redcometchar
Smash Journeyman
Before we talk about combos (and there are a bunch), lets talk about getting a light ftilt in neutral.
Ill refer to light f tilt as SMK just because its cooler.
SMK is not Ryu's longest range normal. H dtilt is faster, longer ranged and Special cancelable, so in most cases, its best to go for H dtilt. Down smash also out ranges it, and is super quick. SMK's only real advantage in neutral is it's ability to beat hitboxes when spaced correctly. During the ftilt Ryu's foot is intangible, giving it some niche uses. For example you can beat All of shiek's aerials when spaced correctly.
If you want to combo in SMK, you can do so with falling nair, bair and soft fair along with focus and jab locks.
Combos
Everything tested vs sheik on fresh damage
Raw frame advantage
0%-9 frames
10%-10 frames
20%-12 frames
30%- 13 frames
Landing bonus lag
After a hit at some percentages, the opponent will land before they can act, which gives ryu an extra two frames to connect with whatever he wants due to soft landing lag.
0 frames for sourspot at 0 ( ryu hits the ground early)
2 frames for sweetspot at 0
2 frames for sourspot at 10
Aerial bonus lag
Sheik will never be able to avoid damage on her first actionable frame after the SMK, so +1 for ryu.
Sweet and sour spots
SMK has two hits, a leg and foot hit. The foot hit sends the opponent in a much more verticle angle than the sour spot, 72 as opposed to 55.
Skid cancel ftilt (hip check)
Will always be sour spot but leaves the opponent much closer to ryu.
follow up opportunities
--True combos
----No di
------0%
(hip check)-> H tatsu (19.92%)
(hip check)-> H jab (15.8%)
(hip check)-> H dtilt->H Red fireball (21.8%)
(hip check)-> H dtilt->H Tatsu (27.72%)
(hip check)-> Dash attack (late)-> L DP (22.8%)
(hip check)-> Dash attack (18.8%)
(hip check)-> Pivot buffered turnaround up tilt (inescapable, but is not counted by training mode counter)
(sweetspot) -> dash grab (if they do not di away after the grab you can get pummel-> dthrow-> H utilt-> H DP for 38% total)
(sweetspot)-> down smash (22.8%)
(sweetspot)-> dash attack
(sweetspot)-> dash attack (late)
(sourspot)-> walk forward downsmash (22.8%)
-------10%
(sourspot)-> walk forward downsmash (21.8%) (cant get the 16% hitbox of downsmash to hit)
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
(hip check)-> H dtilt-> H Tatsu (27.72%)
(hip check)-> H dtilt-> H Red fireball (21.8%)
(hip check)-> down smash (22.8%)
(hip check)-> nair (14.8%)
(hip check)-> pivot buffered turnaround up tilt-> unplug your controller dog, unplug your controller
(sweetspot)-> dash attack
(sweetspot)-> dash attack (late)
(sweetspot) -> dash grab (inescapable but not counted by the training room combo counter)
-------20%
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
(hip check)-> Nair (14.8%)
(hip check)-> pivot buffered turnaround up tilt
(hip check)-> walk forward ftilt-> pivot back air
(hip check)-> footstool-> b&b
(sweetspot)-> Full hop instant fair (21.8%)
------30%
(hip check)-> Nair (14.8%)
(hip check)-> Full hop instant dair (inescapable, but is not counted by training mode counter)
(hip check)-> walk forward ftilt
(hip check)-> walk forward heavy up tilt
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> footstool-> b&b
(sweetspot)-> Full hop instant fair
(sweetspot)-> Full hop instant dair (inescapable, but is not counted by training mode counter)
------40%
(hip check)-> Fh fair
(hip check)-> Fh dair
(sweetspot)-> Pivot Back air (22.8%)
(sweetspot)-> Full hop fair
(sweetspot)-> Full hop dair
(sweetspot)-> Full hop up air
------50%
(sweetspot)-> Full hop up air (inescapable, but is not counted by training mode counter)
----DI away
------0%
(hip check)-> H tatsu (19.92%)
(hip check)-> Dash attack (late)-> L DP (22.8%)
(hip check)-> Dash attack (18.8%)
(sweetspot) -> dash grab (if they do not di away after the grab you can get pummel-> dthrow-> H utilt-> H DP for 38% total)
(sweetspot)-> walk forward downsmash (22.8%)
------10%
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
(sourspot)-> walk forward downsmash (21.8%) (cant get the 16% hitbox of downsmash to hit)
------20%
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
------30%
------40%
At 20 percent SMK puts opponents into tumble so you can do tech trap stuff.
You can read and kill the opponent for mashing attack or airdodge but Ryu's only real answer for jump is DP or rising H Tatsu.
Sample death combo
(24%)
(hip check)-> Fh nair-> Falling nair (Opponent cant shield in time)-> Pivot Fh nair-> Sour fair->b&b
This is the earliest that nair can convert into anything after an f tilt. normally this would be 32 percent and not 30 but because shiek is a little higher up she impacts the ground later and gives us the window we need.
There are definetly more combos and options but im a busy guy. This is a pretty good indicator of what you can get though. Ill try to keep the thread updated as more are found.
