BZero
Smash Journeyman
Would Ryu be considered a more of a ground based fighter than an aerial fighter? I get his aerials are strong but he seems more of a ground based fighter. Is this true?
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good work here! just from what you've posted i think this is his highest potential combo starter at lowest percents.Doing some testing since icraq said double nair was possible. You actually get access to some really high damage percentage specific combos.
Tested on pit 55%-65% in training mode
Running approach sh sweetspot nair -> sweetspot nair -> run -> fh sweatspot nair -> tatsumaki 35%
This is also possible off of FADC2/3 starting at 45% FADC2 and 38% FADC3
Cool trap SH nair -> nair -> pause or run forward -> no tech -> strong true hadoken(reset) -> run -> dtiltx2 -> true shoryuken
Combos seem to start shortly after opponents go into tumble from sweetspot nair otherwise they hit the ground before the second nair making teching possible.
It could kill with rage. I don't really have a way to test however. And nair -> nair -> run -> shoryu does work.good work here! just from what you've posted i think this is his highest potential combo starter at lowest percents.
i'm wondering if double nair can be shield grabbed. like if the late nair hits shield and then the 2nd sweetspot nair comes out right before hitting the ground. i think with proper spacing it might be possible to be safe on shield?
edit: wait you did this on pit at 55? nevermind about the low percent thing! if someone's at 50, you get double nair that puts them at 66, one more nair is 74 if you could connect DP at the end somehow it could KO with rage. though the nairs would be a little stale damage wise by that point.
Doing some testing since icraq said double nair was possible. You actually get access to some really high damage percentage specific combos.
Tested on pit 55%-65% in training mode
Running approach sh sweetspot nair -> sweetspot nair -> run -> fh sweatspot nair -> tatsumaki 35%
This is also possible off of FADC2/3 starting at 45% FADC2 and 38% FADC3
Cool trap SH nair -> nair -> pause or run forward -> no tech -> strong true hadoken(reset) -> run -> dtiltx2 -> true shoryuken
Combos seem to start shortly after opponents go into tumble from sweetspot nair otherwise they hit the ground before the second nair making teching possible.
And apparently I have no life so https://www.youtube.com/watch?v=t3OpgsSTFcE&feature=youtu.be
It kills pit if you start the combo at 60% that's no red flash no di though so with di it prob won't. 61% shoryuken doesn't combo however,Your sh Nair combo can kill at 55% if all hits are sweet spotted. Sh Nair sweet > sh Nair sweet > run > true DP. Your opponent will still be floating in the air in hit stun, giving you the chance to kill. Well, with Mewtwo, anyways.
I mean we've had him for a week so probably notWelp there are two words for Ryu:
OP
Sourspot Fair and Nairs have multiple combos at multiple percents. One of the easier ones is Sourspot Nair into Dsmash (20%). You can also land sourspot Fair > Usmash (25%). But this is all based on weight, hurtbox, fall speed, and timing. Honestly Id try to test this out against the high tiers since thats probably who we're gonna fight the most in tournaments.Hey guys. I don't know if this combo is known already or not, but I managed to get a sweet fair Sourspot > true DP kill at 105%. It's kind of a b*tch to pull off cause the timing/input is a bit strict, and probably isn't very practical, but its possible. Take a look:
Is Sourspot Dair's KB fixed or is the Growth on it so low it's not a factor? Also ill try incoprating this more, if this is reliable that means 3 out of 5 aerials are combo starters and would help Ryu's get damage/get the killI know its probably been posted already but man, late dair into true DP is one of the best punishes. 30% combo.. Death if started at 70% on avg.. Yeah. Fixed KB means this works at high percents. Hell if you could just focus on only getting this combo you'd only need to land 3 dairs per stock and a couple hadoukens.
As long as your opponent is grounded there is no sourspot dair. It's always 12% and the KB does increase slightly so it's not completely fixed but it's very low growth.Is Sourspot Dair's KB fixed or is the Growth on it so low it's not a factor? Also ill try incoprating this more, if this is reliable that means 3 out of 5 aerials are combo starters and would help Ryu's get damage/get the kill
Hmm didnt know this. Alright guess I got some practice to do tomorrow.As long as your opponent is grounded there is no sourspot dair. It's always 12% and the KB does increase slightly so it's not completely fixed but it's very low growth.
Something to note is its inflexibility to true combo on floaties. Jiggs, Rosa, all seem difficult to time the sweetspot of the DP within the true combo window.Hmm didnt know this. Alright guess I got some practice to do tomorrow.
This is what I am talking about. Yea barring the tech everything else checks out. Tried it out with someone. Nice testing dude.https://www.youtube.com/watch?v=f70-0twB8HU
some true combo's i've been working on. That is...if the opponent misses the initial tech from down throw. Everything else is true
Ya Fair into Fair is free damage.Don't know if anybody else mentioned it but Falling Sweetspot Fair to another Fair at low %'s is pretty neat and does a hefty 30% damage if you hit with the foot both times.
I updated the OP. I will continue to work on it later tonight/this week.Hey @ ItsRainingGravy I think you should streamline the OP and list combos in ascending order (lower % damage combos first, higher % damage combos last), scour the thread and add combos that people have posted (that you have tested) to the OP, and add rough damage values. Most of the combo threads in the other boards operate this way.
Thats good to hear. Also no need to apologize everyone was having fun finding new combos to do with Ryu.I updated the OP. I will continue to work on it later tonight/this week.
Sorry for the delays. Relationship problems. Everything is fine now, though.
I think set ups are just as important if not more but Idk if this is the thread for it.So should we list set ups as well as combos? Or would you rather them be tried and true combos?
Tried and true combos are far more practical. Would greatly enjoy them being listed.So should we list set ups as well as combos? Or would you rather them be tried and true combos?
You can also do a Strong D-Tilt -> Strong true Shoryuken. (+ 3 Damage (25), kills earlier)Strong D-Tilt -> Shoryuken at very close range is great. does 20% and kills.
pretty much everything else I have has already been said.