Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

Mr. FlowersMr. Flowers Omega MaleJoined: Posts: 2,094 mod
Legend
cr. = Crouching
cl. = Close Standing
st. = Far Standing
f+ = Hold towards opponent and press attack button at the same time
LK = Light Kick
MK = Medium Kick
HP = Hard Punch
EX = Uses one stock of EX Meter
FA = Focus Attack
FADC = Focus Attack Dash Cancel. Uses two stock of EX Meter
> = Link or next move
j. = jumping
xx = cancel/cut short attack animation prematurely by next special move
Evil Ryu's Main Combos
I will post his main combos here. Will update as fresh discoveries are made.
If starting with a jump in beware that you may have to skip a few hitconfirm normals due to spacing/scaling.
Important Notes:
  • cl. hp and cr.hp force the opponent to stand. If you try to combo into LK Tatsu without forcing stand or watching to see if your opponent is crouching or not then it will whiff if he is crouching and you will be left open.
  • In Shoyuken FADC combos use the MP version for best damage. If you are using EX Shoryuken to FADC perform the FADC on the 2nd hit for max damage and a higher juggle.
  • You can combo into cr.hk for a hard knockdown after Hadouken FADC. Check the 'Character Specific Combos' for characters you can do this on after LK Tatsu.
Target Combo (Damage/Stun):
cl.mp -> far.hp = 160/200 (cannot special cancel)
Block/Pressure Strings (Damage/Stun):
cr.mk xx Hadouken = 120/200
cr.lk > cr.lp > cr.lp > cr.mp xx Hadouken = 152/270
cr.mp>cr.mp xx Hadouken = 168/280
Link/Hit Confirm combos (Damage/Stun):
cr.lk > cr.lp > cr.mp xx
cr.lk > cr.lp > cr.lp > cr.mp xx Hadouken = 152/270
cr.lk > cr.lp > cr.lp > cr.mp xx HP Shoryuken = 203/320
cr.lk > cr.lp > cr.lp > cr.mp xx HK Tatsu = 210/320
cr.lk > cr.lp > cr.lp > cr.mp xx LK Tatsu > HP Shoryuken = 237/335
cr.lk > cr.lp > cr.lp > cr.mp xx EX Hadouken = 168/250
cr.lk > cr.lp > cr.lp > cr.mp xx EX Shoryuken = 175/250
cr.lk > cr.lp > cr.lp > cr.mp xx EX Tatsu = 210/320
cr.mp > cr.mp xx
cr.mp > cr.mp xx Hadouken = 168/280
cr.mp > cr.mp xx HP Shoryuken = 240/360
cr.mp > cr.mp xx HK Tatsu = 248/360
cr.mp > cr.mp xx EX Hadouken = 200/280
cr.mp > cr.mp xx EX Shoryuken = 272/360
cr.mp > cr.mp xx EX Tatsu = 248/360
cr.mp > st.mp xx
cr.mp > st.mp xx Hadouken = 188/280
cr.mp > st.mp xx HP Shoryuken = 260/360
cr.mp > st.mp xx HK Tatsu = 268/360
cr.mp > st.mp xx EX Hadouken = 220/280
cr.mp > st.mp xx EX Shoryuken = 292/360
cr.mp > st.mp xx EX Tatsu = 268/360
cr.mp > cl.hp xx
cr.mp > cl.hp xx HP Hadouken = 208/380
cr.mp > cl.hp xx HP Shoryuken = 280/460
cr.mp > cl.hp xx HK Tatsu = 288/460
cr.mp > cl.hp xx EX Hadouken = 240/380
cr.mp > cl.hp xx EX Shoryuken = 312/460
cr.mp > cl.hp xx EX Tatsu = 288/460
cr.mp > cl.hp xx EX Ryusokyaku = 288/460
MK Ryusokyaku >
MK Ryusokyaku > HP Shoryuken = 230/300
MK Ryusokyaku > cr.lp xx
MK Ryusokyaku > cr.lp xx Hadouken = 158/230
MK Ryusokyaku > cr.lp xx HP Shoryuken = 230/310
MK Ryusokyaku > cr.lp xx HK Tatsu = 238/310
MK Ryusokyaku > cr.lp xx LK Tatsu > HP Shoryuken = 271/330
MK Ryusokyaku > cr.lp xx LK Tatsu > EX Shoryuken = 299/330
MK Ryusokyaku > cr.mp xx
MK Ryusokyaku > cr.mp xx Hadouken = 188/280
MK Ryusokyaku > cr.mp xx HP Shoryuken = 260/360
MK Ryusokyaku > cr.mp xx HK Tatsu = 268/360
MK Ryusokyaku > cr.mp xx LK Tatsu > HP Shoryuken = 301/380
MK Ryusokyaku > cr.mp xx LK Tatsu > EX Shoryuken = 329/380
Overhead Combos (Damage/Stun):
f+mp >
f+mp > HP Shoryuken = 230/300
f+mp > cr.mp xx Hadouken xx FADC >
f+mp > cr.mp xx HP Shoryuken xx FADC >
f+mp > cr.mp xx HK Tatsu = 204/280
f+mp > cr.mp xx EX Tatsu >
Basic BnB combos (Damage/Stun):
cr.lk > cr.lp > cr.mp xx Hadouken = 140/250
cr.lk > cr.lp > cr.mp xx LK Tatsu > HP Shoryuken = 237/335 (whiffs on crouching opponents)
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > Ultra 1 = 339/250
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > Ultra 2 = 324/250
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > f.mk = 210/310
cr.lk > cr.lp > cr.mp xx Shoryuken xx FADC > HP Red Fireball = 228/313
cr.lk > cr.lp > cr.mp xx EX Hadouken FADC Ultra 2 = 421/250
cr.lk > cr.lp > cr.mp xx EX Tatsu > Ultra 1 = 381/320 (corner only)
cr.lk > cr.lp > cr.mp xx EX Tatsu > Ultra 2 (corner only) = 366/320
Advanced BnB combos (Damage/Stun):
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken = 383/580
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken = 382/550 (corner only)
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)
FADC Combos (Damage/Stun):
cr.mk xx Hadouken xx FADC > cr.hk = 192/280
cr.mk xx Hadouken xx FADC > cr.mk xx Hadouken = 210/350
cr.mk xx Hadouken xx FADC > HP Shoryuken = 240/360
cr.mk xx Hadouken xx FADC > cr.mk xx HK Tatsu = 280/420
cr.mk xx Hadouken xx FADC > cr.mk xx EX Tatsu = 280/420
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > c.hk = 347/560
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > HP Shoryuken = 377/610
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > HK Tatsu = 382/610
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > HP Red Fireball = 395/597
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 1 = 465/530
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 2 = 453/530
cr.lp/cr.mp > cl.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > f.mk (reset) = 381/595
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken = 429/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken = 426/690 (corner only)
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken = 405/640
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken = 402/620 (corner only)
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)
Full Meter FADC Combos (Damage/Stun):
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > [Target Combo] cl.mp -> Far HP = 397/670
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp xx HP Red Fireball
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp/cl.mk xx LK Ryusokyaku = 401/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp/cl.mk xx HP Shoryuken = 421/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku xx FADC > cl.mp/cl.mk xx HK Tatsu = 425/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > HP Shoryuken
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > LP Shoryuken > HP Shoryuken
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx Hadouken xx FADC > cr.hp xx MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > cr.mp/cr.lp/cr.lk (for reset)
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > HP Red Fireball = 435/701
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 1 = 443/680
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > Ultra 2
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.hp > MK Ryusokyaku > cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > f.mk (reset) = 428/700
cr.lp/cr.mp > cl.hp xx MK Ryusokyaku cr.lp/cr.mp xx LK Tatsu > Shoryuken xx FADC > HP Red Fireball xx FADC > Ultra 1 = 455/572
Juggle Combos (Opponent must be jumping)(Damage/Stun):
j.mp (forward) >
j.mp > HP Shoryuken = 140/150
j.mp > EX Hadouken = 190/200
j.mp > EX Tatsu = 170/220
j.mp > Ultra 1 = 357/100
j.mp > Ultra 2 = 324/100
j.mp > f.mk = 150/200 (reset)
Air Tatsu >
Air Tatsu > HP Shoryuken = 140/100
Air Tatsu > EX Hadouken = 180/150
Air Tatsu > EX Tatsu = 170/170
Air Tatsu > Ultra 1 = 357/50
Air Tatsu > Ultra 2 = 324/50
cl.hk >
cl.hk > HP Shoryuken = 100/175
cl.hk > EX Hadouken = 140/225
cl.hk > EX Tatsu = 130/245
cl.hk > Ultra 1 = 317/125
cl.hk > Ultra 2 = 284/125
Focus Attack Combos (Damage/Stun):
Level 2 FA > Level 1 FA > Dash > HK Tatsu = 146/250
Level 2 FA > Level 1 FA > Dash > HP shoryuken = 158/250
Level 2 FA > Level 1 FA > Dash > Ultra 1 = 293/325
Level 2 FA > Level 1 FA > Dash > EX Hadoken > Ex Tatsu = 227/340
Level 2 FA > Level 1 FA > Dash > EX Hadoken xx FADC > Ex Tetsu = 214/340
Level 2 FA > Level 1 FA > Dash > EX Hadoken xx FADC > Ultra 1 = 292/280
Level 2 FA > Level 1 FA > Dash > Ultra 2 = 260/220 (corner only)
Level 2 FA > Level 1 FA > Dash > EX Tatsu > Ultra 1 (corner only)
Level 2 FA > Level 1 FA > Dash > EX Hadoken > Ultra 1 = 292/280 (corner only)
Corner Only Combos (Damage/Stun):
  • You can land Ultra 1 or Ultra 2 after EX tatsu in the corner. Use EX tatsu to finish combos instead of LK tatsu or FADC to Ultra.
  • You can use cl.hp after any Hadouken FADC in the corner. This makes some of the combos that are hard to do mid screen due to buffering and spacing such as c.hp xx MK Ryuso much easier in the corner as you can simply do cl.hp xx MK Ryuso instead and if you are comboing after Hadouken xx FADC you will be close enough to follow up with almost anything.
Basic Examples:
j.mp > EX Hadouken > EX Tatsu = 252/296 (Opponent must be jumping)
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cr.mp > cl.hp xx MK Ryusokyaku > cr.mp xx LK Tatsu > hp srk = 425/715
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cl.hp xx MK Ryusokyaku > cr.lp/cr.mp xx EX Tatsu > Ultra 1 = 491/710
cr.lp/cr.mp > cl.hp xx Hadouken xx FADC > cl.hp xx EX Tatsu > Ultra 2 = 496/640
Counter Hit Combos(Damage/Stun):
Character Specific Combos (Damage/Stun):
LK Tatsu > cr.hk (Dhalsim, Balrog, Cammy, Dee Jay, Rose)
Bring back Sakura.
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Comments

  • DTCDTC Temporary Retired SSFIV:AE Player Joined: Posts: 68
    Gonna start off with some basic links and chains.

    Target Combo: cl.mp -> far.hp (can't special cancel)

    Link combos
    :
    cr.lk > cr.lp > cr.mp (can special cancel)
    cr.lk > cr.lp > cl.mp (can special cancel)
    cr.lk > cr.lp > cl.hp (can special cancel)

    cr.mp > cr.mp (can special cancel)
    cr.mp > cl.hp (can special cancel)
    cr.mp > cl.mp (can special cancel)

    f.mk > cr.lp (needs confirming)

    mk DS/hk DS > cr.lp/cr.mp/cr.lk (can special cancel)

    Counter hit only link combo:
    cr.mp > cr.mk (can special cancel)

    Juggles:
    j.mp (forward) > hp shoryu/Ex hadou/EX Tatsu/Ultra 1/Ultra 2/f.mk
    air tatsu > hp shoryu/Ex hadou/EX Tatsu/Ultra 1/Ultra 2/f.mk (only works against a jumping opponent)
    lk tatsu > most ground physicals or cr.hk (but only on certain characters, so far works on Dee Jay and Dhalsim)
    cl.hk > hp shoryu/Ex hadou/EX Tatsu/Ultra 1/Ultra 2/f.mk (only works against a jumping opponent)

    Basic BnB combo:
    cr.lk > cr.lp > cr.mp xx hadou
    cr.lk > cr.lp > cr.mp xx lk tatsu > hp shoryu (works only on standing opponents)
    cr.lk > cr.lp > cr.mp xx shoryu FADC Ultra 1/Ultra 2/f.mk (first hit shoryu)/Red Fireball
    cr.lk > cr.lp > cr.mp xx EX hadou FADC Ultra 2
    cr.lk > cr.lp > cr.mp xx EX tatsu > Ultra 1/ Ultra 2

    Advance BnB combo:
    cr.mp/cr.lp > cl.hp > mk.DS > cr.mp xx lk tatsu > hp shoryu (Replace HP shoryu with lp shoryu > hp shoryu for max damage at wall. Or cr.mp/cr.lp/cr.lk for reset)

    Block Strings:
    cr.lk > cr.lp > cr.lp > cr.mp xx hadou/DS
    cr.lk > cr.lp > cr.mp > cr.mk xx hadou/DS (cr.mk can be interrupted by moves with invincibility)
  • Mr. FlowersMr. Flowers Omega Male Joined: Posts: 2,094 mod
    Great start! Thanks very much! Also guys, don't worry that I didn't do the reserve post thing. As a mod I can edit any post anyway so once we get alot of info I can keep the first few posts here updated.
    Once we start getting damage and stun numbers I'll add that too.
    Juggles:
    j.mp (forward) > hp shoryu/Ex hadou/Ultra 1/Ultra 2
    air tatsu > hp shoryu (only works against a jumping opponent)
    Is that the only option after an air tatsu? Can't any of the other j.mp follow ups work?
    Bring back Sakura.
  • DTCDTC Temporary Retired SSFIV:AE Player Joined: Posts: 68
    Think you can slip in some EX hadou or EX tatsu or Ultra.
    Otherwise nope, apparently that move doesn't open you for move without juggle property like Akuma does.
    But yeah I'll correct some stuff up there
    Will add more when I have time or found some new things
  • Rice_EaterRice_Eater Now more Evil Joined: Posts: 1,887
    Well if you want damage, doesn't EX dragon kick do the most damage? I remember seeing somebody do it from the Arcade Infinity stream when Oni and Evil Ryu were first unlocked. He landed it after FADC'ing a DP, so it should probably also work after a j. MP juggle. And it does something like 160 damage from the looks of it. Will regular dragon kick also work or does it have to be EX?
  • RunisRunis Joined: Posts: 45
    Regular RSK(Ryusoukyaku) works So yeah, SRK dash H.RSK works.
    Also doesn't RSK give an untechable knockdown? If it does, good damge + no tech would make that a better option.
  • DTCDTC Temporary Retired SSFIV:AE Player Joined: Posts: 68
    Regular RSK(Ryusoukyaku) works So yeah, SRK dash H.RSK works.
    Also doesn't RSK give an untechable knockdown? If it does, good damge + no tech would make that a better option.

    That would be Evil Ryu's new untechable knockdown game, but always after SRK FADC...
  • AnnihilationscapeAnnihilationscape The World Warrior Joined: Posts: 720
    From all the vids I've seen, it doesn't look like ER has any trouble building meter, so at the very least it's nice to know you have the option available.
    "Your moves are weak and your style is a joke! What were you thinking?!"
    - Ken Masters
  • sajjsajj Joined: Posts: 49
    love the community always on top of them combos
  • Mr. FlowersMr. Flowers Omega Male Joined: Posts: 2,094 mod
    love the community always on top of them combos
    I'll update when more stuff gets posted. I don't want to just copy and paste normal Ryu combos from the Ryu forum.
    Bring back Sakura.
  • Logan SamaLogan Sama Joined: Posts: 881
    So can we find out if cr.LP > cr.LP > cl.HP is character specific and if so, against who?
  • Rice_EaterRice_Eater Now more Evil Joined: Posts: 1,887
    So can we find out if cr.LP > cr.LP > cl.HP is character specific and if so, against who?

    It all depends on how much push off cr. LP does and from how far away close st. HP will still work. So basically we won't really know until we get the game for ourselves.

    But if it works anything like Akuma, it should work against most of the cast. Problem is you have to be very close to them or it won't work. Situations for that would be like a deep jump in or somebody like Cammy doing a cannon drill at point blank range and you blocking it.
  • DaFeetLeeDaFeetLee WOW Joined: Posts: 1,691
    Just to note: DP FADC MK DS does not give an untechable knockdown.
    Twitter: @DaFeetLee || Twitch channel || NY FGC
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  • Rice_EaterRice_Eater Now more Evil Joined: Posts: 1,887
    Just to note: DP FADC MK DS does not give an untechable knockdown.

    Damage wise, what's his best no meter follow up after SRK, FADC? And among those options, which of those puts him in the best position for a mix up if any?
  • DaFeetLeeDaFeetLee WOW Joined: Posts: 1,691
    I actually don't know the answer to that. I would think that the MK DS would give better positioning but I'm not sure about damage.
    Twitter: @DaFeetLee || Twitch channel || NY FGC
    FG Blog || Youtube
  • De4dEyEDe4dEyE Getting Higher. Joined: Posts: 1,906
    (EmphyNAPS under a friend's account)

    After SRK FADC, in terms of no meter, the most damaging option is fierce red fireball. However it leaves you half screen away, unable to catch up, considering that Evil Ryu recovers extremely late after it hits, especially when compared to Akuma.

    For about 20 points less, forward axe kick is different, generally better, position, because even though they can tech the knockdown, you're still at least left directly in front of them as they wake up.

    Hop kick definitely does slightly less than forward axe kick.

    It is really important to note there is no real reason to do axe kick instead of red fireball in the corner, partly because against some characters, Evil Ryu axe kicks under and past them.



    On a different note, I've recently found that EX fireball is +3. What this means is that it is possible to connect any SRK, low jab, close forward, or close strong, given that you are close enough to connect any of these. The best way to set this up is landing close forward (which moves you forward) cancelled to EX fireball in the corner.

    Of course, the ideal thing you would want to land is close strong because you can connect forward axe kick after it. However, the distance where close strong happens instead of far strong is really strict, especially when compared to close forward. So, judging from the distance you end up after the EX fireball, and maybe even the character that you're doing it on, you may have to give up the close strong and replace it with close forward.
    Have I.... given it everything I have...?

    NOPE
  • GojeranGojeran Joined: Posts: 52
    Odd question but what is the timing on the ex hadoken FADC ultra II? I have been practicing this with Ken since it seems to be the same as his ultra 2 setup. I guess I mean how many more or less frames do you have to get ultra 2 to connect vs ken's setup? I won't lie ken's to me is pretty difficult, the timing is VERY tight, how is Evil Ryus? Thanks!
  • DaFeetLeeDaFeetLee WOW Joined: Posts: 1,691
    It's pretty easy imo and I myself have trouble comboing into U2 with Ken lol.
    Twitter: @DaFeetLee || Twitch channel || NY FGC
    FG Blog || Youtube
  • exploidexploid Joined: Posts: 495
    c.lk ,c.lp, far.mp xx lk dragon kick

    far.mp hits crouching people, even from far distance. Not tried all characters but it atleast hit crouching vega

    cl.mp combos into alot, even LK/EX red fireball (you can ultra after the ex fireball atleast, or ex dp/ex fireball)

    i wonder if cl.mp FADC u2 or couterhit cl.mp u2 works, hard to test.

    reseting with a normal after lk tatsu and canceling it into dragon kick puts you at point blank range. Nut sure how safe it is or if you are at frame advantage

    unlike akuma, who uses his ex moves alot (ex demonflip, ex airfireball) lacks those, so i imagine evil ryu is gonna get to use his super more. he also got wiff f.mk to super shenanigans

    st.hk as a poke feels much better than ryu/akumas versions. mini sagat/chun poke :)
    Hi!
  • CarltwoCarltwo Joined: Posts: 450
    ex redfireball into U1 works anywhere on screen, not sure how useful it is since it has to be point blank. but you can combo into it off of cs.mp

    can combo s.hp from c.mp, c.lp s.lp
  • miakmiak Joined: Posts: 84
    mk.DS combo only after HP :(
    sorry for my english
  • Private EyeballPrivate Eyeball Not a frog Joined: Posts: 1,447
    unlike akuma, who uses his ex moves alot (ex demonflip, ex airfireball) lacks those, so i imagine evil ryu is gonna get to use his super more. he also got wiff f.mk to super shenanigans

