| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
'''General Notes'''
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category.<br/>
The other starters in each table should also work in each case, but may not.
For combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example: <br>
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| 2B > 2A|| 38 || Standard low light confirm. Can add an extra 2A but the pushback will prevent meterless followups.
|}
2B > 2A > 214BD > 5D > 646AC > 623C <br>
===Heavy Starters===
2B > 2A > 214BD > '''6D > 46AC >''' 623C <br>
{|class="wikitable sortable"
<br>
! Combo !! Damage !! Notes
While Ryo's starters are listed below, his combos involving 646A/C all tend to be spacing dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder. <br>
|-
All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.
| 2C > 6A || 122 || Standard heavy starter. 2C is fast, has good range, and forces stand. Works after a jump-in.
|-
| cl.D > 6A || 132 || Most damaging starter, but a bit slower than cl.C/2C. Works after a jump-in. Also a low, making it useful to catch throw tech attempts in pressure and reducing the need to force stand.
|-
| cl.C > 6A || 122 || Standard heavy starter - same speed and damage as 2C, but doesn't force stand.
|-
| f.C || 70 || Cancelable far normal.
|-
| cl.A/cl.B/2A, 2C > 6A || 140/145 || Light link into 2C/cl.C. Note that cancels into 646C/AC will not combo. Can work after a jump-in but is finicky without a crossup.
|}
'''Light Starters'''
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|-
| 646AC || 158 || Corner, 0.5 bar
|-
|}
* 2B > 2A | ''The essential low starter. Can do 2B > 2A > 2A if you are point blank.'' '''Light Starter''' will assume this starter when calculating damage. <br>
==Combos==
* cl.A/cl.B/2A > (link) 2C | ''Only works point blank.''
'''Heavy Starters'''
* f.C, cl.C, 2C, cl.D | ''Close heavies and far C are all special cancelable. 2C forces stand. '''Heavy Starter''' will assume cl.D when calculating damage.'' <br>
* cl.C/cl.D > 6A | ''Can whiff if you're at tip range of your close heavies.''
'''646A/C Notes'''
'''General Notes:'''
* For corner combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example:
* While Ryo's starters are listed above, his combos involving 646A/C all tend to be spacing-dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder. <br>
* All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.
* Will not connect after ... > 6A <br>
* Is spacing dependent and needs a standing opponent. <br>
* Generally requires inputting and holding 6 early. <br>
==Rush Auto Combo==
===Rush Auto Combo===
'''Meterless:''' An elbow jab, a knee, uppercut, and then ends with a fireball. (125 DMG)<br>
'''1 Bar:''' Ends with 2363214P. (236 DMG)<br>
'''2 Bars:''' Ends with 2363214AC. (341 DMG)<br>
'''3 Bars:''' Ends with 2141236CD. (435 DMG)<br>
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
| '''Light Starter''' > 646A || 179 || 60 || 0 || 0.25 || Anywhere || Requires stand and proper spacing, but grants a hard knockdown.
| cl.A > A > A > B || 125 || 0 || Rush combo ending in 236A.
|-
|-
| '''Light Starter''' > 214D, 214B || 216 || 240 || 0 || 0.35 || Anywhere || Strongest light confirm. Must be point blank.
| cl.A > A > A > C || 236 || 1 || Rush combo ending in a super.
|-
|-
| '''Light Starter''' > 214B || 131 || 160 || 0 || 0.15 || Anywhere || Most consistent light confirm. You can typically chain 3 light normals when using this ender.
| cl.A > A > A > D || 341 || 2 || Rush combo ending in a Max super.
|-
|-
| '''Heavy Starter''' > 646C, 623C || 286 || 180 || 0 || 0.48 || Anywhere || High damage combo from a point-blank heavy starter. 646C combos typically don't work after a jump in.
| cl.A > A > A > A || 435 || 3 || Rush combo ending in a Climax super.
|}
===Meterless===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
|-
|-
| '''Heavy Starter''' > 214D, 214B || 254 || 250 || 0 || 0.35 || Anywhere || Same as your strongest light confirm. Works at more spacings.
| '''Light Starter''' > 214B || 116 || 145 || 0 || 0.180 || Anywhere || Most consistent light confirm. You can typically chain 3 light normals when using this ender.
|-
|-
| '''Heavy Starter''' > 6A > 214D || 228 || 210 || 0 || 0.25 || Anywhere || Hit confirmable heavy combo. Doesn't work on crouchers.
| '''Starter''' > 646A || 182/266 || 45/130 || 0 || 0.258/0.358 || Anywhere || Requires stand and proper spacing, but grants a hard knockdown.
|-
|-
| '''Light Starter''' > 214D, 623C || 272 || 290 || 0 || 0.45 || Corner || Corner combo. Replace 623C with 623A > 2C for a corner reset.
| '''Heavy Starter''' > 646C, 623A, 623C || 276 || 180 || 0 || 0.703 || Anywhere || High damage combo from a point-blank heavy starter. Requires stand. Don't use 6A, or the combo will drop.
|-
|-
| CD > 3D, run, 2D || 143 || 170 || 0 || 0.15 || Anywhere || CD confirm.
| CD > 3D, run, 2D || 131 || 170 || 0 || 0.155 || Anywhere || CD confirm.
|-
|-
| CD > 3D, 214D, 623C || 281 || 330 || 0 || 0.47 || Corner || Corner CD confirm.
| CD > 3D, 214D, 623C || 239 || 330 || 0 || 0.490 || Corner || Corner CD confirm.
|-
|-
| 236A, 214B || 112 || 140 || 0 || 0.15 || Anywhere || Although it depends on spacing, you can usually tag a 214B after a 236A hits, especially if the 236A hits airborne.
| CH j.CD, 214D, 214B || 303 || 300 || 0 || 0.300 || Anywhere || Standard CH j.CD confirm. For future reference, all midscreen j.CD confirms are identical to standard confirms, and thus won't be listed.
|-
|-
| 236A, 646A || 199 || 80 || 0 || 0.27 || Corner || Extra damage from a 236A.
| CH j.CD, 236C, 623C || 292 || 270 || 0 || 0.390 || Corner || Corner CH j.CD confirm which can be turned into ludicrous damage with meter. 1-3 bar combos from this starter are easy to understand, and thus won't be listed.
|}
|}
===EX===
===.5 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| '''Starter''' > 214BD, 646A || 265/349 || 45/130 || 0.5 || 0.258/0.358 || Anywhere || Standard half bar combo. Grants an autotimed safejump.
|-
| '''Heavy Starter''' > 6A > 214BD, 646A || 334 || 130 || 0.5 || 0.35 || Anywhere || Same combo works off a Heavy > 6A confirm. These combos will be grouped together from now on.
|-
|-
| '''Heavy Starter''' > 646C, 214BD, 623C || 344 || 180 || 0.5 || 0.49 || Anywhere || Optimal punish combo that nearly refunds itself. If you have enough time to land a jump-in for your punish, such as after a very long recovering uppercut, the above combo after a jump in is stronger.
| '''Starter''' > 214BD, 623A, 623C || 286/370 || 235/320 || 0.5 || 0.425/0.525 || Anywhere || Higher damage ender that nearly refunds itself but has no oki outside of the corner (where better combos are possible).
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623A, 2C > 646AC, 623C || 379/445 || 440/470 || 0.5 || 0.70 || Corner || Powerful corner combo that builds incredible meter and stun for the cost. If the 2C > 646AC cancel is giving you trouble, omit the 623A and use cl.D instead of 2C. If you are further out or you used 3 light normals, use the midscreen confirm instead.
| '''Heavy Starter''' > 646C, 214BD, 623A, 623C || 436 || 260 || 0.5 || 0.633 || Anywhere || Optimal punish combo for 0.5 bar - gains that meter back. Standard rule regarding 646C and 6A applies.
|-
|-
| CD > 3D, run, cl.C > 646AC, 623C || 283 || 280 || 0.5 || 0.40 || Midscreen || Ryo sometimes doesn't have enough time to run if his back is too close to the corner.
| '''Starter''' > 214D, 623A, cl.C > 646AC, 623C || 376/460 || 425/510 || 0.5 || 0.695/0.795 || Corner || Powerful corner combo that builds incredible meter and stun for the cost. If you are further out or you used 3 light normals, use the midscreen confirm instead.
|-
|-
| CD > 3D, 214D, 623A, 2C > 646AC, 623C || 379 || 480 || 0.5 || 0.70 || Corner || These combos will not be listed from here on out as they will just match your corner 214D combo.
| CD > 3D, run, 214BD, 646A || 239 || 100 || 0.5 || 0.293 || Anywhere || Standard half-bar CD combo for a hard knockdown. Going forward, CD combos will not be listed as they will be identical to standard confirms.
