Chikara no Hadou: Evil Ryu Strategies & Match-up Thread

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  • DeathGunDeathGun Joined: Posts: 699
    Is there a list of chars who can be hit by sweep after a lk. tatsu?

    Is it common sense that the U2 is better overall? Seens better for anything but combos, and even in combos it dont do much more damage, like Ryu's U1 and U2 (about 100dmg diference). Evil's dp FADC U1 does ~30 more damage than the same thing with U2. If you do a bigger combo, the diference diminishes due the scalling. The combo with hcf MK will deal only 10 extra damage if done with U1 instead of U2.
  • KikuichimonjiKikuichimonji Watch out, I know frame data Joined: Posts: 4,585
    Is there a list of chars who can be hit by sweep after a lk. tatsu?

    Is it common sense that the U2 is better overall? Seens better for anything but combos, and even in combos it dont do much more damage, like Ryu's U1 and U2 (about 100dmg diference). Evil's dp FADC U1 does ~30 more damage than the same thing with U2. If you do a bigger combo, the diference diminishes due the scalling. The combo with hcf MK will deal only 10 extra damage if done with U1 instead of U2.
    Combos into U2 are terribly inefficient unless you're doing EX tatsu -> ultra or EX Hadouken fadc U2. cr.mk xx EX Hadouken FADC U2 is probably the juiciest combo E Ryu has into U2 because cr.mk is an amazing poke and the hado combos from max range. However, if you do a hit-confirm cr.lk cr.lp cr.mp xx EX Hadouken fadc U2, it will do just over 400 damage. Which is what dp fadc EX Shakunetsu Hadouken U1 does.

    U2 is great as a raw punish or an occasional anti-air, but if you pick U2, most of E Ryu's setups into ultra will do less damage or won't even combo.

    EX Tatsu in corner, uppercut fadc ultra, j.mp ultra, far range red fireball -> ultra in the corner, MIDSCREEN s.mp xx EX Shakunetsu Hadouken -> U1, j.mp -> ultra, AA lp uppercut -> ultra

    It probably depends on the matchup.
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  • ZOMBIEGUTS TZAZOMBIEGUTS TZA Mediocre Player Joined: Posts: 472
    Combos into U2 are terribly inefficient unless you're doing EX tatsu -> ultra or EX Hadouken fadc U2. cr.mk xx EX Hadouken FADC U2 is probably the juiciest combo E Ryu has into U2 because cr.mk is an amazing poke and the hado combos from max range. However, if you do a hit-confirm cr.lk cr.lp cr.mp xx EX Hadouken fadc U2, it will do just over 400 damage. Which is what dp fadc EX Shakunetsu Hadouken U1 does.

    U2 is great as a raw punish or an occasional anti-air, but if you pick U2, most of E Ryu's setups into ultra will do less damage or won't even combo.

    EX Tatsu in corner, uppercut fadc ultra, j.mp ultra, far range red fireball -> ultra in the corner, MIDSCREEN s.mp xx EX Shakunetsu Hadouken -> U1, j.mp -> ultra, AA lp uppercut -> ultra

    It probably depends on the matchup.

    Plus U1 can be used in Fireball wars With just naked ultra or EX shankunetsu to Ultra at about mid-screen.
    I can see U2 being being decent in some matchups but in matches with FB wars U1 is a must imo
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  • TouchdownTouchdown Joined: Posts: 495
    ^that info its goin to help me dealing with Bison's spam of SK and PC : \

    Been having a hard time dealing with that tbh.

    Btw, still in Bisons topic, how are you guys dealing with Stomps? I've tried SRK them, but it trades and those trades, E.Ryu can't afford getting much of them.

    With the regular headstomps you can jump forward and use the MP anti-air but most likely a good Bison would see this and then go immediatley to the reverse. In order to stay away from your jumping forward MP. For EX headstomps you can easily walk backwards or dash underneath them.

    You are right about trades with Evil Ryu he can not afford them.
    "I see many intermediate to intermediate-advanced players stuck in the realm of theory fighting. They are stuck in their minds, hung up on making “the right decision” at every point in the game..These players don’t play with enough intuition, with enough “feeling,” with enough creativity, unpredictability, and daring..."
  • Dj AntmanDj Antman Whats a BassMonkey? Joined: Posts: 656
    Yea, Bison is a pretty hard match up for me right. Same goes with Balrog. It just seems like i can't punish them at all.
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  • DeathGunDeathGun Joined: Posts: 699
    Combos into U2 are terribly inefficient unless you're doing EX tatsu -> ultra or EX Hadouken fadc U2. cr.mk xx EX Hadouken FADC U2 is probably the juiciest combo E Ryu has into U2 because cr.mk is an amazing poke and the hado combos from max range. However, if you do a hit-confirm cr.lk cr.lp cr.mp xx EX Hadouken fadc U2, it will do just over 400 damage. Which is what dp fadc EX Shakunetsu Hadouken U1 does.

