Originally posted by Geekboy:
VC1, Jab DP, [Fierce FB, Fierce Demon Flip->Kick, land, repeat from FB], repeat brackets until corner, then do s.Fierce, whiff FB xn.
VC2(or VC3), Strong DP, b+Roundhouse [Fierce Demon Flip->Kick, land, Fierce Demon Flip->Kick, land, s.Fierce]. When you get to the corner, and you still have meter, do one Demon Flip->Kick, land, and do another Demon Flip with nothing, land, and do b+Roundhouse again to continue the combo or you can do the s.Fierce, FB pattern. (Thanks to Sabre for clarification)
-Above combo is for 2P side, if you're 1P do whiff s.Fierce -> Fierce Demon Flip->Kick (Thanks to Mouko for more clarification)
VC3, c.Forward, c.Roundhouse, Strong Demon Flip, OTG Fierce grab, [s.Roundhouse, Fierce Demon Flip->Kick, land, s.Roundhouse] until corner. Once in the corner, just do whiff Jab FB into s.Fierces. Once the meter runs out, you can jump foward and then Demon Flip into a punch or something. (Thanks to Raz0r)
-When ending a VC with Akuma, you can add in Demon Flips right before the meter runs out. Do the s.Fierce, FB, when the meter's down to 5%, you can do Fierce Demon Flip->Kick, land, c.Fierce, Jab Demon Flip->Kick.
Akuma Unblockable (Thanks to Mouko)
(Do when opponent has no meter, so it's safe)
VC1: c.Short, Fierce Red FB, Fierce Demon Flip->Punch(hit late), c.Short (unblockable), Blue FB to the Demon Flip/FB combo
VC2, c.Strong, [QCF+Forward, f+Roundhouse, whiff QCF+Forward, s.Fierce], repeat brackets, when you get to corner do: s.Fierce, QCB+Jab xn (if you fall back, use QCF+Forward once instead of a Criminal Upper)
VC3, c.RH, f+RH, whiff QCF+Forward, [s.FP, whiff QCF+Forward], when you get to the corner [s.Fierce, whiff QCB+Jab] for like 2 sets, then do s.Fierce, j.Short, CC j.Shorts for his infinite.
VC2, s.Strong, Fierce Scrape, whiff Strong Scrape, Fierce Scrape, [s.Roundhouse, whiff Jab Scrape], repeat brackets until corner then do: s.Roundhouse, Fierce Scrape x2 (you should now change sides), b+Fierce, whiff Jab Scrape, [s.Roundhouse, Jab whiff Scrape], end with 360+Roundhouse
-VC1 makes his CC infinite possible (Thanks to Mouko)
-Another way to start thie VC is Activate, c.Short, c.Forward, Fierce Scrape, s.Roundhouse...IMO, a more effective way to start it since it's not that big a difference and it's easier.
-CC infinite: VC1 requirement, keep doing the s.Roundhouse, whiff Jab Scrape, when the meter gets down at 5%, after the Jab Scrape, quickly do a s.Strong, and repeated jump forward Fierces (you can continue the CC infinite into midscreen but doing a j.Fierce, then j.Short, now you can continue to the other side).
VC1, Jab DP, b+Fierce, QCB+Forward, [b+Fierce, whiff QCB+Short], repeat brackets until corner, then do: s.Fierce, whiff Hadoken, repeat this until meter is at 5%, after the Hadoken, do a s.Strong, then CC j.Fierces.
-You may have to use an occasional QCB+Forward instead of Short if it looks like they're pushed too far. What I usually do is alternate between both Hurricane Kick strengths sometimes, but I only do this if I use the combo as anti air or I don't hit the DP deep enough.
VC3, KKK, [s.Fierce, whiff DP+Fierce], repeat until the corner, then do s.Roundhouses. The kicks last long enough to keep them from flipping out of the combo.
(Ryu has a WEAK midscreen 'Barely does more than 25+%, so just save the meter until you're in the corner)
(Corner) VC1, [c.Forward, Fierce FB, c.Forward, Fierce FB, hopkick]
-This VC is easy to remember, but when it comes to crunch time, it's VERY easy to mess up since you have to do it real real fast, but when you finish it completely, it's 70%, A LOT of damage.
(Corner) VC1, [c.Short(slide), Jab FB]
-You have to do this FAST in order for it to work, otherwise you'll be pushed away.
(Midscreen) VC2, c.Short or c.Forward slide, Fierce FB (takes em in the air), immediately hit em with s.Roundhouse, [DP+KKK, Fierce FB, DP+KKK, Fierce FB] repeat until you hit the corner, and juggle with repeated Yoga Flames (Thanks to Sabre)
VC1, c.Strong, [QCB+RH], repeat xn, when meter runs out, do c.Jab, QCB+RH.
VC1:low jab(deep)-> roundhouse shooting peach(qcb+k)-> roundhouse shooting peach x n-> low fierce.
VC1: low fierce-> roundhouse shooting peach x n
Alternate Midscreen ender(can be rolled from):
in corner qcb + roundhouse x n-> whiff standing roundhouse-> daydream headlock(360+k)
counter hit jump attack-> crouch cancel activate vc1, jump roundhouse-> roundhouse shooting peach x n-> low fierce.
