SvC Chaos: SNK Vs Capcom/Ryu

From SuperCombo Wiki
隆, Ryu
"Bulk's not everything. You need constant effort, too."
Difficulty Easy
Max Mode Needed? Up to you
Tier Placement Pretty Good (B)
Standing Hitbox Average
Crouching Hitbox Short

Introduction

Ryufacesvc.png

Ryu, the main character of the Street Fighter series and its poster boy, is the same guy to star in the same game responsible for making the fighting game genre the way it is today thanks to the release of Street Fighter II. As the titular shoto and fighting game character, he's just as simple here as he is in any other game, but whether that's a good or bad thing is up to you. In SVC at least, if you have played him in any other game, you already know how to play him here, but while he's certainly decent, well... he's Ryu. As vanilla as they come, he's a little too honest for the likes of SVC. But when bosses aren't a factor, he tends to stand out a little more at least. And if you've ever considered playing Ken, but you don't want to play Violent Ken for whatever reason, just pick Ryu instead.

Strengths Weaknesses
  • Extremely easy to learn
  • Highest health of the Capcom shotos
  • Good walking speed
  • Solid projectiles
  • Decent Command Moves
  • Max Mode loop in the corner
  • Easy cross up mixup glitch
  • Easy, practical, and effective combos
  • Stubby range
  • Max Mode combos are limited
  • Shakunetsu Hadouken won't eat normal projectiles
  • Shinkuu Hadouken deals less damage if it negates another projectile
  • Hard to combo Tatsu super
  • Exceed has short reach and acts like a normal Shoryuken if the start whiffs
  • Very few, somewhat difficult confirms for Exceed
  • Jack-of-all-trades with only the basics
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
Counter Damage

How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma.

Guard

Where the attack hits, and thus where it must be blocked.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
Guard Crush

How much guard meter damage the attack does to the green Guard Gauge.

Stun

How many points of stun the attack adds to the opponent's invisible Stun Gauge.

Meter

How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it.

Cancel

The type of cancel the attack can perform.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
Startup

How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
Recovery

How many frames it takes for a move to finish after it's been active.

Total

The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number.

Hit/Block Adv

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 5 5 13 +2 +0 -
  • Fast elbow attack that can be normal canceled, and chain into all of the Light Attacks. I won't recomend you to use this, because it will whiff on most crouching characters.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • Cancelable kick that won't whiff on low crouching characters, and can be normal canceled. You can use this one, but it can't chain into other Light Attacks.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 2, (2), 3 14 25 -1 -3 -
  • Good for combos when you need damage. You can easily cancel it on any special move.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 5, (2), 2 15 33 2nd = +3 2nd= +1 -
  • The classic two-hit axe kick. It's a good move to use on the opponent's wakeup(It won't whiff on low crouching chars), but the hits cannot be normal canceled, sadly.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 4 4 13 +4 +2 -
  • Fast punch that can be normal canceled, and can chain into all of the other Light normals, including itself. Use it as a poke, as it can hit most crouching characters.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 7 20 -1 -3 -
  • Kick aiming up. The best way to use it is as an anti-air, but you'll probably use the DP instead(It's better, I know).

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 6 16 29 -2 -4 -
  • Strong punch with decent reach. Won't whiff on most low crouching characters, but cannot be normal canceled. If you want a damaging poke, use this one.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 9 3 17 29 +0 -2 -
  • Another kick aiming up. Wanna use it as an anti-air? If yes, why? Just do the DP instead.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • Good cancelable punch. Better than the f.A, I can say(Has more reach, and won't whiff on some low crouching chars). Can chain into other Light Attacks, including itself.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 3 4 8 15 +0 -2 -
  • Kick that hits low. Generally, this move is used as a Light Attack chain starter(See the combos section for more details). It can be normal canceled too.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 1, 1, 6 20 33 -8 -10 -
  • A punch aiming up that can be normal canceled. You can use it as an anti-air(Just use the DP), or on combos(If you like to hold down during them).