    U2 is great as a raw punish or an occasional anti-air, but if you pick U2, most of E Ryu's setups into ultra will do less damage or won't even combo.

    EX Tatsu in corner, uppercut fadc ultra, j.mp ultra, far range red fireball -> ultra in the corner, MIDSCREEN s.mp xx EX Shakunetsu Hadouken -> U1, j.mp -> ultra, AA lp uppercut -> ultra

    It probably depends on the matchup.
    Do you actually read my post? I said there that U2 does less damage in combos, but the difference is really small, and the bigger the combo is, smaller the damage difference gets. Most of the combos with more than 3 hits, FADC and ultra will do like 15 more damage with U1 beeing used. For everything else, U2 is better. Do it seens worth to you to pick U2 for extra 15 damage in combos?
  • DeathGunDeathGun Joined: Posts: 699
    Plus U1 can be used in Fireball wars With just naked ultra or EX shankunetsu to Ultra at about mid-screen.
    I can see U2 being being decent in some matchups but in matches with FB wars U1 is a must imo
    You are right. Initially I tought that U1 havent the initial frames of invencibility like Ryu's one (some videos I saw with him countering a hadoken with a U1 and beeing hit by the hadoken, the ultra didnt came out) but I was mistaken, it just happens when you charge it. So its an option against projectile chars.
  • SlayersliceSlayerslice Joined: Posts: 1,666
    What to do vs Dhalsims??
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  • ZOMBIEGUTS TZAZOMBIEGUTS TZA Mediocre Player Joined: Posts: 472
    What to do vs Dhalsims??

    against sim its probably just like the ryu/sim match just be really patient and careful use normals to CH his s,HP when your just out of its range.Every time you get a knock down dash forward twice to close space.When you get in dont let him get away.Also you can safe jump him and use OS tatsu or Ultra 1 to catch backdash or teleport.Also use lots of frame traps/throw mixups(EX Tatsu is great for frame trapping).Also use blockstrings with FAs to absorb limbs

    hope this helps
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  • Logan SamaLogan Sama Joined: Posts: 881
    Vs Sim, you have a Dive kick. So you can make his anti airs whiff easier than Ryu can.
  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 2,049
    St.Forward poke (Probably underrated too) does wonders against Honda , it can stuff his St.Roundhouse , but I think Honda can probably counter with St.Fierce . It actually reaches out pretty far too so it's really not bad to throw it out there when near sweep range with Honda .
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  • TouchdownTouchdown Joined: Posts: 495
    Yeah not too mention, Evil Ryu's mobility being better than Ryu's as far as a better dash and movement should help with getting in on Dhalsim.
    "I see many intermediate to intermediate-advanced players stuck in the realm of theory fighting. They are stuck in their minds, hung up on making “the right decision” at every point in the game..These players don’t play with enough intuition, with enough “feeling,” with enough creativity, unpredictability, and daring..."
  • johnnypaojohnnypao Joined: Posts: 88
    After HCF+MK against Blanka you cannot do cr.MP xx LK Tatsu because it causes the Tatsu to whiff, you must use cr.LP. Also you can punish a blocked heavy horizontal Blanka ball by dashing forward and using cr.HP xx whatever.

    This is also the case vs Rufus.
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  • Logan SamaLogan Sama Joined: Posts: 881
    You also cannot do cross up MK/dive kick > cr.LP > cl.HP on Blanka either. Which is irritating as shit
  • Dj AntmanDj Antman Whats a BassMonkey? Joined: Posts: 656
    Mmm... dive kick is too unreliable imo.
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  • Rice_EaterRice_Eater Now more Evil Joined: Posts: 1,787
    Mmm... dive kick is too unreliable imo.

