Here are the last ten SF? Ryu Exhibition (Evo2k9+OHN8) combo writeups for your reading pleasure. Also works great as an all-natural remedy for insomnia.
3:20 / XvSF This is the only case where one clip transitions into the middle of another combo, but nothing happens before the Shinkuu Tatsumaki Senpukyaku. It always registers 18 hits. Like many characters in the game, Ryu can perform air combo links as well as chains, especially using light attacks. His j.U+MK is great for setting up throws due to the way it floats opponents upward instead of knocking them away. XSF lets you resuperjump after certain air maneuvers, including air pushblocking and air throws. Juggernaut is so huge that he gets hit by Ryu’s HK air Hurricane Kick in both directions. He also causes a lot of attacks to go the wrong way and then gets hit by these backwards attacks. Comboing into ground throws is possible if you make an airborne opponent’s last hit stun frame coincide with the frame where they bounce off the ground. The last two hits are escapable since Juggernaut can tech roll. The combo effectively ends with the second throw, but i just wanted to show how close Juggernaut was to getting dizzy.
3:36 / CFE As you can guess from Ryu’s sprite, CFE is based on the CvS engine. Shinkuu Hadoken behaves the same way here as in the CvS series. Making it pass through Hydron’s MK Tadpole Spawn strips away its first hit, which allows the remaining four hits to juggle after Ryu’s c.HK sweep. Hydron’s c.HK then reaches into Ryu’s LP red FB as late as possible. Combined with the counterhit bonus, Ryu has barely enough time to link into F+MP.
3:44 / SSF2 This clip illustrates three vastly different meaty setups. It starts with Balrog’s HK Dash Upper running into Ryu’s extended s.LK, which he links into c.HK. The second combo uses a basic wakeup meaty to eliminiate the gap between the two hits of Ryu’s close s.HK. This provides no extra frame advantage on the second hit, but does effectively eliminate the pushback from the first hit. Ryu stays close enough to link far s.HP to dizzy Balrog. In the last combo, Ryu extends his far s.MK in front of Balrog as he leans back due to his dizzy animation. By the time he leans forward to get hit, the s.MK is on its last active frame. This leaves Ryu with a lot of frame advantage, which he uses to walk forward and link far s.MP xx HP red FB midscreen.
3:55 / SF3:NG SF3 Ryu is a lot bigger and taller than SF2 Ryu, but the difference is much less noticeable when they’re crouching. This clip was built to show off my two favorite things about SFIII: Ryu’s forward throw animation and the step he takes during Joudan Sokutou Geri startup. The rest of it is made of interesting links and a little choreographed sequence between Ryu and Alex. This is the only clip in the video to use altered damage settings. The Damage Level is set to two stars in the Game Option menu and both characters are given a five star Handicap in Versus Mode. Otherwise Alex dies too soon, and the whole point of the combo is to show Ryu’s HK Joudan Sokutou Geri in slow motion.
4:43 / SFEX+a Ryu needed to start on the right side in order for his whiffed HP Shoryuken to face forward, matching the SF3 Shin Shoryuken sprite. The SFEX series has a lot of interesting links, such as Ryu’s s.HK, c.MK combo shown here. His Hurricane Kick maxes out at three hits, which becomes four in SFEX2. As a throwback to World Warrior, SFEX Ryu’s Shinkuu Hadoken randomly comes out red.