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 2 22 35 SKD -6 -
  • This is the classic cancelable sweep. You can do interesting things if you cancel it on a tatsu... You'll see more details about this later.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 11 - - - - -
  • Neutral Jumping Attack
  • A stopped chop. It's good as an air-to-air, use it defensively only.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 10 - - - - -
  • Diagonal Jumping Attack
  • Just a simple punch. You can use it as a jump-in for combos, it stays for a good time, and you easily combo after it hits. Remember that it won't do that damage.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 10 - - - - -
  • Neutral Jumping Attack
  • Kick aiming up. Good to use when you're in the air, and your opponent jumps higher than you.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 9 - - - - -
  • Diagonal Jumping Attack
  • You'll remember this... Knee... Punch... Dunno, but you can crossup(And easily combo) with it.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Neutral Jumping Attack
  • The best neutral jump-in. It doesn't stays for a long time, but you can combo after it hits.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Diagonal Jumping Attack
  • Punch to use as a jump attack. It does good damage, but I think the below is better.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 5 - - - - -
  • Neutral Jumping Attack
  • Air-to-air kick. Use it defensively against your opponent's jumps.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Diagonal Jumping Attack
  • Great kick. Good reach, good damage, and can crossup. If you want to crossup, but you're having problems with the combos, just use the j.B instead.

Command Normals

Hiji Ate
b.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Dunno if this one is useful. If won't whiff on low crouching characters, but can be normal canceled, and saldy, can't combo into special moves(But can combo into Supers).

Sakotsu Wari
f.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Ryu's classic two-hit overhead. Cannot be normal canceled, but you can cancel the two hits on Max Mode. Use this on the opponent's wakeup, or if he/she is a turtler.

Senpuu Kyaku
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Interesting kick. If you use it alone, when the opponent takes a hit from this move, Ryu will be on a frame advantage(Meaning that Ryu will recover from the move before his opponent recovers from the hitstun). Some attacks that can followup it: f.A(If you walk a little forward), f.C, db+D, QCF(2x)+P and QCB(2x)+K. If you normal/max cancel any move into it, Ryu will still be on a frame advantage, but you can't combo after the move hits. This move is just for punish combos. Ryu has a Max Mode loop involving it too.

Kurubushi Kick (cr.MK)
db.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The Shoto's cr.MK. You'll know how to use this one, except for the fact that you can normal cancel a normal into it. It can be normal canceled too, remember that.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Hadou Ken
qcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • The basic and classic projectile. It's just a normal projectile, so use it like one, okay?

Shakunetsu Hadou Ken
hcf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • Another projectile, but this one will do more damage, and won't eat other normal projectiles, it will just be negated, sadly. If you hit your opponent with this while near him/her(Like on a combo), he/she will be knocked down.

Shouryuu Ken
dp P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - - - -
  • The basic DP. Use it as an anti-air, or on combos. You can max cancel the hit into almost anything too, which is cool. Learn how to use this move, and be free to use it.

Tatsumaki Senpuu Kyaku
qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -
  • The tatsu, probably the less used move on Ryu's list. It's very useful here, it even has a wakeup crossup glitch involving it! We'll see that later.

Kuuchuu Tatsumaki Senpuu Kyaku
j.qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb D - - Mid - - - - - - - - - - -
  • This one is useful only to change your jump arc while being offensive/defensive. You can input it like: QCB, ub/u/uf+K to perform it quickly.

Super Moves

Shinkuu Hadouken
qcf x2 P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30x5 34 Mid 4 24 0 X - - - - - - -
  • You know this Super projectile, because it's a classic move. It's the most used on combos too, because it's very fast, and will move horizontally forward. The sad part is when it negates a normal projectile(It will lose a hit, and some damage).

Shinkuu Tatsumaki Senpuu Kyaku
qcb x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30x13 34 Mid 0 24x13 0 X - - - - - - -
  • A tatsu super that can do up to 13 hits(No, you can't mash to get more hits). Has a little more damage than the Super above, but isn't that good on combos(Mainly because Ryu won't move forward/backwards while he performs the Super, like the regular tatsu). It has some possible combos, but it should be better to use the Super above instead.

Exceed

Shin Shoryuken
Qcf.pngQcf.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
39x4, 24 46, 30 Mid 0 29, 16 0 X - - - - - - -
  • One of Ryu's SAs from the SFIII series, and his most damaging move here. Like a normal Shoryuken, it has startup invincibility, but if it whiffs, it will be just like a normal DP(A single uppercut without THAT damage, and that's why you need to hit with it. It's said that you can juggle your opponent after the whiff animation, but I'm not sure about that). It has some basic hit-confirms, which is good for Ryu. A good part of this Exceed is the input(It's not that strange Street Fighter Alpha input).

Strategy

Basic Strategy

Ryu's gameplan

Ryu is a typical defensive turtler(The most defensive Shoto in the game). Walk forward and backwards while throwing many hadoukens(You can alternate between the versions too), and trying to poke. When your opponent jumps, just do a simple DP. When you have the time, punish your opponent with a damaging combo/Exceed when you need to(You can do his wakeup crossup glitch if you need to punish too, see below for more details). Well, Ryu is simple, you probably know how to use him(I bet you already knew most of the things here if you used him on maybe any other game). Good Luck on your future matches.

Wakeup crossup glitch (Ryu edition)

The wakeup crossup glitch is a very known competitive technique, and many characters can do it(But it works only on Neo Geo games). How to do it? Simple. Here is the input to perform it:

cr.D, qcb B (You need to stop on the opponent's back, if you used the cr.D as a poke, do qcb D instead)

This is a very simple glitch, I can say. After you land on the opponent's back, he/she will wakeup with his/her back turned! "What does it mean?" This means that any attack you do, he/she will need to block to the other side(Example: Do the input above, and then do a combo/Super on the opponent's wakeup. If you stopped on the opponent's back, your opponent wake up facing to the wrong side, and now he will ask himself: "How do I block?". That's how the glitch works. Learn it, and use it, you can need.

Advanced Strategy

Match-Ups

Combos

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcb K TBA TBA TBA TBA
cl./cr.C, dp P TBA TBA TBA TBA
(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcf x2 C TBA TBA TBA TBA A very easy combo with a low starter. It's Ryu's BnB too(It's better than using cl.C, use it only for punishing, see below for more details). You can add another Light Attack on the chain, but the tatsu sometimes won't combo if you do it. After the db.D, you can do the fireball super for a more damaging combo, which isn't too difficult to do, but only use the C version to ensure it connects, since A version is too slow the longer the hit-confirm is.
f.B, (db.D,) qcf x2 P TBA TBA TBA TBA Another punish combo. It does a little more damage than the above (If you disconsider the Exceed), so... You should learn it, in case you need to punish with damage(And you don't have the Exceed to use). If you want, you can do a qcb x2 K after the f.B but won't need to use the db.D(The Super will whiff if you use it), but this one is more damaging.
cl./cr.C, Any Super TBA TBA TBA TBA
cl./cr.C, Exceed TBA TBA TBA TBA Mainly used as a punish combo(And a simple hit-confirm for the Exceed on the normal mode), and that's why this combo doesn't have a (j.X). The damage is nice, no matter which move was used after the cl./cr.C(DP+P when you don't have meter, Super if you have, and the Exceed is in there if you need damage).

Max Mode Combos

Ryu can only max cancel two of his Command/Special Moves(The f+A, and his DP, and his combos will involve only those two), so he doesn't have many options(But he has some good ones). If you can know some more combos, add them here.

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(Midscreen only) (j.X - cross-up preferred,) cl.C, dp P, (C)qcf P / (C)qcb K TBA TBA TBA TBA Decent combo, but Ryu has better options. The QCB+K won't whiff if used on the corner.
(j.X - cross-up preferred,) cl.C, dp P, (SC)qcf x2 P TBA TBA TBA TBA More damaging version of the combo above. To do it, just do a QCF+P after the DP+P.
cl.C, dp P, (SC)Exceed TBA TBA TBA TBA Strongest punish combo on Ryu's list. It can serve as a training for the finisher of the combo below too. To do it, just do a QCF+KK after the DP+P. If you want to add a Jump Attack, just crossup and do the rest.
(Corner Only) cl.C, [dp P, (C)f.B,]xN, dp P, (SC)Exceed TBA TBA TBA TBA Ryu's 100% combo. It's practical, but I don't know if you can land this on a real match(You can, but it will be very hard, I'll assume). Learn this, you can need when your opponent is running. If you want to add a Jump Attack on it, you can crossup while Ryu's on the corner. There's another way to land it on the corner, and it will be below.
f.A(1-2), (C)dp P, (SC)Exceed TBA TBA TBA TBA Another hit-confirm for the Exceed, but starting with an overhead this time. Not that hard to do, and you can use it on the opponent's wakeup.
(Corner only) f.A(1-2), [dp P, (C)f.B,]xN, dp P, (SC)Exceed TBA TBA TBA TBA Better while the opponent's knocked down. Probably the most effective way to hit-confirm this Max Mode loop! Master it, you'll need it to do damage/comebacks(Or to show-off on combo vids).

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken