponent and cancel into Shoryuken early without buffering.
2L ~ 2L ~ 2L > 4S Anywhere 1214 V. Easy Hooray! You get medium tatsu from your crouching light punch!
5L ~ 2L > 4S Anywhere 1146 V. Easy Hooray! You get confirmable corner carry from your 4f move!
If you want corner carry after a perfect parry, this is your route.
2M > 236H/4S/2S
2M > 5S/4S/2S
Anywhere 980/1076/1204
884/1076/1204
Easy / V. Easy
V. Easy
Hadoken is the safest ender and a good option in Burnout to keep distance.
Tatsu gives great corner carry and Drive Rush oki into most options except your command overhead.
Donkey Kick is relatively safe and lets you charge Denjin if it hits.
A[H ~ H] > 4S/623H
A[H ~ H] > 4S/6S
Anywhere 1784/2260
1784/2064
V. Easy / Easy
V. Easy
Heavy Shoryuken is your highest damage meterless A[H] combo. Tatsu gives you corner carry and oki.
You can start buffering the 623H motion immediately by holding forward for easy full damage.
5M, A[M] > (4S, 66)/2S/623H
5M, A[M] > 4S/2S/6S
Anywhere 1776/1904/2320
1776/1904/2096
Easy A consistent combo that can be optimized for damage, corner carry, or a mostly safe Denjin charge.
Since Modern Ryu does not have Short Uppercut (4HP), this is his best meterless combo without a jump-in. Ryu is +4 if he dashes after ending with 4S.
A[H ~ H, L ~ L] Anywhere 2090 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 Easy This combo does more damage compared to A[H ~ H] > 4S.
However, the oki is worse midscreen - you can only dash forward or jab if your opponent back rises.


Metered Combos
Combo Position Damage Difficulty Notes
PDR, A[M], 5M > 4S/2S/623H
PDR, A[M], 5M > 4S/2S/6S
Anywhere 1776/1904/2320
1776/1904/2096
Medium This is a core part of your Drive Rush strike mixup, 2M being the other.
A[M] can be replaced with 5M to get +11 on hit (enough to link into 5H) at the cost of being -1 on block.
Any Medium/Heavy Starter > 214XX > 214214M
A[M ~ M ~ M]
Anywhere 2900-3660
3460
Medium
Assisted
Your basic route into level 2 - you can charge Shin Hasho to the first level.
The Assist combo version starts with Classic's 2MP and does more damage than any shortcut combo.
Any Medium/Heavy Starter > A[2S], 623H
Any Medium/Heavy Starter > A[2S], 6S
Midscreen 1852-2420
1684-2224
Medium
Easy
Midscreen combo extension.
Shoryuken can be replaced with Lv1 for more damage or cancelled into Lv3 for even more.
5M, A[M] > A[2S], 623H
5M, A[M] > A[2S], 6S
Midscreen 2552
2384
Medium
Easy
Two-hit version of the above that does more damage than any single hit as a starter.
Using the shortcut input easily lets Ryu walk forward a bit and land a good Shoryuken.
Starter > A[2S] > 214214M Midscreen 2940-3540 Medium Another route into level 2 that allows for full charge.
Do not use with shortcut Lv2 as the damage is always less than the OD Hasho route (especially the Assist combo).
Starter > A[4S], PDR, 5M > 214M, 623H
Starter > A[4S], PDR, 5M > 214M, 6S
Corner 2490-3194
2378-3040
Medium Your basic OD+DR extension for extra damage in the corner.
Can also be ended with Lv1/Lv3 super after the OD Tatsu.
DI Wallsplat, 2H > 214M, 623H
DI Wallsplat, 2H > 214M, 6S
Corner 2176+
1994+
Medium Modern Ryu's best wallsplat combo without spending any more meter.
DI Wallsplat, PDR, 5H~H, A[L] > DI Wallsplat Corner 1386+ Medium DI reset that adds to the opponent's mental stack.
