KappaK
Smash Rookie
I recently picked using Ryu as I have noticed that his grabs don't really lead into any combos (or to the degree that grabs do with other characters like Mario or Sheik), especially at higher percents. Am I missing something?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
no.I recently picked using Ryu as I have noticed that his grabs don't really lead into any combos (or to the degree that grabs do with other characters like Mario or Sheik), especially at higher percents. Am I missing something?
I like to go for grabs midstage so I can get my opponent offstage with aerials or doing grabs out of shield to regain stage control.Down-throw -> up-tilt works on some fast fallers at 0%. After that you have to guess what they're going to do up until about 80%. Go for back throw after 80% for stage control and 13%. Up-throw starts killing around 160% with rage. Out of curiosity, when are you going for grabs?
Okay then. Just so you know up-tilting after dropping shield is only two frames slower than shield grabbing.I like to go for grabs midstage so I can get my opponent offstage with aerials or doing grabs out of shield to regain stage control.
Thanks for the tip!Okay then. Just so you know up-tilting after dropping shield is only two frames slower than shield grabbing.
same for power shielding?Okay then. Just so you know up-tilting after dropping shield is only two frames slower than shield grabbing.
Power shielding actually makes it faster since the main reason you want to shield grab is to avoid the shield drop frames. Upon reviewing his frame data it's actually 4 frames slower rather then 2 (my b, thought grab was frame 7[it's 6] and up-tilt was frame 2[it's 3]). Upon perfect shielding though up-tilting is 3 frames faster then grabbing.same for power shielding?
Was testing this and can confirm it is wrong.You can true combo off of Dthrow at high %s with a Rising Shory if they DI in - like when they fear a Fthrow near the ledge.
It can kill at the right %s.
Dthrow > Shory / Rising Shory / DJ Rising Shory is definitely a combo.Was testing this and can confirm it is wrong.
Ryu has 0 true combinations out of any of his throws. You can combo F-Air off of D-Throw at 0-10% but other than reading air dodges, nothing works.
The thing is, Ryu is a character out of Street Fighter, his throws aren't meant to combo because that's not the point. His throws are designed for positioning and doing a ton of damage. At higher percent, B-Throw can do 18-20% with pummels which is absolutely massive but it also gives you great stage control.
F-Throw does 9% base damage and is also fantastic for stage control.
His D-Throw and U-Throw are MUCH better in a teams section or in FFAs due to their properties. D-Throw breaks shields instantly, which a lot of people don't know. It has 2 hits, much like Collarbone Breaker, with the second hit breaking somebody's shield. U-Throw is great because it positions your opponents above you to get juggled and it has a hitbox coming down.
I really don't understand why people have this want for every throw we have to combo because it is just not in Ryu's character archetype. Someone like is designed to combo because she's a freaking ninja. Her archetype is low-damage, low-knockback moves which Ryu just isn't like that.
Didn't know that the d-throw broke shields like that. Thanks for pointing that out.Was testing this and can confirm it is wrong.
Ryu has 0 true combinations out of any of his throws. You can combo F-Air off of D-Throw at 0-10% but other than reading air dodges, nothing works.
The thing is, Ryu is a character out of Street Fighter, his throws aren't meant to combo because that's not the point. His throws are designed for positioning and doing a ton of damage. At higher percent, B-Throw can do 18-20% with pummels which is absolutely massive but it also gives you great stage control.
F-Throw does 9% base damage and is also fantastic for stage control.
His D-Throw and U-Throw are MUCH better in a teams section or in FFAs due to their properties. D-Throw breaks shields instantly, which a lot of people don't know. It has 2 hits, much like Collarbone Breaker, with the second hit breaking somebody's shield. U-Throw is great because it positions your opponents above you to get juggled and it has a hitbox coming down.
I really don't understand why people have this want for every throw we have to combo because it is just not in Ryu's character archetype. Someone like is designed to combo because she's a freaking ninja. Her archetype is low-damage, low-knockback moves which Ryu just isn't like that.
Like I said, he does have possible combinations out of his throws but it is only if your opponent has horrible DI and can't use their trigger to airdodge. The only thing that is worth talking about is mindgames with low-percent D-Throw combos where you can charge an F-Smash and bait your opponent into airdodging and doing around 27% straight away.Dthrow > Shory / Rising Shory / DJ Rising Shory is definitely a combo.
Ryu has a handful of combos after Dthrow. It's just that they are very DI-dependant, and therefore not always garantueed.
This is completely and utterly wrong. Shoryuken, whether inputted or not, will stale.Edit: My mistake, non-input version of Shoryuken will not stale the input version, so use it all you like.
Oh? Bad info then. Thank you for the correction.This is completely and utterly wrong. Shoryuken, whether inputted or not, will stale.