Combos
BEGINNER COMBOS
Crouching Light, Standing Medium, Crouching Medium, Crouching Hard, Forward + Hard, Hard Donkey Kick -> Standing Medium, Forward + Hard, Hard Hurricane Kick (Optional: Cancel into Shinkuu Hadouken)
Light, Medium, Crouching Medium, Hard, F + Hard [ Cancel Into ] Light Hadouken [ Cancel into ] Shinku Tatsumaki
Extremely powerful, this does Polymar-level damage. Make sure to release the joystick after the F + H for a second so you don't get a Shoryuken instead. This combo also works well in DHCs. Against Roll, use the next combo instead, because some of the attacks may miss her.
LMcMHcH -> F + H -> H Tatsumaki Senpuu Kyaku -> Shinku Hadouken
Simple and very versatile. Not as strong as the above, but works as a juggle (omit the crouching attacks) where the previous combo does not. Against Roll, omit the standing H unless hitting as a juggle.
Crouching Light, Standing Medium, Crouching Medium, BAROQUE, Crouching Light, Crouching Medium, Crouching Hard, Forward + Hard, Hard Joudan Kick, Medium, Forward + Hard, Hard Hurricane Kick, Shinkuu Hadouken
CORNER COMBOS
LMcMHcH -> F + H -> Donkey Kick -> LMH -> F + H -> H Tatsumaki Senpuu Kyaku -> Shinku Hadouken
You have a load of options after the Donkey Kick, but this will get you the most damage for 1 level. Of course, you can just use a regular air combo finisher if you don't want to spend a level. Of course, you can omit the Shinku Hadouken if you want.
LMcMHcH -> F + H -> Donkey Kick -> cLcMH -> F + H -> L Hadouken -> Shin Shoryuken -> (wait) -> Hadouken -> Shinkuu Hadouken
After Shin Shoryuken, you can combo and relaunch by dashing and hitting with a jab and launcher. Though this may be difficult, it is necessary for learning high level Ryu play in TvC. Until then, it's easiest just to do a Shinku Hadouken, even though it's not a good tradeoff for a whole 4 levels. If you can nail the relaunch however, it becomes far more effective and allows you to regain some of the meter used to perform the super in the first place.
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