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Mon Apr 16, 2012 10:44 pm by mrmajikbus45
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 Evil Ryu Combo Thread

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Smooth
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PSN : Smooth-XLR
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Location : Florida

PostSubject: Evil Ryu Combo Thread   Mon Oct 03, 2011 1:18 pm

Legend
cr. = Crouching
cl. = Close Standing
st. = Far Standing
f+ = Hold towards opponent and press attack button at the same time
LK = Light Kick
MK = Medium Kick
HP = Hard Punch
EX = Uses one stock of EX Meter
FA = Focus Attack
FADC = Focus Attack Dash Cancel. Uses two stock of EX Meter
> = Link or next move
j. = jumping
xx = cancel/cut short attack animation prematurely by next special move

Evil Ryu's Main Combos

Important Notes:

cl. hp and cr.hp force the opponent to stand. If you try to combo into LK Tatsu without forcing stand or watching to see if your opponent is crouching or not then it will whiff if he is crouching and you will be left open.

In Shoyuken FADC combos use the MP version for best damage. If you are using EX Shoryuken to FADC perform the FADC on the 2nd hit for max damage and a higher juggle.

You can combo into cr.hk for a hard knockdown after Hadouken FADC. Check the 'Character Specific Combos' for characters you can do this on after LK Tatsu.



Target Combo (Damage/Stun):
cl.mp -> far.hp = 160/200 (cannot special cancel)

Block/Pressure Strings (Damage/Stun):
cr.mk xx Hadouken = 120/200
cr.lk > cr.lp > cr.lp > cr.mp xx Hadouken = 152/270
cr.mp>cr.mp xx Hadouken = 168/280

Link/Hit Confirm combos (Damage/Stun):

cr.lk > cr.lp > cr.mp xx
cr.lk > cr.lp > cr.lp > cr.mp xx Hadouken = 152/270
cr.lk > cr.lp > cr.lp > cr.mp xx HP Shoryuken = 203/320
cr.lk > cr.lp > cr.lp > cr.mp xx HK Tatsu = 210/320
cr.lk > cr.lp > cr.lp > cr.mp xx LK Tatsu > HP Shoryuken = 237/335

cr.lk > cr.lp > cr.lp > cr.mp xx EX Hadouken = 168/250
cr.lk > cr.lp > cr.lp > cr.mp xx EX Shoryuken = 175/250
cr.lk > cr.lp > cr.lp > cr.mp xx EX Tatsu = 210/320

cr.mp > cr.mp xx
cr.mp > cr.mp xx Hadouken = 168/280
cr.mp > cr.mp xx HP Shoryuken = 240/360
cr.mp > cr.mp xx HK Tatsu = 248/360

cr.mp > cr.mp xx EX Hadouken = 200/280
cr.mp > cr.mp xx EX Shoryuken = 272/360
cr.mp > cr.mp xx EX Tatsu = 248/360

cr.mp > st.mp xx
cr.mp > st.mp xx Hadouken = 188/280
cr.mp > st.mp xx HP Shoryuken = 260/360
cr.mp > st.mp xx HK Tatsu = 268/360

cr.mp > st.mp xx EX Hadouken = 220/280
cr.mp > st.mp xx EX Shoryuken = 292/360
cr.mp > st.mp xx EX Tatsu = 268/360

cr.mp > cl.hp xx
cr.mp > cl.hp xx HP Hadouken = 208/380
cr.mp > cl.hp xx HP Shoryuken = 280/460
cr.mp > cl.hp xx HK Tatsu = 288/460

cr.mp > cl.hp xx EX Hadouken = 240/380
cr.mp > cl.hp xx EX Shoryuken = 312/460
cr.mp > cl.hp xx EX Tatsu = 288/460
cr.mp > cl.hp xx EX Ryusokyaku = 288/460

MK Ryusokyaku >
MK Ryusokyaku > HP Shoryuken = 230/300

MK Ryusokyaku > cr.lp xx
MK Ryusokyaku > cr.lp xx Hadouken = 158/230
MK Ryusokyaku > cr.lp xx HP Shoryuken = 230/310
MK Ryusokyaku > cr.lp xx HK Tatsu = 238/310
MK Ryusokyaku > cr.lp xx LK Tatsu > HP Shoryuken = 271/330

MK Ryusokyaku > cr.lp xx LK Tatsu > EX Shoryuken = 299/330

MK Ryusokyaku > cr.mp xx
MK Ryusokyaku > cr.mp xx Hadouken = 188/280
MK Ryusokyaku > cr.mp xx HP Shoryuken = 260/360
MK Ryusokyaku > cr.mp xx HK Tatsu = 268/360
MK Ryusokyaku > cr.mp xx LK Tatsu > HP Shoryuken = 301/380

MK Ryusokyaku > cr.mp xx LK Tatsu > EX Shoryuken = 329/380


Overhead Combos (Damage/Stun):

f+mp >
f+mp > HP Shoryuken = 230/300
f+mp > cr.mp xx Hadouken xx FADC >
f+mp > cr.mp xx HP Shoryuken xx FADC >
f+mp > cr.mp xx HK Tatsu = 204/280
f+mp > cr.mp xx EX Tatsu >


Basic BnB combos (Damage/Stun):

cr.lk > cr.lp > cr.mp xx Hadouken = 140/250
cr.lk > cr.lp > cr.mp xx LK Tatsu > HP Shoryuken = 237/335 (whiffs on crouching opponents)
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > Ultra 1 = 339/250
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > Ultra 2 = 324/250
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > f.mk = 210/310
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > HP Red Fireball = 228/313
cr.lk > cr.lp > cr.mp xx EX Hadouken FADC Ultra 2 = 421/250
cr.lk > cr.lp > cr.mp xx EX Tatsu > Ultra 1 = 381/320 (corner only)
cr.lk > cr.lp > cr.mp xx EX Tatsu > Ultra 2 (corner only) = 366/320



Basic BnB combos (Damage/Stun):
cr.lk > cr.lp > cr.mp xx Hadouken = 140/250
cr.lk > cr.lp > cr.mp xx LK Tatsu > HP Shoryuken = 237/335 (whiffs on crouching opponents)
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > Ultra 1 = 339/250
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > Ultra 2 = 324/250
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > f.mk = 210/310
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > HP Red Fireball = 228/313
cr.lk > cr.lp > cr.mp xx EX Hadouken FADC Ultra 2 = 421/250
cr.lk > cr.lp > cr.mp xx EX Tatsu > Ultra 1 = 381/320 (corner only)
cr.lk > cr.lp > cr.mp xx EX Tatsu > Ultra 2 (corner only) = 366/320

Advanced BnB combos (Damage/Stun):
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken = 383/580
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken = 382/550 (corner only)
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)

FADC Combos (Damage/Stun):
cr.mk xx Hadouken xx FADC > cr.hk = 192/280
cr.mk xx Hadouken xx FADC > cr.mk xx Hadouken = 210/350
cr.mk xx Hadouken xx FADC > HP Shoryuken = 240/360
cr.mk xx Hadouken xx FADC > cr.mk xx HK Tatsu = 280/420
cr.mk xx Hadouken xx FADC > cr.mk xx EX Tatsu = 280/420

cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > c.hk = 347/560
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > HP Shoryuken = 377/610
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > HK Tatsu = 382/610

cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > HP Red Fireball = 395/597
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 1 = 465/530
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 2 = 453/530
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > f.mk (reset) = 381/595

cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken = 429/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken = 426/690 (corner only)
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)

cr.lp/cr.mp > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken = 405/640
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken = 402/620 (corner only)
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)

Full Meter FADC Combos (Damage/Stun):
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > [Target Combo] cl.mp -> Far HP = 397/670
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp xx HP Red Fireball
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp/cl.mk xx LK Ryusokyaku = 401/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp/cl.mk xx HP Shoryuken = 421/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp/cl.mk xx HK Tatsu = 425/710

cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)

cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > HP Red Fireball = 435/701
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 1 = 443/680
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 2
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > f.mk (reset) = 428/700
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > HP Red Fireball xx FADC > Ultra 1 = 455/572

Juggle Combos (Opponent must be jumping)(Damage/Stun):
j.mp (forward) >
j.mp > HP Shoryuken = 140/150
j.mp > EX Hadouken = 190/200
j.mp > EX Tatsu = 170/220
j.mp > Ultra 1 = 357/100
j.mp > Ultra 2 = 324/100
j.mp > f.mk = 150/200 (reset)

Air Tatsu >
Air Tatsu > HP Shoryuken = 140/100
Air Tatsu > EX Hadouken = 180/150
Air Tatsu > EX Tatsu = 170/170
Air Tatsu > Ultra 1 = 357/50
Air Tatsu > Ultra 2 = 324/50

cl.hk >
cl.hk > HP Shoryuken = 100/175
cl.hk > EX Hadouken = 140/225
cl.hk > EX Tatsu = 130/245
cl.hk > Ultra 1 = 317/125
cl.hk > Ultra 2 = 284/125

Focus Attack Combos (Damage/Stun):
Level 2 FA > Level 1 FA > Dash > HK Tatsu = 146/250
Level 2 FA > Level 1 FA > Dash > HP shoryuken = 158/250
Level 2 FA > Level 1 FA > Dash > Ultra 1 = 293/325
Level 2 FA > Level 1 FA > Dash > EX Hadoken > Ex Tatsu = 227/340
Level 2 FA > Level 1 FA > Dash > EX Hadoken xx FADC > Ex Tetsu = 214/340
Level 2 FA > Level 1 FA > Dash > EX Hadoken xx FADC > Ultra 1 = 292/280
Level 2 FA > Level 1 FA > Dash > Ultra 2 = 260/220 (corner only)
Level 2 FA > Level 1 FA > Dash > EX Tatsu > Ultra 1 (corner only)
Level 2 FA > Level 1 FA > Dash > EX Hadoken > Ultra 1 = 292/280 (corner only)


Corner Only Combos (Damage/Stun):

You can land Ultra 1 or Ultra 2 after EX tatsu in the corner. Use EX tatsu to finish combos instead of LK tatsu or FADC to Ultra.

You can use cl.hp after any Hadouken FADC in the corner. This makes some of the combos that are hard to do mid screen due to buffering and spacing such as c.hp xx MK Ryuso much easier in the corner as you can simply do cl.hp xx MK Ryuso instead and if you are comboing after Hadouken xx FADC you will be close enough to follow up with almost anything.

Basic Examples:
j.mp > EX Hadouken > EX Tatsu = 252/296 (Opponent must be jumping)
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.mp > cl.hp xx MK Ryusokyaku > cr.mp xx LK Tatsu > hp srk = 425/715
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx EX Tatsu > Ultra 1 = 491/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cl.hp xx EX Tatsu > Ultra 2 = 496/640

Character Specific Combos (Damage/Stun):
LK Tatsu > cr.hk (Dhalsim, Balrog, Cammy, Dee Jay, Rose)

Target Combo: cl.mp -> far.hp (can't special cancel)

Link combos:
cr.lk > cr.lp > cr.mp (can special cancel)
cr.lk > cr.lp > cl.mp (can special cancel)
cr.lk > cr.lp > cl.hp (can special cancel)

cr.mp > cr.mp (can special cancel)
cr.mp > cl.hp (can special cancel)
cr.mp > cl.mp (can special cancel)

f.mk > cr.lp (needs confirming)

mk DS/hk DS > cr.lp/cr.mp/cr.lk (can special cancel)

Counter hit only link combo:
cr.mp > cr.mk (can special cancel)

Juggles:
j.mp (forward) > hp shoryu/Ex hadou/EX Tatsu/Ultra 1/Ultra 2/f.mk
air tatsu > hp shoryu/Ex hadou/EX Tatsu/Ultra 1/Ultra 2/f.mk (only works against a jumping opponent)
lk tatsu > most ground physicals or cr.hk (but only on certain characters, so far works on Dee Jay and Dhalsim)
cl.hk > hp shoryu/Ex hadou/EX Tatsu/Ultra 1/Ultra 2/f.mk (only works against a jumping opponent)

Basic BnB combo:
cr.lk > cr.lp > cr.mp xx hadou
cr.lk > cr.lp > cr.mp xx lk tatsu > hp shoryu (works only on standing opponents)
cr.lk > cr.lp > cr.mp xx shoryu FADC Ultra 1/Ultra 2/f.mk (first hit shoryu)/Red Fireball
cr.lk > cr.lp > cr.mp xx EX hadou FADC Ultra 2
cr.lk > cr.lp > cr.mp xx EX tatsu > Ultra 1/ Ultra 2

Advance BnB combo:

cr.mp/cr.lp > cl.hp > mk.DS > cr.mp xx lk tatsu > hp shoryu (Replace HP shoryu with lp shoryu > hp shoryu for max damage at wall. Or cr.mp/cr.lp/cr.lk for reset)

Block Strings:

cr.lk > cr.lp > cr.lp > cr.mp xx hadou/DS
cr.lk > cr.lp > cr.mp > cr.mk xx hadou/DS (cr.mk can be interrupted by moves with invincibility)

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