    I'd bet that Evil Ryu is still going to want meter there for his "srk FADC Ultra I" combo, along with some ex fireballs, just like Ryu.
    Something something Hulkamania run something on something.
  • Tiger SpamTiger Spam Joined: Posts: 111
    mk.DS also combos from close standing mp
  • miakmiak Joined: Posts: 84
    oh cr.mp can combo into cr.hk after conterhit
    sorry for my english
  • ForbiddenoneForbiddenone Can't Demon Flip Joined: Posts: 154
    http://www.youtube.com/watch?v=OGj-SBMmohA#t=07m30s

    j.hk, st.hp, mk DS, cr.mp, lk tatsu, hp shoryuken

    I wonder if you could extend that a bit without FADCing, and how much you could get out of the combo if you DID FADC...

    Later in the video one of the announcers say you can do cr. mp into hk DS into cr. mp into lk tatsu- can you? Even if they were wrong, and its mk DS, can you do that to extend the combo somehow? Even if the second cr. mp pushed you too far away for an lk tatsu, you could cancel into a hadouken and fadc, right?
  • The Juicebox AbelThe Juicebox Abel I'M LOW TIER NOW Joined: Posts: 523
    quick tips:

    Kara throw is far HP. Excellent range. Not quite Ken but definitely above-average.

    If you're perfect, every combo from a jump in can have a close HP in it.

    any non-crossup or crossup including divekick-> cr.LP link to close HP (then MK axe, etc.)

    If you're not good at the link to close HP, close MP still combos to MK axe as well.

    After a MK axe kick, cr.LP is an easy link. cr.MP gives max damage but it doesn't amount to much in the end, so nailing this link is important.

    After a focus crumple, you can land fully charged Ultra 1 on MOST characters. Dhalsim and Dan fall too fast, I'm certain there's more.

    You can use F+MK to corpse hop, as well as create ambiguous 'ground' crossups.

    Use MP shoryu for combos to ultra 1. more damage on the first hit.
    Juicy Bits: Straight from the Box stream at twitch.tv/juiceboxabel
    twitter: @juicebox_fgc
    "How about I just pick a **ggot character and do some **ggot shit." - Warahk
  • Boom CubeBoom Cube Joined: Posts: 420
    I'd bet that Evil Ryu is still going to want meter there for his "srk FADC Ultra I" combo, along with some ex fireballs, just like Ryu.

    It's also fairly easy to link a st.fp after a fireball FADC (ex. cr.mk xx fireball FADC st.fp), which leads to his nutty BnB that not only does tremendous damage, but builds a lot of meter back. Considering how good his fireball is, I can see a lot of his spare meter going to this.
  • Mr SuplexMr Suplex Joined: Posts: 208
    I see alot of people talking about "DS" in the combos. I assume this means Axe Kick? If so, why is it being called DS?
    Counter-picking is for cowards. Don't be a coward and stick with your fighter!
  • Shadow VIIShadow VII Custom Title Joined: Posts: 1,065
    cr.mp/cr.lp > cl.hp > mk.DS > cr.mp xx lk tatsu > hp shoryu wont work on Blanka, link mk.DS with cr.lp instead of cr.mp
    "A little besito?!" -CMV
  • miakmiak Joined: Posts: 84
    Good tips, Thx a lot.
    I trying to do HP mk.DS in every combo for maximize damage if i hit. Should i do it every time in blockstrings? it not save from reversals but can be good frame trap.
    Also it cant be hit conformed (for me)(cr.lp st.HP so on)(just 2 hits before special move) thats why i want always do mk.DS after st.HP. Is this a good idea? if i will use two lp for hit conform st.HP will come in far version.
    More general question. In what situation i should use standard blockstring( or combo if it hits) cl.lp cr.lp cl.mp and when i should use cl.lp st.hp ?
    Thx.
    sorry for my english
  • exploidexploid Joined: Posts: 495
    Seriously, every single post today is old info. Read the thread!
    Hi!
  • Dont JumpDont Jump MVC3 was end of good FG's Joined: Posts: 1,491
    What are you guys using for a hard meterless punish?

    I'm using hp-kick overhead Medium-light shoryuken.

    Whats his bnb if someone is crouching? I'm doing crlpx2-crmp-hadouken.

    i need more dmg off of his bnb.

    Whats his bnb if they are standing?
  • Boom CubeBoom Cube Joined: Posts: 420
    st.fp xx mk DS, cr.LP, fireball FADC, st.fp xx mk DS, cr.mp, lk tatsu, fp uppercut (421 dmg/ 675 stun, 450 dmg/about 770 stun with j.rh starter)

    I used mk DS, cr.lp instead of cr.mp because the mp seems to push them too far back.

    Obviously, you can opt for EX fireball or EX uppercut for a bit more damage, but this seems optimal for the meter usage.

    The cool thing is that you're burning 2 bars, but the entire combo generates almost a bar and a half (with j.rh starter, it's a bar and a half even). Seems pretty efficient, although the difference in damage from the regular BnB isn't massive.
  • Boom CubeBoom Cube Joined: Posts: 420
    Also, counter hit mk DS links into st.fp. Seems inconsistent on standing characters, but very consistent on crouchers. Have to test this more.
  • ForbiddenoneForbiddenone Can't Demon Flip Joined: Posts: 154
    ^ I would think it'd be something along the lines of
    st.hp > mk.ds > cr.mp xx lk tatsu > SRK

    I'm not sure if you could extend that by cancelling the cr.mp into another mk.ds, into another cr.mp...
  • EA MegamanEA Megaman That's what she said Joined: Posts: 841
    You can only combo into the DS off a heavy move, so if you wanted to keep it going you'd probably have to FADC a fireball and go back into it with ST HP.

    One thing that hasn't been mentioned here is that cl.HP force stands. Making any links with it into LK tatsu work 100%.
  • EsjihnEsjihn High Echelon Gaming Joined: Posts: 2,700
    i love me some force standing moves i just figured it out myself in pmode :)
    P4U: Naoto, Yu, Aigis
    SFxT: Hwoarang, Lars Alexanderson
    UMarvel3: Capn Am, Akuma, Dr. Doom, Sentinel, Dr. Strange
    SFIV:AE2012: Ryu, Balrog +10 chars.
  • EA MegamanEA Megaman That's what she said Joined: Posts: 841
    Jump in :hp:, cr :mp:, st :hp: XX DS, cr :mp: XX :lk: Tatsu, :hp: DP - 427 hp / 695 stun

    No meter. Wow.
  • MienaikageMienaikage Mitarashi Dango: Data Devourer Joined: Posts: 263
    If you're ballsy about scoring a counter hit you can do CH cr.HP xx EX Shaku, U1. They can't punish the fireball but they can hit you with a jab/invincible move before the fireball comes out if cr.HP is blocked. This is anywhere on the screen by the way.
  • EmSixTeenEmSixTeen Joined: Posts: 35
    EX fireball, FADC, dash forward, Ultra 1.

    Possible right up close, or even around full-screen if you dash up behind the EX fireball twice.
  • EA MegamanEA Megaman That's what she said Joined: Posts: 841
    EX fireball, FADC, dash forward, Ultra 1.

    Possible right up close, or even around full-screen if you dash up behind the EX fireball twice.

    You actually don't need to FADC or dash. You can get an Ultra 1 from pretty far away (about 1.5x sweep distance) with an FP red fireball and about 2x sweep distance with the EX red fireball. But only if they are already in the corner. It works much like Ryu's EX fireball into Ultra 1.

    You can only combo into the DS off a heavy move
    This is not true. You can combo into it off close standing medium punch as well.

    I also just found out that you can Kara Demon off his :f: :mk:. You can advance one whole square on the training stage.
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