Street Fighter 1 MR/Ryu/Combos

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Notation

RY = borderless Ryu RE = borderless Retsu LE = borderless Lee JO = borderless Joe
BI = borderless Birdie KE = borderless Ken GE = borderless Geki GN = borderless Gen SA = borderless Sagat
MI = borderless Mike EA = borderless Eagle CO = borderless Cody AD = borderless Adon

For a numpad notation guide, refer to the wiki Controls page.

Combo Notation:

> - Indicates the next action is a cancel.
, - Indicates the next action is a link.
dl. - Delay the following move.
AA - The combo must be done from an anti-air normal.
DM - The combo requires dash momentum.
(X) - Repeat this move for the listed times, frequently used for jabwalks.


Combo Theory

Ryu combos are very limited, leaving his combo theory a lot simpler than others. Generally, you cancel from 2A or 2B into either gatling and then a special. Optimizing usually builds around links from 2C, either into another 2C or into a 2B > 2D. 2D is generally your main combo ender, as it has a nice mix of combo friendliness and long reach, and works consistently from 2B.

Combos into specials can be a lot less consistent, as Ryu lacks a special that works in combos every time. 214K is your most attractive combo ending special, but the high startup and incredibly high hitbox makes it whiff on almost every character in a variety of situations. Generally, it whiffs on all crouchers, and only a handful of standing characters. It only really combos from 2C, and it requires close range, leaving it hard to fit into Ryu's optimized combos. In the right situation however, it can be a better ender than a regular 2D.

For supers, 236236P is almost always where you want to go. It combos reliably from 2B and 2C, and it even gets a few hits after a 2D though the amount of hits varies with range and character. In the corner, 214214K can also be used after a 2D launch for some higher damage, making for a good alternate super choice in the corner.

Combos

The BNB
2A > 2C, 2D
Easy


Your go-to in general from any 2A hit, as it gives solid damage and is easy to confirm. Cancelling or linking into 2D is the general end goal for all of Ryu's grounded combos, as it's your most accessible ender.

  • Damage: 163
  • Position: Anywhere
  • Possible On: Anyone
  • Not Possible On: None
The Punish Combo
2C, 2C, 2D
Easy


A damage increase and better bnb overall. The link from 2C to 2D is fairly easy, and is reliable across the full cast. Linking from 2C into other buttons is the key to Ryu damage optimization.

  • Damage: 202
  • Position: Anywhere
  • Possible On: Anyone
  • Not Possible On: None
Low Confirm Route
2B, 2B > 2D
Easy


Linking 2B into itself lets you easily confirm into 2D as a gatling. Empty cancelling this in neutral is great to net reward from your best poke as well.

  • Damage: 124
  • Position: Anywhere
  • Possible On: Anyone
  • Not Possible On: None
Shinku Confirm
2C, 2C, 2D > 236236P
Easy


You can confirm a 2D right into Shinku Hadouken for fairly high damage and an easy confirm. Shinku on its own doesn't knock down, so while it doesn't get every hit, this allows you to safely set up a taunt for looping meter.

  • Damage: 282
  • Position: Anywhere
  • Possible On: Anyone
  • Not Possible On: None


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat