![]() Solar Plexus Strike, Crouching Heavy Punch, EX Hurricane Kick ( 338 damage, 460 stun ) This is most viable after you focus crumple an opponent, because the solar plexus is too slow a move for you to throw it out too much randomly, although once in awhile it might catch the opponent off guard as a poke. You can make this a jump-in punish combo, starting it out with a jump-in hard punch (provided you land RIGHT next to the opponent), you can use it after focus crumpling an opponent, or punishing a whiffed move. On a crouching opponent you can substitute the hurricane kick for a fireball or EX fireball. It also will not work on a crouching opponent cause the hurricane kick will fly over them. hp makes the combo do ( 278 damage, 560 stun ) That said, you can use this combo anytime the first jump in attack is gauranteed to hit (opponent dizzy, jumped over opponents fireball, opponent is in recovery from certain ultras, etc )Ĭrouching Medium Punch, Crouching Medium Punch, Crouching Medium Kick, Medium Hurricane Kick ( 245 damage, 420 stun ) This combo is pretty hard, like the sweep combo above that similar, you need to be very good at links. Learn the range of when you can use the preferable cr. med kick has more range though, so if after the jump in attack you land somewhat far from the opponent then a cr. hp will stand them up, allowing the hurricane kick to hit. hp is that this move FORCES the opponent to stand up, so even if you start this combo on a crouching opponent, the cr. hard punch, because it will make the combo do more damage and stun. Half the time, you're going to want to replace the cr. Jump-in Heavy Kick, Crouching Medium Kick, Medium Hurricane Kick ( 248 damage, 460 stun ) For blockstrings use a combo that ends in fireball. ![]() many opponents because they can punish you before you're recovered. Because Ryu's sweep has such a slow recovery time, using any combo that ends in sweep as a blockstring is not a good idea vs. Also, with Ryu if you hold forward jump after a sweep you get an automatic safejump.Ĭrouching Medium Punch, Crouching Medium Punch, Crouching Heavy Kick ( 192 damage, 280 stun ) If you are very comfortable with links, this combo is better than the one above because it does more damage and stun. The advantage of ending a combo with sweep is that you get an untechable knockdown, giving you ample time to set something up for when they wake up. Crouching Light Punch, Standing Light Punch, Standing Light Punch, Crouching Heavy Kick ( 147 damage, 210 stun ) This combo is useful if you are not REALLY comfortable with links. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |