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Street fighter 4 ryu combo
Street fighter 4 ryu combo







street fighter 4 ryu combo

By going into a huge strings into the Ultra, the damage gets scaled heavily.

street fighter 4 ryu combo

You can also do a slight variation of the inputs to cut time down by inputing: shoryuken, f+MP+MK, f, release MP+MK, UltraĬombo'ing into Ultra: By adding in normals, you scale the damage of the Ultra. When hitting: MP+MK (hold if you want to increase the level), release (hits opponent), f~f,Īs you can see, the dash cancel is a compilation of both to some extent. A more detailed explanation and inputs for both are: The best way to practice this is to get used to doing a dash afterwards you're FA on hit AND canceling it to parry.

street fighter 4 ryu combo

The Input: Shoryuken, hold MP+MK, f~f, release MP+MK, Ultra There's nothing special to it just relax and do it.practice makes perfect, etc. Some things to know before trying this out.dont bother doing the anti air DP, FA cancel unless you have an Ultra stored. The "." signifies anything that links into the dragon punch afterwards. Dragon punch, FADC, Ultra: This is the combo everyone is trying to do. WraithCo Normal Throws Shoulder Throw LP + LK or f + LP + LK Somersault Throw b + LP + LK Command Normals Collarbone Breaker Overhead attack f + mp Solar Plexus Strike f + HP Focus / Saving Attack Special Moves Hadoken Fireball qcf + P EX version available Shoryuken Dragon Punch dp + P EX version available Tatsumaki Senpukyaku Hurricane Kick qcb + K EX version available Armour breaking move Airborne Tatsumaki Senpukyaku Hurricane Kick (In air) qcb + K EX version available Super Move Shinku Hadoken qcf x 2 + P Ultra Move Metsu Hadoken qcf x 2 + 3P 1st hit inflicts 25F of hitstun on standing opponent. 2nd hit can juggle.į + MP (overhead): 1st hit inflicts 20F of hitstun on standing opponents, 18F of hitstun on crouching opponents, 2nd hit inflicts 16F of hitstun on crouching opponents.į + HP (rush punch): Recovery frames 16-17 have a character specific cancel. 2nd hit on air hit puts them in special juggle state. (most all jumping moves get your legs up and out of the way) Jumping attacks: 1-x legs invincible to fireballs. Can cancel into special moves on active frames 1-2, all active frames can be EX Focus attack and super canceled. Numbers in are for active frames 3-7Ĭlose st.RH: 2nd hit on inflicts 22F of hitstun on standing opponents.įar st.RH: 21F of hitstun on crouching hit.Ĭr.HP: Forces opponent to stand on hit. Close st.HP: Forces opponent to stand on hit.









Street fighter 4 ryu combo