< Marvel vs Capcom 2 | Ryu
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. |