Marvel vs Capcom 2/Ryu/Combos

From SuperCombo Wiki

Combo Notation Guide

  • "xx" indicates a cancel.
  • "," indicates a link.
  • "j.XX" indicates a jumping attack.
  • A number in parentheses after an attack indicates how many hits of that attack to hit with if it is a multi-hit attack.
  • An attack with "(Assist)" next to it indicates that this is when you should call an assist in the combo.
  • "qcf" indicates a Quarter Circle Forward motion, "qcb" indicates a Quarter Circle Back motion.
  • "dp" indicates a Dragon Punch motion.
  • "hcf" indicates a Half Circle Forward motion, "hcb" indicates a Half Circle Back motion.

Notes

  • All combos (unless stated otherwise) were done on Ryu at standard damage setting.

Solo Combos

Midscreen

Combo Damage Meter Cost Works on: Notes
j.LK xx j.HK, cr.LP xx cr.HP SJ j.LP xx j.LK xx j.MK xx j.qcb+HK 50 0 Everyone Basic aerial rave combo. Usually requires dash momentum after the jump in. Feel free to omit certain parts based on opponent's height, distance, etc.
j.LK xx j.HK, cr.LP xx st.MP xx st.HP xx qcb+HK xx j.qcb+PP 78 1 Everyone Delay the Shinkuu Hadoken a bit to get all hits in, and mash to get more hits. You can omit the st.MP if distance or consistency is an issue.



Corner

Combo Damage Meter Cost Works on: Notes
j.LK xx j.HK, cr.LP xx cr.HP SJ j.LP xx j.MP (1) xx j.MK xx j.HP xx j.HK 53 0 Everyone Basic aerial rave combo with a double air Heavy ender. Again, requires dash momentum after the jump in. Feel free to omit certain parts based on opponent's height, distance, etc.



With Assist

Midscreen

Combo Damage Meter Cost Works on: Notes



Corner

Combo Damage Meter Cost Works on: Notes
j.LK xx j.HK, st.LP xx st.MP (Assist) xx cr.HK, st.LK xx st.HP xx qcb+HK 71 0 Everyone Works if the opponent does not tech roll. Assists that can hit opponents OTG like Strider's Ame-no-Murakumo work here.