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Data Ryu Combo Thread

ItsRainingGravy

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*work in progress; will continue to work on this whenever I am able to*

Combo Starter | List of Basic Combos (Tested on Mario) | Last Edited
Jab 1 |
  • Jab Combo
    • 2%, 3%, 5% (10% Total)
    • Works at any percent
    .
  • Jab 1 → Tatsumaki
    • 2%, 10/11% (12-13% Total)
    • Works at any percent
    .
  • Jab 1 → Shoryuken
    • 2%, 14/15/18% (16-20% Total)
    • Works at any percent
| 6/23/2015
U1 (Elbow) |
  • U1 → U1 → U1...
    • 2% per hit
    • Works reliably until around ~200%
    .
  • U1 → Grab
    • 2%, Grab Followups
    • Works reliably until around ~95%
    .
  • U1 → Jab 1
    • 2%, 2% (4% total)
    • Works reliably until around ~100%
    .
  • U1 → Hadoken
    • 2%, 5/6/7/8% (7-10% Total)
    • Stops working at around ~150%
    .
  • U1 → Ftilt
    • 2%, 6% (8% Total)
    • Works from ~65% to ~130%
    .
  • U1 → Nair
    • 2%, 8% (10% Total)
    • Starts working at ~65%
    .
  • U1 → Jab H
    • 2%, 10% (12% Total)
    • Works from around ~65% to 160%
    .
  • U1 → Tatsumaki
    • 2%, 10/11% (12-13% Total)
    • Works reliably until around ~140%
    .
  • U1 → U2
    • 2%, 12% (14% Total)
    • Works from ~45% to ~190%
    .
  • U1 → Fair
    • 2%, 15% (17% Total)
    • Starts working at ~80%
    .
  • U1 → Dair
    • 2%, 15% (17% Total)
    • Starts working at ~100%
    .
  • U1 → Fsmash
    • 2%, 16% (18% Total)
    • Works from ~120% to ~140%
    .
  • U1 → Usmash
    • 2%, 17% (19% Total)
    • Works from ~65% to ~190%
    .
  • U1 → Shoryuken
    • 2%, Shoryuken Followup (20% Max)
    • Damage varies depending on Shoryuken input and opponent's height
    • Works even past 300%
| 6/23/2015
U2 (Uppercut) |
  • U2 → Shoryuken
    • 12%, Shoryuken Followup (20% Max)
    • Stops working at around ~80%
    • Damage varies depending on Shoryuken input and opponent's height
| 6/23/2015
D1 (Weak Dtilt) |
  • D1 → D1 → D1...
    • 1% per hit
    • Works at any percent
    .
  • D1 → Grab
    • 1%, Grab Followups
    • Works at any percent
    • Opponent has a small window of opportunity to escape
    .
  • D1 → Tatsumaki
    • 1%, 10/11% (11-12% Total)
    • Works at any percent
    .
  • D1 → Shoryuken
    • 1%, 14/15/18% (15-19% Total)
    • Works at any percent
| 6/23/2015
D2 (Strong Dtilt) |
  • D2 → Hadoken
    • 7%, 5/6/7/8% (12-15% Total)
    • Stops being a true combo past 30%
    .
  • D2 → Tatsumaki
    • 7%, Tatsumaki Followup (20% Max)
    • Stops being a true combo past 45%
    .
  • D2 → Shoryuken
    • 7%, Shoryuken Followup (25% Max)
    • Stops working at around ~75%
    • Damage varies depending on Shoryuken input and opponent's height/distance
| 6/23/2015
Approaching Nair (Sweetspotted) |
  • Approaching Nair → Grab
    • 8%, Grab Followups
    • Stops working past 75%
    .
  • Approaching Nair → D1
    • 8%, 1% (9% Total)
    • Stops working past 50%
    .
  • Approaching Nair → U1
    • 8%, 2% (10% Total)
    • Stops working past 80%
    .
  • Approaching Nair → D2
    • 8%, 7% (15% Total)
    • Stops working past 50%
    .
  • Approaching Nair → Nair
    • 8%, 8% (16% Total)
    • Stops working past 75%
    .
  • Approaching Nair → Jab H
    • 8%, 10% (18% Total)
    • Stops working past 70%
    .
  • Approaching Nair → Jab Combo
    • 8%, 2%, 3%, 5% (18% Total)
    • Stops working past 55%
    .
  • Approaching Nair → U2
    • 8%, 12% (20% Total)
    • Stops working past 75%
    .
  • Approaching Nair → Dash Attack
    • 8%, 8%/12% (16% or 20% Total)
    • Stops working past 80%
    .
  • Approaching Nair → Tatsumaki
    • 8%, Tatsumaki Followup (21% Max)
    • Stops working past 85%
    .
  • Approaching Nair → Dsmash
    • 8%, 16% (24% Total)
    • Stops working past 50%
    .
  • Approaching Nair → Fsmash
    • 8%, 16% (24% Total)
    • Works from ~25%-55%
    .
  • Approaching Nair → Fair
    • 8%, 15% (23% Total)
    • Works from ~10% to 90%
    .
  • Approaching Nair → Dair
    • 8%, 11/15% (19-23% Total)
    • Works from ~55% to 90%
    .
  • Approaching Nair → (Dash) → Usmash
    • 8%, 17% (25% Total)
    • After Mario's damage is past 25%, it is recommended to dash after him to continue the combo
    • Stops working past 80%
    .
  • Approaching Nair → (Dash) → Shoryuken
    • 8%, Shoryuken Followup (26% Max)
    • After Mario's damage is past 50%, it is recommended to dash after him to continue the combo
    • Stops working past 80%
    • Damage varies depending on Shoryuken input and distance from the opponent
| 6/25/2015
 
