| 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, 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.
|-
|-
| '''j.X''' cl.D > 646C, 214BD, 623A, 623C > 2363214P || 558/583 || 260/300 || 1 || 0.3 || Anywhere || Possibly the most damaging 1-bar combo in the game. Although it technically costs 1.5 bars, the meter gained from the combo overall generates around 0.5 meter that will be used to perform the super. In the end, Ryo gains around 0.3 meter from the entire combo.
| '''j.X''' cl.D > 646C, 214BD, 623A, 623C > 2363214A/C || 558/583 || 260/300 || 1 || 0.3 || Anywhere || Possibly the most damaging 1-bar combo in the game. Although it technically costs 1.5 bars, the meter gained from the combo overall generates around 0.5 meter that will be used to perform the super. In the end, Ryo gains around 0.3 meter from the entire combo.
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 combos in Bold).
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 some followups.
Heavy Starters
Combo
Damage
Notes
2C
70
Standard heavy starter. 2C is fast, has good range, and forces stand, which is necessary for certain cancels. Works after a jump-in.
cl.D
80
Most damaging starter, but a bit slower than cl.C/2C and doesn't force stand. Works after a jump-in.
cl.C
70
As fast and damaging as 2C, but less useful as it does not force stand. It can make execution easier, however. Works after a jump-in.
f.C
70
Cancelable far normal.
cl.A/cl.B/2A, 2C
91/96
Light link into 2C. Note that cancels into 646C/AC will not combo. Can work after a jump-in but is finicky.
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
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:
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 a special move.
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 > 646A
164
45
0
0.258
Anywhere
Requires stand and proper spacing, but grants a hard knockdown.
Light Starter > 214D, 214B
201
225
0
0.34
Anywhere
Strongest light confirm. Must be point blank.
Light Starter > 214B
116
145
0
0.18
Anywhere
Most consistent light confirm. You can typically chain 3 light normals when using this ender.
Light Starter > 214D, 623C
257
275
0
0.455
Corner
Corner combo. Replace 623C with 623A > cl.C/2C for a corner reset.
Heavy Starter > 646C, 623C
276
180
0
0.483
Anywhere
High damage combo from a point-blank heavy starter. Requires stand. Note that 646C combos typically don't work after a jump in.
Heavy Starter > 214D, 214B
244
250
0
0.37
Anywhere
Same as your strongest light confirm. Works at more spacings.
Heavy Starter > 6A > 214D
218
210
0
0.285
Anywhere
Hit confirmable heavy combo. Doesn't work on crouchers.
Heavy Starter > 6A > 214D, 623C
318
320
0
0.50
Corner
Heavy corner combo. Doesn't work on crouchers. You can omit the 6A for crouching opponents.
Heavy Starter > 6A > 236C, 623C
303
320
0
0.425
Corner
Alternate corner combo.
CD > 3D, run, 2D
143
170
0
0.155
Anywhere
CD confirm.
CD > 3D, 214D, 623C
281
330
0
0.49
Corner
Corner CD confirm.
236A, 214B
122
140
0
0.175
Anywhere
Though it is spacing-dependent, you can usually link a 214B after a 236A hits (especially if the 236A hits airborne).
236A, 646A
209
80
0
0.293
Corner
Extra damage and hard knockdown from a 236A.
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter/(Heavy Starter > 6A) > 214BD, 646A
240/324
45/130
0.5
0.258/0.343
Anywhere
Standard half bar combo. Grants an autotimed safejump.
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
372
260
0.5
0.653
Anywhere
Optimal midscreen punish combo that builds more meter than it costs. Requires standing. If you have enough time to land a jump-in for your punish, the previous combo is preferred as it is significantly easier to land after a jump-in.
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, cl.C > 646AC, 623A, 623C
292
330
0.5
0.495
Midscreen
If Ryo's back is too close to the corner, it is impossible to link cl.C after a spaced CD. However, a point blank CD can always link into cl.C.
CD > 3D, 214D, 623A, cl.C > 646AC, 623C
390
480
0.5
0.73
Corner
Going forward, corner CD combos will not be listed as they are the same as your corner 214D combo.
236A, 5C > 646AC, 623A, 623C
350
340
0.5
0.53
Corner
Extra damage from a 236A. Both 5C and cl.C work here.
If 214D won't connect, you can use the midscreen confirm.
CD > 3D, run, cl.C > 646AC, 623C > 2363214A/C
364
250
1
0.35
Midscreen
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.
j.X cl.D > 646C, 214BD, 623A, 623C > 2363214A/C
558/583
260/300
1
0.3
Anywhere
Possibly the most damaging 1-bar combo in the game. Although it technically costs 1.5 bars, the meter gained from the combo overall generates around 0.5 meter that will be used to perform the super. In the end, Ryo gains around 0.3 meter from the entire combo.
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.
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.
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.
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.