VC1:low short-> low forward-> low roundhouse-> whiff roundhouse shooting peach-> roundhouse daydream headlock(otg)
Standing fierce-> activate vc1, low roundhouse-> whiff roundhouse shooting peach-> daydream headlock(otg)
low roundhouse/fierce paradise hold-> activate any VC-> fierce paradise hold(360+p) x 4/fierce paradise hold x 3-> whiff low roundhouse-> roundhouse daydream headlock.
Note: this multiple otg combo is very inconsisent regarding when the opponent can recover and escape, so its ideal use is for a dizzy otg.
opponent dizzy: activate any vc-> short daydream headlock-> walk up short daydream headlock-> walk up roundhouse daydream headlock-> vc ends-> any combo.
knock them down with low roundhouse-> activate vc1-> cross up splash(jump+d+fierce)-> low short-> low fierce-> roundhouse shooting peach.
(Thanks to Middlekick)
VC3, c.Short, [Short Flashkick, s.HK, whiff knee] then when opponent is cornered, repeat Roundhouse Flashkicks or crouch cancel mid air throws. (Thanks to Damien Jr)
VC3, [Fierce Palmstrike (QCF+Fierce), Fierce Double Elbow (whiff first hit, RDP+Fierce, Fierce)] repeat xn
VC3, OTG 360->fierce palmstrike(perform by doing hcb+p)->fierce double elbow(2nd hit only)->fierce double elbow(2nd hit only)->[fierce palmstrike->fierce double elbow]*n till corner then palmstrikes
(Thanks goes to BLT)
VC2 or VC3, 360+k, double elbow (whiff the second hit), dp+HP, hp palm strike x1(whiffs), f+hp finisher, dp+HP, hp palm strike x1(whiffs), f+HP, hp palm strike x1(whiffs), f+HP, DP+ HP.
(Thanks to El Diablo)
VC1: b+roundhouse->whiff low roundhouse-> fierce super zutsuki(b,f+p) x n
VC1: low strong-> fierce super zutsuki x n
counter hit jump attack-> activate vc1, jump fierce x n
-Midscreen ender(can be rolled from)-
fierce super zutsuki x n till just before you reach the corner: whiff roundhouse super hyakkan otoshi(d,u+k)-> otg ooichou nage(360+p) x 2~3
activate any vc: ooichou nage x 4
note: p1 only
counter hit jump fierce-> crouch cancelled jump fierce-> b+roundhouse(2 hits)-> dizzy-> activate any vc-> dizzy otg ooichou nage x 4-> vc ends-> any combo.
Note: p1 only.
(Thanks to Middlekick)
VC3:low short-> low strong-> jab bullhead(b,f+p)-> strong bullhead x n-> in corner stand strong-> whiff jab bullhead x n
VC1:b+fierce-> whiff jab bullhead->[stand strong-> whiff strong bullhead] x n-> in corner stand strong-> whiff jab bullhead-> meter at approx. 5%-> whiff low strong-> shadow hits-> [crouch cancelled jump strong x n->till meter at 50%-> activate vc1-> crouch cancelled jump strong] x n
Note: p1 only
VC3:b+fierce-> whiff jab bullhead-> [stand strong-> whiff strong bullhead] x n in corner-> [stand strong-> whiff jab bullhead] x n
-Corner ender(can be rolled away from)-
in corner: [stand strong-> whiff jab bullhead x n]-> whiff stand forward-> murderer chain(360+p)/bandit chain(360+k) otg.
counter hit jump attack-> crouch cancelled jump activate vc1, jump roundhouse x n-> vc ends-> crouch cancelled jump strong x n.
jump roundhouse-> low fierce(2 hits) jab bullhead-> dizzy-> activate vc1: short bandit chain(otg)-> whiff strong bullhead-> jab murderer chain(otg)-> vc ends-> any combo.
counter hit jump fierce-> crouch cancelled jump fierce-> low fierce(2 hits)-> final bullhorn(hold short+forward)-> dizzy-> empty jump roundhouse bandit chain x 3-> vc ends-> any combo.
Note: p2 only
counter hit jump roundhouse-> crouch cancelled jump roundhouse-> low fierce(2 hits)-> final bullhorn-> dizzy-> bandit chain(otg)-> murderer chain(otg)-> vc ends-> any combo.
Note: p1 and against blanka only
(Thanks to Middlekick)
VC1, c.short, rh cannon spike, rh cannon drill, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab
VC3, [s.fierce, rh cannon spike, rh cannon drill] repeat to corner, rh cannon spike x n, s.fierce, fierce hooligan combo grab
VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, [s.fierce, rh cannon spike, rh cannon drill] s.fierce, fierce hooligan combo grab
Notes: to continue combo out of the corner the 360 has to be landed with YOU in the corner - set it up 2 ways - either with them cornered where c.rh -> mach slide dashes past them of with you cornered when the mach slide keeps to corner side of your enemy.
50% VC Bar Corner OTG
VC3, c.rh, foward mach slide, fierce earth direct, short cannon drill, s.fierce, fierce hooligan combo grab
jump fierce (counter hit), cc jump fierce, c.strong, rh cannon spike, land, VC3, OTG Fierce Earth Direct.
Variations on this involve doing c.strong -> mach slide, VC, OTG combo back out the corner etc.
(Thanks to Arma)