    Depends how it's used. If your opponent is anti-air'ing you with normals, it's a good way to get in by delaying your aerial attack. But it is most deadly when you land a forward throw. Just stand still and do a early dive kick, it looks like you're going for a cross up when you'll actually land in front of them for a full combo. Personally I think Evil Ryu has the best dive kick outside of Rufus, Twins, and Cammy. I really like it and use it often in my matches(although not always effectively which is a problem with me and not the move)
  • Logan SamaLogan Sama Joined: Posts: 881
    Dive kick is fucking awesome against characters who have to anti air with normals because the delay is huge!
  • P daaaawgP daaaawg Joined: Posts: 2
    Any matchup tips vs Adon? In AE, I find Adon a harder matchup with E.Ryu than regular Ryu (I main both), but not by a lot. Anything E.Ryu can do in this matchup?
  • TYRANT ToneZTYRANT ToneZ Joined: Posts: 33
    In the Guile match up, i feel that you should just let him come to you, throw fireballs full screen since i think E.Ryu wins a fireball war. he can not walk after a jab Sonic Boom because of the Shaku mixup and just the recovery after a fireball, e.ryu can throw another one fast. at 2/3 screen bait jumps. you can anti air with s.RH and it beats everything he has clean. close up, apply axe kick pressure with Forward Axe Kick, since that has the least block stun. on Untechable Knockdown, dive kick safe jump or cross up LK stuffs Flash Kicks. I'm
  • SlayersliceSlayerslice Joined: Posts: 1,666
    What to do vs Juri and Blanka?
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  • KikuichimonjiKikuichimonji Watch out, I know frame data Joined: Posts: 4,585
    On Rufus, you can do s.hp xx mk axe kick, s.lp, s.mp xx lk tatsu, hp uppercut. Does even more damage than the regular BnB.
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  • kep1kep1 BINGO! Joined: Posts: 161
    What Super setups have you guys worked out? One effective one I've used a few times is after a s.lk AA (which btw is a pretty amazing AA) do f+mk and then Super right as they land.
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  • KikuichimonjiKikuichimonji Watch out, I know frame data Joined: Posts: 4,585
    What Super setups have you guys worked out? One effective one I've used a few times is after a s.lk AA (which btw is a pretty amazing AA) do f+mk and then Super right as they land.
    I just tick into it with a f.mp kara after cr.mp/cr.lp a lot. Whiff divekick -> super is good. So is blocked divekick -> super, but that requires good timing. s.hp xx lk axe kick (on hit) -> super should be a good gimmick.
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  • TechitsTechits Bottom Feeder Joined: Posts: 48
    I'm not sure if this is the right thread, but how do I Punish a blocked M. Bison Scissor kick. When a good bison player gets me in the corner he just uses a block string ending with H scissor kick and I can't figure out a safe way to get out.
  • DannkkDannkk Joined: Posts: 1,761
    I like the f+mk kara on people that like to crouch tech. Block for a second in case they reversal, then hit it and it'll hop over their crouch tech and the super lands.
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  • SlayersliceSlayerslice Joined: Posts: 1,666
    I am having trouble with Gen and Chun-Li and Ken

    Ken seems to outpoke me very easily with his lunging forward kick, Gen keeps jumping off the wall and hit me on my head and I can't SRK it because it whiffs, and Chun-Li can walk after her kikoken and do either lowsweep or hasanshou
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  • TechitsTechits Bottom Feeder Joined: Posts: 48
    I am having trouble with Gen and Chun-Li and Ken

    Ken seems to outpoke me very easily with his lunging forward kick, Gen keeps jumping off the wall and hit me on my head and I can't SRK it because it whiffs, and Chun-Li can walk after her kikoken and do either lowsweep or hasanshou

    I found with Gen a well timed neutral Jumping heavy punch will beat it.
  • DannkkDannkk Joined: Posts: 1,761
    You can also just block it. You have frame advantage after. You can dash or teleport away from it, too.
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  • KikuichimonjiKikuichimonji Watch out, I know frame data Joined: Posts: 4,585
    I'm not sure if this is the right thread, but how do I Punish a blocked M. Bison Scissor kick. When a good bison player gets me in the corner he just uses a block string ending with H scissor kick and I can't figure out a safe way to get out.
    If it's anything but L scissor kick you get a free hp uppercut. You can probably s.mp or cr.mp xx lk tatsu but that would be greedy.

    You can't punish lk scissors, it's completely safe on block.
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  • AnnihilationscapeAnnihilationscape The World Warrior Joined: Posts: 720
    I'm having trouble with Ken as well. We all know Ken's easily one of the best shotos in AE, maybe even the best, so it's no surprise. His pressure and kara-throws are over the top. If anyone has any tips, setups, or general strategies against Mr. Masters, it'd be greatly appreciated.

    I face a very strong Ken player regularly, so if I find anything useful I'll definitely share.
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  • KikuichimonjiKikuichimonji Watch out, I know frame data Joined: Posts: 4,585
    I'm having trouble with Ken as well. We all know Ken's easily one of the best shotos in AE, maybe even the best, so it's no surprise. His pressure and kara-throws are over the top. If anyone has any tips, setups, or general strategies against Mr. Masters, it'd be greatly appreciated.

    I face a very strong Ken player regularly, so if I find anything useful I'll definitely share.
    Backdash out of his pressure. Anti-air/footsie him so he can't get to his preferred range.
    Domination 101 by Seth Killian - The original blueprint for competitive fighting game thought.

    Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
  • Digital WarlordDigital Warlord The Way of the Intercepting Fist!!! Joined: Posts: 325
    What to do vs Juri and Blanka?

    Juri and Blanka are characters than can easily counter a fireball and they move fast. Against characters like those, the best thing to do is watch them closely and be patient.. when they try and get close poke them away with cr.mp and cr.mk, even st.mk will work. Try to frequently fake juri/blanka out by making them think you will throw fb and wait for them to jump, or in blankas case slide under. Punish if they fall for it. Once they learn what you are doing after they fall for it a few times, they will get just outside your cr.mk or a little closer and just sit there and block, thats when you change it up and dash in all of a sudden and go for a throw or a footsie game. The key with these type of characters is to have a solid reaction against jumps and blankas slide...cr.mp beats blanka ball for free if timed correctly(which is very easy to see from like halfscreen away..just look for it).

    Patience is another good quality to have. Yes, E.Ryu has an awesome hadouken, but it should be used only as a calculated setup/poke/round-ender.
  • SlayersliceSlayerslice Joined: Posts: 1,666
    Evil Ryu has a glitch it seems, I figured out when Ultraing a crumpled opponent at the corner with a focus attack, you can jump over to do your Ultra 2 and still have your position for having your opponent in the corner, instead when you jump over and do that ultra, he does a EX Axe kick or a EX tatsumaki, I even tried reversing my controls, he didn't do Ultra 2. Only done Ultra 2 twice in the corner side it's very strange
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  • Evaded_DeathEvaded_Death Joined: Posts: 81
    What do you do against akuma
  • KikuichimonjiKikuichimonji Watch out, I know frame data Joined: Posts: 4,585
    What do you do against akuma
    You press the right buttons and directions at the right time.

    See, if you ask a really ambiguous question, you get a really ambiguous answer. Nobody ought to explain an entire matchup to you without you at least explaining the problems you have with it.
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  • Evaded_DeathEvaded_Death Joined: Posts: 81
    You press the right buttons and directions at the right time.

    See, if you ask a really ambiguous question, you get a really ambiguous answer. Nobody ought to explain an entire matchup to you without you at least explaining the problems you have with it.
    Sorry about that I meant what do you do about his air fire ball its really driving me insane.
  • DannkkDannkk Joined: Posts: 1,761
    When he's running away with air fireballs, you want to keep moving forward, and try to punish them with sweep. He's got extra recovery when he lands from doing the air fireball, so as long as you're in range, you can stick out your sweep. You might trade with the fireball, but it only does 50 damage, while your sweep does 120 and knocks him down.
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  • SlayersliceSlayerslice Joined: Posts: 1,666
    I have found some use for the Heavy Axe kick, when you hit someone with a focus attack and you dashed back or your dash didn't get in or whatever reason that you can't combo of your crumple, instead going for the sweep do the Heavy axe kick it deals more damage
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  • Evaded_DeathEvaded_Death Joined: Posts: 81
    When he's running away with air fireballs, you want to keep moving forward, and try to punish them with sweep. He's got extra recovery when he lands from doing the air fireball, so as long as you're in range, you can stick out your sweep. You might trade with the fireball, but it only does 50 damage, while your sweep does 120 and knocks him down.
    Thanks but what if there coming forward with the air fireball?
  • DannkkDannkk Joined: Posts: 1,761
    That's safer, but lot's of times, you can do the same thing. Generally, if he lands before you have to block the fireball, he'll be safe. If he's going to be safe, you don't have many options, and the best one available is to block. He'll try and use the fireball to mix you up. Switching between a low attack, overhead or throw as you come out of block stun, but you're best off defending it. If you get to a point where you need to breathe, a couple things you could try would be to focus the fireball and dash back. Block the fireball, then dp and fadc backwards. Or teleport. The reason blocking is your best option, is because these 3 are all punishable.

    If he's jumping and throwing air fireballs from closer up, just sweep and take the trade like i said in the other post.
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