New Ryu Combos! Ultimate Combo Guide For The Street Fighter 5 Winter Update! BNB & V-Trigger

Описание к видео New Ryu Combos! Ultimate Combo Guide For The Street Fighter 5 Winter Update! BNB & V-Trigger

Ryu combo tutorial for the Street Fighter V winter update. This guide goes over his new best combos in season 5 with inputs and easy to follow demonstration. Some beginner and advanced but I mostly aim for damage and practicality. We also include both V-Trigger & BNB combos as well for SFV.

LP = Light Punch
MP = Medium Punch
HP = Hard Punch
LK = Light Kick
MK = Medium Kick
HK = Hard Kick

P = Any Punch
K = Any Kick
PP/KK = EX Version

S. = Standing
C. = Crouching
F = Forward
B = Back
CC = Crush Counter
CA = Critical Art
(C) = Charge

QCF = Quarter Circle Forward / Down, Down-Forward, Forward
QCB = Quarter Circle Back / Down,Down-Back, Back
HCB = Half Circle Back / Forward To Down To Back
HCF = Half Circle Forward / Back To Down To Back
DP = Dragon Punch Motion = Forward, Down, Down-Forward
V = V-Trigger Cancel
VS = V-Skill
xx = Cancel
/ = Means "Or"
+ = Same time
~ = Quickly

D= max damage
O= best oki
D-CA= best damage for CA

HIT CONFIRMS
c.lk, c.lp xx dp hp (D), qcf lk (O)
s.lp, s.lp, s.lk xx hcf lk(D-CA)/qcb mk(O)
c.lp, s.lp, s.lk xx hcf lk(D-CA)/qcb mk(O)
(crouching) c.lk, c.lk, c.lp xx hcf lk(D)/qcb lk(O)

(close) s.mp, c.hp xx dp hp
s.mp, c.mp xx hcf hk(D)/ qcb k (O)
(far) s.mp, c.mk xx hcf mk (D)/qcb k (O)
(crouching) s.mp, s.mp, c.mk xx hcf mk (D)/qcb k (O)
c.mp, s.lk xx dp hp (D)/ qcb mk (O)
(crouching) c.mp, s.lp, s.lk xx hcf lk / qcb mk

b.hk, s.lk xx dp hp
s.hk, s.lk xx dp hp
(far) s.hk, s.lk xx hcf lk(D)/qcb mk(O)
f.hp, c.hp xx dp hp

1 meter
c.lk, c.lp xx qcf pp
s.lp, s.lp, s.lk xx qcb kk(D)/ qcf pp (O)

(close) s.mp, c.hp xx hcf kk, dp hp
s.mp, c.mp xx hcf kk, b.hk xx hcf lk

f.hp, s.mp, c.mp xx hcf kk, b.hk xx hcf lk

2 meter
s.mp, c.mp xx hcf kk, b.hk xx dp pp
f.hp, s.mp, c.mp xx hcf kk, b.hk xx hcf kk, dp pp (use the 2 bar version)

COUNTER HIT
c.lk CH, s.lp, s.lk xx hcf lk(D-CA)/qcb mk(O)
c.lp CH, s.mp, c.mk xx hcf mk(D)/qcb k(O)
s.lp CH, s.mp, c.mp xx hcf hk(D)/qcb k(O)

s.mp CH, c.hk
s.mp CH, s.hp xx dp hp (D)/qcb k(O)
s.mk/c.mk CH, s.lk xx hcf lk(D-CA)/qcb mk(O)
c.mp CH, c.mp xx hcf hk(D)/qcb k(O)

you can incorporate meter as you wish like in the previous section

CRUSH COUNTERS
(close) s.hk CC, s.mp, c.hp xx dp hp
s.hk CC, s.mp, c.mp xx hcf hk
(far) s.hk CC, s.hk, s.lk xx hcf lk(D-CA)/qcb mk(O)

