From this point forward, you can expect weekly updates to follow a relatively regular schedule. Since i’m not sure where to start, i’ll do what everyone else does and pick Ryu first. It’s about time i provided a writeup for the SF? Ryu Exhibition (Evo2k9+OHN8) combo video released in July, so here’s the first of three installments.
0:12 / SF3:2I In this version, Ryu’s HP Shoryuken hits twice and the first hit doesn’t knock down. Also his SA3 maxes out at two stocks instead of one, which allows Ryu to execute two Denjin Hadokens in one combo. Those two Taunts are used to build meter for the EX Shoryuken, but also to establish that there will be Taunts used in the video so that people with allergies know what to expect. Dudley’s reversal is another Cross Counter, which gets hit because it has a few frames of startup. The Hurricane Kick was done to establish spacing for the next combo, but more importantly to knock over Ryu’s bag.
0:25 / SF2CE For reasons unknown, 1P Ryu can only perform this combo facing right. It’s not that hard to do once you know to pick Guile as the opponent and use vertical j.HK as the crossup, but it’s incredibly rare to avoid dizzying Guile with the first hit of HP Shoryuken. Ryu’s j.LK works as a crossup because Guile’s dizzy animation leans into it, but Ryu lands a step away from Guile so he does far s.LK before Guile gets pulled toward him. That’s why he’s able to do far s.LK followed by close s.LK, and the last part is a c.LK -> s.MP CPS1 chain.
0:34 / MvSF Mephisto creates a meaty setup for the air fireball by crouching under it for a moment, which gives the second LP fireball time to catch up. Unlike the XSF version, MSF Ryu’s dash starts moving instantly so he can cover a lot of ground by dashing inbetween links. Even though none of this is practical and Ryu has always been bottom tier in the Marvel series, Capcom decided to play it safe by toning down the frame advantage on a lot of his attacks in later appearances.
0:48 / HSFA Chain canceling is a feature of Green S-Ism so Ryu gets to do air combos here. Since j.MK hits high from the front, T.Hawk leans back and gets hit by j.HP as a deep crossup. Ryu’s far s.HP isn’t cancelable into specials or supers, but you can chain it into HK then kara-cancel HK. This combo was shown in Training Mode because T.Hawk’s dizzy resistance had to be raised a little bit because otherwise he’d get dizzy after the second air chain.
0:55 / CvS In this version, Shin Shoryuken juggles after any one-hit knockdown, or in this case, non-knockdown air reel caused by j.HP. Both the startup and recovery time of Ryu’s Hadoken are terrible in this game, so the spacing must be perfect for the second combo. The third one takes advantage of M.Bison’s LP+LK roll invincibility to create a meaty setup for DB+HK.