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CyberHyperPhoenix

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This thread will discuss the true combos which Ryu is able to do, as well as theoretical/potential combos. If anyone is able to find something, post it here!

...might come up with a more interesting topic title in the future, lol

I will update the OP when new combos are discovered, or if I find any of my own whenever I play him tomorrow.
There is already one in the leaked victory video :p

Dtilt 1 -> Dtilt 2 -> Sp cancelled Tatsumaki.
 
Last edited:

Nate1080

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There is already one in the leaked victory video :p

Dtilt 1 -> Dtilt 2 -> Sp cancelled Tatsumaki.
Considering this, I'm guessing something like this would be possible:

Dtilt 1 -> dtilt2 -> sp canceled Focus Attack -> dash cancel (FA can be dash cancled if I'm correct) -> anything you want really...




Including, theoretically, another dtilt and start over. If I'm correct, just wow.
 

CyberHyperPhoenix

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Considering this, I'm guessing something like this would be possible:

Dtilt 1 -> dtilt2 -> sp canceled Focus Attack -> dash cancel (FA can be dash canceled if I'm correct) -> anything you want really...




Including, theoretically, another dtilt and start over. If I'm correct, just wow.
I just wonder whether it only crumples on a fully charged Focus Attack or not....
 

TTTTTsd

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It only crumples when fully charged according to notes.

Best use of Down-B is to mixup strings/secure a safe landing against single hit KO moves, since Ryu absorbs a hit free. Just speculation but seems like this would be practical.
 
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WheelerFGC

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He does, actually!

He can link normals into specials just like in the SF games! And weaker normals into stronger normals as well.
AHHHHH, HE'S AWSOME THEN.
Well, I play PM Lucario, so this sounds amazing to me.
 

ToxoT

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u-tilt 1 combos into jab 2 which kills

u-tilt 2 combos into DP every time

d-tilt 1 can combo into itself until it's cancelled by a special (all of them combo except for fireball) or d-tilt 2

first hit of u-air seems to combo into u-tilt 1 or jab 1
 

Ryukred

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FH F-air > F-air (both sweet spots), the lowest this worked for me is at 5% on Ryu himself, it can probably work at 0 but you'll need some pretty good timing.
 
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Neo Zero

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Lvl 1 Focus Attack-FADC-Dash+Jump-Input SRK (Vertical KOs)/Dair (Spike [Spike Hitbox very reliant on DI])/Bair (Horizontal KOs, really hard to input and combo)
 

Gregory2590

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Did anyone figure out how to b-reverse or at least turn around their input specials? I know you can already do it with the default(no input) ones, but I can't seem to pull it off with inputs.
 

ZeroSnipist

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sour spot fair seems to have many follow ups in the early percent range, such as fair, nair, fsmash, ftilt(L and H), upsmash, etc.
another thing I noticed while in the lab is that a falling up-air can bring the opponent down if you only land the first hit. pretty hard to land, but practicing it might make it easier

again in the early percents, a light down tilt can lead into a hadoken and possible follows are conditional
light down tilt into shoryuken is also great for killing if you know how to perform the stronger version
 
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Da Black Rabbit

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Dtilt, dtilt, jab, utilt, input DP. So much yes. Kills at Like 100.
I KNEW I WASN'T THE ONLY ONE KILLING PEOPLE AT 100% WITH DRAGON PUNCH! Seriously, D Title 1 -> Manual Shoryuken. I killed Dark Pit at 100% and C Falcon at 105% I believe.
 

Mienaikage

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Did anyone figure out how to b-reverse or at least turn around their input specials? I know you can already do it with the default(no input) ones, but I can't seem to pull it off with inputs.
It is possible, you just hold the direction opposite the one you're facing after you've pressed the button.
 

ZeroSnipist

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It is possible, you just hold the direction opposite the one you're facing after you've pressed the button.
it does not seem to work like that, but in trying to that i found something else. If you input hadoken, either with neutral B or analog inputs, you can have your momentum change by holding forward or backwards.

Probs sound like a scrub here, but what's DP
Dragon Punch I am pretty sure
 
Last edited by a moderator:

ArticulateT

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I've had fun with dtilt > dtilt > utilt > utilt > ftilt > fsmash, but I think the Ftilt will have enough knock back to launch the target out of range, so I don't think it's 100% reliable.
 

Mienaikage

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it does not seem to work like that, but in trying to that i found something else. If you input hadoken, either with neutral B or analog inputs, you can have your momentum change by holding forward or backwards.
Well yeah, that's how b-reverses usually work O.o

EDIT: Ah I see what you mean, I thought you meant flipping your momentum in the opposite direction. Hadouken lets you move slightly forward or back it seems.
 
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Scarpian

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Light Jab 1 to Shoryuken(up-b) nice 17%(if you hold up-b) at low or at kill %. KOs DK at 115%, Shiek at 100%, Falcon at 110% and Mario at 105%, on FD in training mode(no rage on TM)
 
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FlynnCL

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I recommend everyone changing their c-stick to Attack if you haven't already. Instant weak tilts that don't occupy your main control stick.
 
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theONEjanitor

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dair on a grounded opponent leads to like anything (not a true combo though, but it pops them up right in front of you at any percent) not exactly set knockback but close enough
 

~Burst~

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You guys aren't indicating if its the Soft or hard inputs.
The light jab input does not kill but the Single hit hard input does.
 

ZeroSnipist

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You guys aren't indicating if its the Soft or hard inputs.
The light jab input does not kill but the Single hit hard input does.
I don't wanna start any beef here ,but you could have assumed that if there's a follow up it's gotta be a light jab since heavy sends them to far. Regardless, you do have a point.
 

16bit

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D-throw to Up-smash does a solid 22% and I'm 90% sure it's inescapable or close to it from my testing.
 

~Burst~

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ok but someone mentioned a combo with uptilt into a jab that "kills"
anyone who doesn't know there are 2 variants of Jab,Uptilt,Dtilt wouldn't even know since they both work, Soft and hard.
 

ZeroSnipist

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D-throw to Up-smash does a solid 22% and I'm 90% sure it's inescapable or close to it from my testing.
I can concur to this. I think percents,weight, and heights may play a factor in if it's a true combo or not.
 
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ZeroSnipist

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ok but someone mentioned a combo with uptilt into a jab that "kills"
anyone who doesn't know there are 2 variants of Jab,Uptilt,Dtilt wouldn't even know since they both work, Soft and hard.
Fair enough.
I thought you were talking about the other combo scarpian mentioned.
 

ShinnyMetal

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light d-tilt -> strong d-tilt -> Tatsumaki (input or otherwise) combos for quite awhile. At lower percents you can do more light hits
 

ZeroSnipist

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light d-tilt -> strong d-tilt -> Tatsumaki (input or otherwise) combos for quite awhile. At lower percents you can do more light hits
This is my personal opinion, but I find finishing a combo with tatsumaki is not the best option since it sends your opponent away from you. It could be a kill setup since I have seen tatsumaki kill at high percents.
 

ShinnyMetal

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This is my personal opinion, but I find finishing a combo with tatsumaki is not the best option since it sends your opponent away from you. It could be a kill setup since I have seen tatsumaki kill at high percents.
I agree, Tatsumaki is an ok finisher but it's the only one that can work on that combo based on how far away they are pushed away by strong dtilt. To far for DP and Hadouken takes to long to reach them
 

chrisall76

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Here are a few. Tested on Mario, most work at any percent. L = Light, M = medium. ? = needs testing.

L.dtilt > L.dtilt > sideB
L.dtilt > L.dtilt > upB
(?) L.dtilt > L.dtilt > grab
Nair (trip) > grab
L.uptilt > L.uptilt > upB
L.uptilt > usmash
L.jab > Tatsumaki
L.jab > Shoruken
from 0% - 40%: (jump in) nair > L.dtilt/M.dilt
from 0% - 76%: M.utilt > Shoryuken
from 0% - 33%: M.dtilt > Shoryuken
from 0% - 33%: M.dtilt > Hadoken
from 0% - 70%: dthrow > upB
 
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