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Besides the universal advantages that all characters get from Missiles, which combos or strategies should I be using with Ryu when I have Doom also? I'm currently transitioning from Sent to Doom anchor.
so this is the notation of the combo that i am doing (will NEVER pull this off online) and i havent tested it on all characters (just normal sized) corner only ofc A1 can be wesker gun shot, arthur dagger, taskmaster arrows (haven't tried all yet) A2 hidden missiles
s.M s.H f.H qcf.L+A1 s.M s.H f.H dpb.H (donkey kick, wait until they are just about you) s.M s.H f.H qcb.L (juggles) s.M+A1 s.S (super jump) j.M j.M j.H j.S (land) tk qcb.L (L Tatsu) (missiles hit during) tk qcb.H (land) s.S (super jump) j.H j.S qcf+2atk does 882k
anyway, all of the tatsu's do a soft knockdown (meaning they won't roll out until they touch the ground) this tech applies to the H Tatsu mostly but if you do it normally on the ground, you can't combo after (unless super) if you TK it however with an otg assist (missiles in this case) right after the animation, you will fall the the ground before the opponent does and it cancels (don't know the right word) the recovery frames, leaving you free to launch the opponent after and follow up
im sorry if i don't make sense, gotta learn this theory stuff
I also play Morrigan which is the main reason I'm switching to Doom so I need missiles. My point choices are Wolverine and Ryu and a Wesker currently in training. Wolverine is a great point, obviously but I also enjoy playing with Ryu but found that Drones benefit him a lot more than missiles, but I'm getting there!