| 236CD, 214D, 214B || 254 || 220 || 1 || 0.840 || Anywhere || Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
|-
|-
| 236CD, 214D, 214B || 258 || 180 || 1 || 0.80 || Anywhere || Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
| 236CD (AA), 623C || 180 || 110 || 1 || 0.715 || Anywhere || More consistent anti air SS combo. You may need to run before the 623C.
|-
|-
| 236CD (AA), 623C || 200 || 110 || 1 || 0.70 || Anywhere || More consistent anti air SS combo. You may need to run before the 623C.
| 236CD, 214D, 623A, 623C || 330 || 310 || 1 || 1.085 || Corner || Corner Shatter Strike combo. This will always match your corner 214D combo.
|}
===1.5 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 236CD, 214D, 623A, 2C || 327 || 270 || 1 || 0.90 || Corner || Corner Shatter Strike combo. This will always match your corner 214D combo.
| '''Starter''' > 214BD, 646A > 2363214A/C || 401/485 || 45/130 || 1.5 || 0.223/0.323 || Anywhere || Standard midscreen BnB into super, does more damage than 623A > 623C when the super is added.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214BD, 646A > 2363214P || 351/430 || 60/130 || 1.5 || 0.25/0.35 || Anywhere || Only a slight gain over your 1 bar confirm.
| '''Starter''' > 214D, 623A, cl.C > 646AC, 623C > 2363214A/C || 465/531 || 395/440 || 1.5 || 0.660/0.760 || Corner || Optimal 1.5 bar combo in the corner. Use the 214BD confirm if you're not confident 214D will connect.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214A/C || 465/531 || 410/440 || 1.5 || 0.65/0.70 || Corner || If 214D won't connect, you can use the midscreen confirm.
| CD > 3D, run, 214BD, 623A, 623C > 2363214A/C || 337 || 260 || 1.5 || 0.460 || Midscreen || Main BnB confirm from CD. 623A > 623C does better damage than 646A when done from CD.
| 236CD, 214BD, 646A || 284 || 0 || 1.5 || 0.218 || Midscreen || Midscreen SS combo for a hard knockdown. You can also do 623A > 623C instead, but this sacrifices your knockdown for only 20 damage.
|-
|-
| 236CD, cl.C > 646AC, 623C || 346 || 180 || 1.5 || 0.77 || Anywhere || If you're point blank when the SS hits, you can use cl.D instead for slightly more damage. These conversions essentially match your midscreen CD conversion.
| 236CD, cl.C > 646AC, 623A, 623C || 300 || 260 || 1.5 || 0.885 || Corner || If you're point blank when the SS hits, you can use cl.D instead for slightly more damage.
|-
|-
| '''Heavy Starter''' > 646C, 214BD, 623A, 623C > 2363214A/C || 538 || 230 || 1 || 0.668 || Corner || Extremely high damage punish for 1.5 bars. Ryo also builds back a lot of the meter he uses in the combo. Again, like all 646C combos, don't use 6A.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
| '''Starter''' > BC, cl.D > 6A > 214BD, 623A, 623C > 2363214A/C || 405/489 || 335/420 || 2 || 0.040/0.140 || Anywhere || Universal Quick MAX midscreen combo. With 2 bars, Ryo's MAX combos are weaker than his regular combos, however, you can get these combos after normally uncancellable moves, such as f.B or 6A.
| (''QM'') '''Light Starter''' > BC, cl.D > 6A > 214BD, 623C > 2363214A/C || 372 || 270 || 2 || 0.10 || Anywhere || 1000 Max Guage combo. At 2 bars Ryo's Max combos are weaker than his regular combos. However, remember you can get these combos after normally uncancellable moves, such as far B or raw 6A.
| '''Starter''' > BC, cl.D > 214D, 623A, cl.C > 646AC, 623C > 2363214A/C || 464 || 465/480 || 2 || 0.040/0.140 || Corner || 1500 Quick MAX corner combo. Make sure to omit 6A so you have enough time to super.
| '''Starter''' > 214BD, 646A > 2363214AC || 493/577 || 45/130 || 2.5 || 0.259/0.359 || Anywhere || Small gain over 2 bar combo. Use in corner if not confident about 214D.
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| (''QM'') '''Light Starter''' > BC, cl.D > 214D, 623A, 2C > 646AC, 623C > 2363214A/C || 467 || 480 || 2 || 0.10 || Corner || 1500 Max Guage combo. Leaving out a 6A after the cl.D gives just enough time to fit all of this within the Max timer.
| '''Starter''' > 623C > 2363214A/C > 641236AC || 541 || 125 || 3 || 0.040 || Anywhere || Optimal light confirm. In the corner, you can extend with 623C to increase the damage/stun.
| ('''Light Starter''')/('''Heavy Starter''' > 6A) > 214BD, 646A > 2363214AC || 437/516 || 60/130 || 2.5 || 0.25/0.35 || Anywhere || Small gain over 2 bar combo.
| '''Starter''' > 214D > 623C > 2363214A/C > 641236AC, 623A, cl.C || 661/745 || 395/480 || 3 || 0.670/0.770 || Corner || You get an extra juggle after an Advanced Cancel in the corner, leading to even stronger damage.
| '''Starter''' > BC, cl.D > 214BD, 646A > 2141236CD || 554/638 || 115/200 || 3 || 0.040/0.140 || Anywhere || 1000 Max confirm. The damage is only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however.
|-
|-
| ('''Light Starter''')/('''Heavy Starter''' > 6A) > 214D, 623A > 641236AC, 2C > 646AC, 623C || 591/673 || 440/470 || 2.5 || 0.75 || Corner || This combo does not work on smaller characters such as Yuri or Meitenkun.
| '''Starter''' > BC, cl.D > 6A > 236C > 2363214A/C > 2141236CD || 598/682 || 255/340 || 3 || 0.040/0.140 || Anywhere || 1250 and 1500 MAX midscreen confirm. Significantly stronger than a regular combo.
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D > 623C > 2363214A/C > 641236AC, 623A, 2C || 656/738 || 410/440 || 3 || 0.65 || Corner || You get an extra juggle after an Advanced Cancel in the corner, leading to massive damage.
| '''Starter''' > 214BD, 646A > 2363214A/C > 641236AC, 623A, cl.C || 695/779 || 195/280 || 3.5 || 0.498/0.598 || Corner || The corner is your friend.
|-
|-
| (''QM'') '''Light Starter''' > BC, cl.D > 214BD, 646A > 2141236CD || 526 || 130 || 3 || 0.10 || Anywhere || 1000 Max confirm. The damage only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however.
| (''QM'') '''Light Starter''' > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C || 598 || 420 || 3 || 0.30 || Corner || 1250 Max confirm. Not as strong as a regular combo.
| '''Starter''' > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C || 678/762 || 515/600 || 3.5 || 0.040/0.140 || Corner || 1250 and 1500 MAX corner combo. Most characters don't have a 3.5 bar MAX confirm, and although this combo is weaker than your standard 3.5 combo, it makes 6A or far B much more threatening.
| (''QM'') '''Light Starter''' > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C || 677 || 530 || 3.5 || 0.49 || Corner || 1250 and 1500 Max combo. Most characters don't have a 3.5 bar Max confirm, and although this combo is weaker than your standard 3.5 combo, it makes 6A or far B much more threatening.
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ''(QM)'' '''Light Starter'''/('''Heavy Starter''' > 6A) > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD || 678/757 || 270 || 4 || 0.10 || Anywhere || 1250 and 1500 Max combo. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.
| '''Starter''' > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD || 682/766 || 255/340 || 4 || 0.040/0.140 || Anywhere || 1250 and 1500 MAX confirm. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.
Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category.
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A
38
Standard low light confirm. Can add an extra 2A but the pushback will prevent meterless followups.
Heavy Starters
Combo
Damage
Notes
2C > 6A
122
Standard heavy starter. 2C is fast, has good range, and forces stand. Works after a jump-in.
cl.D > 6A
132
Most damaging starter, but a bit slower than cl.C/2C. Works after a jump-in. Also a low, making it useful to catch throw tech attempts in pressure and reducing the need to force stand.
cl.C > 6A
122
Standard heavy starter - same speed and damage as 2C, but doesn't force stand.
f.C
70
Cancelable far normal.
cl.A/cl.B/2A, 2C > 6A
140/145
Light link into 2C/cl.C. Note that cancels into 646C/AC will not combo. Can work after a jump-in but is finicky without a crossup.
Other Starters
Combo
Damage
Notes
CD
75
646AC
158
Corner, 0.5 bar
Combos
General Notes:
For corner combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example:
While Ryo's starters are listed above, his combos involving 646A/C all tend to be spacing-dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder.
All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
125
0
Rush combo ending in 236A.
cl.A > A > A > C
236
1
Rush combo ending in a super.
cl.A > A > A > D
341
2
Rush combo ending in a Max super.
cl.A > A > A > A
435
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter Cost
Meter Gain
Location
notes
Light Starter > 214B
116
145
0
0.180
Anywhere
Most consistent light confirm. You can typically chain 3 light normals when using this ender.
Starter > 646A
182/266
45/130
0
0.258/0.358
Anywhere
Requires stand and proper spacing, but grants a hard knockdown.
Starter > 214D, 214B
201/285
225/310
0
0.340/0.440
Anywhere
Strongest meterless midscreen confirm. Requires point-blank range from lights.
Starter > 214D, 623C
257/341
275/360
0
0.455/0.555
Corner
Heavy corner combo.
Heavy Starter > 646C, 623A, 623C
276
180
0
0.703
Anywhere
High damage combo from a point-blank heavy starter. Requires stand. Don't use 6A, or the combo will drop.
CD > 3D, run, 2D
131
170
0
0.155
Anywhere
CD confirm.
CD > 3D, 214D, 623C
239
330
0
0.490
Corner
Corner CD confirm.
CH j.CD, 214D, 214B
303
300
0
0.300
Anywhere
Standard CH j.CD confirm. For future reference, all midscreen j.CD confirms are identical to standard confirms, and thus won't be listed.
CH j.CD, 236C, 623C
292
270
0
0.390
Corner
Corner CH j.CD confirm which can be turned into ludicrous damage with meter. 1-3 bar combos from this starter are easy to understand, and thus won't be listed.
.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214BD, 646A
265/349
45/130
0.5
0.258/0.358
Anywhere
Standard half bar combo. Grants an autotimed safejump.
Starter > 214BD, 623A, 623C
286/370
235/320
0.5
0.425/0.525
Anywhere
Higher damage ender that nearly refunds itself but has no oki outside of the corner (where better combos are possible).
Heavy Starter > 646C, 214BD, 623A, 623C
436
260
0.5
0.633
Anywhere
Optimal punish combo for 0.5 bar - gains that meter back. Standard rule regarding 646C and 6A applies.
Starter > 214D, 623A, cl.C > 646AC, 623C
376/460
425/510
0.5
0.695/0.795
Corner
Powerful corner combo that builds incredible meter and stun for the cost. If you are further out or you used 3 light normals, use the midscreen confirm instead.
CD > 3D, run, 214BD, 646A
239
100
0.5
0.293
Anywhere
Standard half-bar CD combo for a hard knockdown. Going forward, CD combos will not be listed as they will be identical to standard confirms.
CD > 3D, 214D, 623A, cl.C > 646AC, 623C
329
480
0.5
0.730
Corner
CD combos are identical to standard confirms, even in the corner.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214BD, cl.D > 646AC
287/371
115/200
1
0.110/0.210
Anywhere
Highly unoptimal midscreen combo, completely useless with the new EX Zanretsuken changes.
Starter > 214D, 623A, cl.C > 646AC, 214BD, 623C
400/484
425/510
1
0.695/0.795
Corner
High damage corner combo for one bar of meter. Optimal from lights.
Starter > 214BD, 623A, 2C > 646AC, 623C
354
320
1
0.49
Corner
Standard 1 bar corner BnB for when you're less confident on 214D.
Heavy Starter > 236A, 214BD, 623A, 2C > 646AC, 623C
480
470
1
0.680
Corner
Alternate corner heavy combo. You can use this combo after stray 236A hits as well.
CD > 3D, 2363214A/C
211
100
1
0.075
Anywhere
Consistent CD super confirm.
236CD, 214D, 214B
254
220
1
0.840
Anywhere
Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
236CD (AA), 623C
180
110
1
0.715
Anywhere
More consistent anti air SS combo. You may need to run before the 623C.
236CD, 214D, 623A, 623C
330
310
1
1.085
Corner
Corner Shatter Strike combo. This will always match your corner 214D combo.
1.5 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Starter > 214BD, 646A > 2363214A/C
401/485
45/130
1.5
0.223/0.323
Anywhere
Standard midscreen BnB into super, does more damage than 623A > 623C when the super is added.
Universal Quick MAX midscreen combo. With 2 bars, Ryo's MAX combos are weaker than his regular combos, however, you can get these combos after normally uncancellable moves, such as f.B or 6A.
You get an extra juggle after an Advanced Cancel in the corner, leading to even stronger damage.
Starter > BC, cl.D > 214BD, 646A > 2141236CD
554/638
115/200
3
0.040/0.140
Anywhere
1000 Max confirm. The damage is only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however.
1250 and 1500 MAX corner combo. Most characters don't have a 3.5 bar MAX confirm, and although this combo is weaker than your standard 3.5 combo, it makes 6A or far B much more threatening.
1250 and 1500 MAX confirm. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.