(air) s.hk CC, dp hp (D)/ qcb k (O)
(air) s.hk CC, b.hk xx hcf lk
(air) s.hk CC, b.hk xx dp pp (D)
(air) s.hk CC, b.hk xx hcf kk, dp pp

s.hp CC xx dp hp
s.hp CC xx hcf kk, dp hp

s.hk CC, s.mp, c.mk xx hcf kk, b.hk xx hcf lk

VSKILL
VS2
using this target combo gives you optimal meterless damage
you can add it to combos that use s.mp as long as you're in range

s.mp, s.mp-s.hp-hk-VS2
(crouching) s.mp, s.mp-c.hp-hk-VS2
j.hp, s.mp, s.mp-s.hp-hk-VS2

SPECIALS
qcb k (based on range), CA
qcf p (juggle), hp CA


AIR TO AIR
j.mp, qcb hk, CA
j.mp, dp hp/ dp pp
j.mp (single hit), b.hk xx hcf lk

JUMP IN
j.mk, s.mp, c.hp xx dp hp
j.hp, s.mp, c.hp xx dp hp
nj.hk, s.mp, c.mp xx hcf hk (D)/ qcb k(O)

j.hp, s.mp, c.hp xx hcf kk, dp hp
j.hp, s.mp, c.mp xx hcf kk, b.hk xx hcf lk

CORNER
c.lk, c.lp xx qcf pp, dp hp

s.mp, c.hp xx qcb kk, dp hp

(far) s.mp, c.mk xx qcf pp, hcf lk
(crouching) s.mp, s.mp, c.mk xx qcf pp, hcf lk
s.hp CC xx qcb kk, hcf lk
s.hp CC-hk, hp dp


VTRIGGER
Activation
(any starter) xx qcf pp xx VT, hcf hk

(any medium or heavy starter) xx VT, c.mp xx hcf hk(D)/ qcb k(O)

s.mp, s.mp-c.hp-hk xx VT, hcf lk(D)/ qcb k(O)
(corner) s.mp-s.hp-hk xx VT, dp lp, dp pp

f.hp xx VT, s.mp, c.hp xx dp hp


VT1

VT1 gives all of ryu's punches +2 extra frames on hit

s.lp, s.mp, s.hp xx dp hp(D)/ qcb k(O)
c.lk, c.lp, s.mp xx dp hp(D)/ qcb k(O)
s.mp, s.hp xx dp hp(D)/ qcb k(O)
c.mp/s.mp, s.mp, c.hk
(close) c.mp, s.mp xx dp hp(D)
c.mp, c.mp xx hcf hk(D)/ qcb k(O)

s.hp, s.mp xx dp hp(D)/ qcb k(O)

f.hp, s.mp, s.hp xx dp hp(D)/ qcb k(O)

(close) s.hk, s.lp, s.mp xx dp hp(D)/ qcb k(O)
s.hk CC, s.mp, s.hp xx dp hp(D)/ qcb k(O)

j.mp, dp hp
j.hp, f.hp, s.mp, s.hp xx dp hp(D)/ qcb k(O)

qcb k (based on range), dp pp

f.hp, s.mp, s.hp xx hcf kk, b.hk xx dp hp
f.hp, s.mp, s.hp xx hcf kk, b.hk xx dp pp

GUARDBREAK
(corner) CA (GB), s.hp xx dp hp
qcf p (fully charged), f.hp, c.mp xx hcf hk

CORNER
(any starter) xx qcf p, dp hp
(any starter) xx qcf pp, dp hp
(any starter) xx qcf pp, qcf pp, dp pp

VT2
any combo ending in dp p, hcf k, qcf p or qcf pp

s.lp, s.lp, s.lk xx hcf lk xx hp+hk
j.hp, s.mp, c.hp xx hcf kk, dp hp xx hp+hk
c.mk xx qcf p xx hp+hk
(air) dp mp xx hp+hk

HP+HK, dp hp
HP+HK, hcf kk, dp hp
HP+HK, hcf kk, dp pp
HP+HK, dp hp xx CA

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