Ill refer to light f tilt as SMK just because its cooler.
SMK is not Ryu's longest range normal. H dtilt is faster, longer ranged and Special cancelable, so in most cases, its best to go for H dtilt. Down smash also out ranges it, and is super quick. SMK's only real advantage in neutral is it's ability to beat hitboxes when spaced correctly. During the ftilt Ryu's foot is intangible, giving it some niche uses. For example you can beat All of shiek's aerials when spaced correctly.
If you want to combo in SMK, you can do so with falling nair, bair and soft fair along with focus and jab locks.
Combos
Everything tested vs sheik on fresh damage
Raw frame advantage
0%-9 frames
10%-10 frames
20%-12 frames
30%- 13 frames
Landing bonus lag
After a hit at some percentages, the opponent will land before they can act, which gives ryu an extra two frames to connect with whatever he wants due to soft landing lag.
0 frames for sourspot at 0 ( ryu hits the ground early)
2 frames for sweetspot at 0
2 frames for sourspot at 10
Aerial bonus lag
Sheik will never be able to avoid damage on her first actionable frame after the SMK, so +1 for ryu.
Sweet and sour spots
SMK has two hits, a leg and foot hit. The foot hit sends the opponent in a much more verticle angle than the sour spot, 72 as opposed to 55.
Skid cancel ftilt (hip check)
Will always be sour spot but leaves the opponent much closer to ryu.
follow up opportunities
--True combos
----No di
------0%
(hip check)-> H tatsu (19.92%)
(hip check)-> H jab (15.8%)
(hip check)-> H dtilt->H Red fireball (21.8%)
(hip check)-> H dtilt->H Tatsu (27.72%)
(hip check)-> Dash attack (late)-> L DP (22.8%)
(hip check)-> Dash attack (18.8%)
(hip check)-> Pivot buffered turnaround up tilt (inescapable, but is not counted by training mode counter)
(sweetspot) -> dash grab (if they do not di away after the grab you can get pummel-> dthrow-> H utilt-> H DP for 38% total)
(sweetspot)-> down smash (22.8%)
(sweetspot)-> dash attack
(sweetspot)-> dash attack (late)
(sourspot)-> walk forward downsmash (22.8%)
-------10%
(sourspot)-> walk forward downsmash (21.8%) (cant get the 16% hitbox of downsmash to hit)
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
(hip check)-> H dtilt-> H Tatsu (27.72%)
(hip check)-> H dtilt-> H Red fireball (21.8%)
(hip check)-> down smash (22.8%)
(hip check)-> nair (14.8%)
(hip check)-> pivot buffered turnaround up tilt-> unplug your controller dog, unplug your controller
(sweetspot)-> dash attack
(sweetspot)-> dash attack (late)
(sweetspot) -> dash grab (inescapable but not counted by the training room combo counter)
-------20%
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
(hip check)-> Nair (14.8%)
(hip check)-> pivot buffered turnaround up tilt
(hip check)-> walk forward ftilt-> pivot back air
(hip check)-> footstool-> b&b
(sweetspot)-> Full hop instant fair (21.8%)
------30%
(hip check)-> Nair (14.8%)
(hip check)-> Full hop instant dair (inescapable, but is not counted by training mode counter)
(hip check)-> walk forward ftilt
(hip check)-> walk forward heavy up tilt
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> footstool-> b&b
(sweetspot)-> Full hop instant fair
(sweetspot)-> Full hop instant dair (inescapable, but is not counted by training mode counter)
------40%
(hip check)-> Fh fair
(hip check)-> Fh dair
(sweetspot)-> Pivot Back air (22.8%)
(sweetspot)-> Full hop fair
(sweetspot)-> Full hop dair
(sweetspot)-> Full hop up air
------50%
(sweetspot)-> Full hop up air (inescapable, but is not counted by training mode counter)
----DI away
------0%
(hip check)-> H tatsu (19.92%)
(hip check)-> Dash attack (late)-> L DP (22.8%)
(hip check)-> Dash attack (18.8%)
(sweetspot) -> dash grab (if they do not di away after the grab you can get pummel-> dthrow-> H utilt-> H DP for 38% total)
(sweetspot)-> walk forward downsmash (22.8%)
------10%
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
(sourspot)-> walk forward downsmash (21.8%) (cant get the 16% hitbox of downsmash to hit)
------20%
(hip check)-> dash attack (late)-> L DP (22.8%)
(hip check)-> dash attack (22.8%)
------30%
------40%
At 20 percent SMK puts opponents into tumble so you can do tech trap stuff.
You can read and kill the opponent for mashing attack or airdodge but Ryu's only real answer for jump is DP or rising H Tatsu.
Sample death combo
(24%)
(hip check)-> Fh nair-> Falling nair (Opponent cant shield in time)-> Pivot Fh nair-> Sour fair->b&b
This is the earliest that nair can convert into anything after an f tilt. normally this would be 32 percent and not 30 but because shiek is a little higher up she impacts the ground later and gives us the window we need.
There are definetly more combos and options but im a busy guy. This is a pretty good indicator of what you can get though. Ill try to keep the thread updated as more are found.
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