Loses to counter DI and invincible reversals, but most opponents won't see it coming the first time.
DI Stun, 22X, 214214[M], PDR > 2H, 214M > 623H
DI Stun, 22X, 4[HS], PDR > 2H, 214M > 6S
Corner 4388+
3548+
Hard Believe it or not, starting with fully charged raw Lv2 after a Stun is optimal.
Try to do the motion for Lv2 - you'll do 728 more damage and have plenty of time.
Cash out with PDR > 2H > DRC > 2H > 2S > 623H/6S instead for 262+ more damage.
5H > DRC > 6H > 214XX, 623H > 236236H
5H > DRC > 6H > A[4S], 6S > 2HS
Corner 5144
4808
Hard
Medium
Denjin-free corner combo that won't put Ryu in Burnout if he has more than 5 bars.
Start executing the Shoryu motion early and immediately press H when you hit the ground.
If the timing is too tough, you only lose 126 damage for ending the motion combo with 6S > 2HS.
5H > DRC > 5H > DRC > 5H > 623H > 236236H
5H > DRC > 5H > DRC > 5H > 6S > 2HS
Anywhere 4850
4682
Easy
V. Easy
Simple meter dump into Lv3 that works anywhere on the screen.
2HS will do the same damage as 236236H as it cannot go below 50% scaling.
5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 623H > 236236H
5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 6S > 2HS
Anywhere 5254
5142
Medium Improved version of the above that requires timing a link twice.
If you landed a Drive Rush 5H as your starter, you can link another A[M] for 180 more damage.


Denjin Combos
2H starter can be replaced with 5H or any route into 5M or A[M].
4H can cancel on the second hit only.
2M can cancel into OD Denjin Hasho only.
A[L] can punish into OD Denjin Hasho, but you should be routing A[L, M].
2H > 214X combos also work with (non-Denjin) H Hasho on Punish Counter.
A[M~M] routes into OD Denjin Hashogeki for 200 less damage than 2H > 214XX
but can autoconfirm into full damage Lv2 or be stopped early for a juggle combo.
Combo Position Damage Difficulty Notes
2H > 214X, [6]23H
2H > 214X, [6]S
Anywhere 2720
2496
V. Hard
Easy
Extremely hard to do midscreen with motion Shoryuken as it requires a microwalk.
But you're on Modern - just hold forward and press Special slightly late. Drive-free 2500!
2H > 214X, PDR, 5H > 623H
2H > 214X, PDR, 5H > 6S
Anywhere 2970
2802
Medium Spends one bar to extend and improve the above. No microwalk, phew!
Shoryuken should not be cancelled into Lv3 - it will always whiff.
Dropping 623H input still allows 5H~H, so this is a good combo to practice DP motions.
2H > 214X, PDR, 5H > 4S, 66 Anywhere 2567 Medium Modern Ryu's best oki corner carry without meter dumping. Ryu is +9 after the the forward dash.
2H > 214X, PDR > 2H > A[2S], Extension Midscreen 2520-5108
2520-4996
Medium Extend with any midscreen combo extension (see above).
2H > 214X, PDR > 5H > DRC, 623H/236236L
2H > 214X, PDR > 5H > DRC, 6S/5HS
Midscreen 2970/3324
2802/3084
Hard / V. Hard
Hard
A sideswitch with good damage that costs 4 bars.
The motion inputs require precise timing but will autocorrect your direction as if you didn't cross-under.
2H > 214X, PDR, 2H > A[2S], 3H Midscreen 2898 Hard Faux safejump (leaves you anywhere from +39 to +41).
Will trap most anti-air reversals.
2H > 214X, PDR, 2H > 214M, 623H
2H > 214X, PDR, 2H > 214M, 6S
Corner 3330
3176
Hard Denjin Hasho replaces OD Tatsu for this corner combo, saving two bars and opening better routes.
2H > 214XX, 5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 623H > 236236H
2H > 214XX, 5H > DRC > 5H, A[M] > DRC > 5H, A[M] > 6S > 2HS
Anywhere 5708
5638
Medium Denjin-enhanced meter dump.
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 2S > 236236H
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 2S > 2HS
Anywhere 5553
5553
Hard Juggle combo that will not put Ryu in Burnout if he is at full Drive.
2H > 214XX > 214214M, PDR > 2H > DRC > 2H > 2S, 623H/236236L
A[M~M~M], PDR > 2H > DRC > 2H > 2S, 6S/5HS
Corner 5530/5534
5232/5454
Medium Corner juggle combo with Lv2.
Will not put Ryu in Burnout if he is at full Drive.
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 214M, 623H > 236236H
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 2H > 214M, 6S > 2HS
Corner 5878
5808
Hard Corner-optimized juggle combo with Lv3.
Can be used after landing a Stun with j.H for 5544/5516 damage, but Ryu will enter Burnout.
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > DRC, 2H > 2S, 623H > 236236H
2H > 214XX, 5H > DRC > 2H > 214H, PDR, 5H > DRC, 2H > 2S, 6S > 2HS
Corner 5986
5930
Hard Modern Ryu's best meter dump without a jump-in. Cannot be performed after a Stun.
Adding j.H at the start brings the damage up to 6111/6083.

Punish Combos

Punish Counter Combos
Combo Position Damage Difficulty Notes
A[L, L~L] Anywhere 1430 Easy Punish -5 moves with a single button. Useful if you feel overwhelmed.
A[L, M] > 4S/2S/623H
A[L, M] > 4S/2S/6S
Anywhere 1476/1604/2020
1476/1604/1796
Easy / Medium
Easy
Punish -5 moves into your choice of ender.
You can also cancel into Denjin or OD Denjin Hashogeki to extend the combo.
A[L] > A[4S] > Extension Midscreen 936-3916
936-3720
Easy - Medium
V. Easy - Medium
Punish -5 moves into your choice of combo extension or sideswitch.
A[H ~ H] > 623H/236236L
A[H ~ H] > 6S/5HS
Anywhere 2420/2840
2224/2560
Easy / Hard
V. Easy
Modern Ryu's best drive-free punish combo without a link.
A[H] forces stand on hit, so it can be used to punish anti-air reversals.
5M, 5H > 623H
5M, 5H > 6S
Anywhere 2640
2416
Easy Easy punish that works anywhere on screen and costs no meter.
5H, 5M > 623H/236236L
5H, 5M > 6S/5HS
Anywhere 2680/3160
2456/2840
Medium / Hard
Easy
Swaps the heavy and medium inputs. The link window is smaller, but the cancel window is larger.
DI Punish, 6H > 214XX, 623H
DI Punish, 6H > A[4S], 6S
Corner 3280
2944
Medium Whirlwind Kick into big damage. Cancel into Lv3 for 2000 more.
Also works if you can somehow land 6H raw in the corner.
One of Modern Ryu's best combos that doesn't require Denjin, though it's highly situational.
5H > 623H > 236236H
5H > 6S > 2HS
Anywhere 5160
4320
Medium
V. Easy
5000 damage with just three hits.
Less useful with shortcuts due to severe scaling - try 5H > 2S > 236236H for an easier buffer and 4640 damage.
j.H, 5H > 214XX, 5H > DRC > 214H, PDR, 2H > DRC > 2H, 2S, 623H > 236236H
j.H, 5H > 214XX, 5H > DRC > 214H, PDR, 2H > DRC > 2H, 2S, 6S > 2HS
Corner 6271
6243
Hard Meter dump punish in the corner.
j.H, 5H > 214XX, 214H, PDR, 2H > DRC, 5H > DRC > 2H, 2S, 623H > 236236H Corner 6274
6218
V. Hard M.Ryu's max damage punish combo. If using shortcut inputs, the previous combo does more damage.
DRC > 5H requires an incredibly precise delay to allow the final 2H to cancel into 2S.
Only 3 damage more and significantly more difficult, but optimal is optimal!