Work In Progess: The Evil Ryu Guide

evil-ryu

#1

Introduction

This is a collective effort from everyone in the Evil Ryu forums. This thread is consolidated information that was provided by many Evil Ryu players

Evil Ryu hasn’t been out that long, so there is still some exploring to do. However, we do have enough tech to make Evil Ryu a force to be reckoned with. Dieminion (best Guile on East Coast, if not America) said Guile loses to Evil Ryu. So there is at least a general sense of how to use the character efficiently.

E. Ryu is a mix of Akuma and Ryu, but he’s not necessarily mixed with the best parts of those characters. He doesn’t have a mixup game that compares to Akuma’s vortex and his zoning game isn’t as good as Ryu. That’s not to say that he doesn’t have mixups or he can’t zone, it’s just to say you can’t come from one of these 2 characters and play him exactly like one of those 2 characters.

Since his cr.MK is slower than Ryu’s, you can’t throw it out mindlessly. At 7 frames, if someone predicts this poke they can jump in on you for free. However, it has ridiculous range. Unlike Ryu, cr.MK into fireball combos from almost everywhere you hit it. In fact if you have 2 bars, FADC’ing the fireball can net you 300 to 450 damage. That’s just off of one poke. Just fucking nasty. cr.MK into fireball is a TRUE block string unless you hit at the very, *very *tip of it, making it very annoying for you opponents to deal with. Not to mention he still has a fireball that will make you consider jumping, and a 3 frame SRK to keep you on the ground if you do jump.

Akuma relies on getting a hard knockdown and running the vortex, a mix up game that’s one of the best in the game. He can turn the tide off of one knockdown. While ER’s mixup game doesn’t compare to Akuma’s, ER’s damage makes his mixup game as strong as ever. His frame traps can lead into 300-450 damage combos. He has a dive kick that, when done properly, makes your opponent guess which way to block, leading into another 300-450 damage combo. Mixed with the basics (safe jumps, option selects, etc) ER’s mixup game is a force to be reckoned with. Although being knocked down by ER is nowhere near as scary as Akuma, an opponent can lose a lot of damage if they guess wrong. Did I mention he has unblockables as well?

Now his Axe kick. This move is interesting. It serves as the foundation to his most damaging BnB. On block, MK Axe kick is at -2, putting opponents in a kara grab / SRK mixup. EX Axe Kick is -4 on block, but it’s an overhead (still catches people sleeping from time to time) with untechable knockdown. HK is +1 on block (!) with untechable knockdown if it hits. If Axe Kick is cancelled from some (not all) normals, it can be interrupted. But if you mix it up with fireballs, opponents will realize how risky it can be to try to interrupt it. This move has a lot of pushback as well, moving opponents into the corner before they realize it.

His learning curve is similar to Ryu’s. It doesn’t take much to learn the basics, but he requires a LOT to master. ER’s best asset is his damage output. You have to be able to hit one frame links for the best damage. You have to take advantage of every opportunity to get the best damage (zoning, whiff punishing, anti airing jumps) due to his low health. Can’t afford to make too many mistakes. Still interested? Well let’s get going…

Normal Moves

Evil Ryu Hitboxes

Spoiler

http://www.eventhubs.com/images/2011/jul/25/evil-ryus-hit-box-information-super-street-fighter-4-arcade-edition-image-1/
http://www.eventhubs.com/images/2011/jul/25/evil-ryus-hit-box-information-super-street-fighter-4-arcade-edition-image-2/
http://www.eventhubs.com/images/2011/jul/25/evil-ryus-hit-box-information-super-street-fighter-4-arcade-edition-image-3/

Couching normals

[details=Spoiler]
cr. LP - 3 frame jab. 3 frames, 2 powerful. Used for hit confirming and pressure. Can be cancelled into specials

cr. :mp: - ER still retains Ryu’s cr. MP. 4 frame start up, Can be cancelled. Great counter poking tool.

cr. :hp: - ER received Akuma’s cr. HP. Hits cross up attempts. Decent anti air move although it can trade with some jump ins if they jump from far enough. Forces stand in combos. Can be cancelled.

cr. :lk: - 4 frame start up. Hits low. Can be used for hit confirming. Decent amount of active frames to set up meaty attacks. Can be cancelled. Longer range than cr. LP

cr. :mk: - You need to know this like the back of your hand. Slow startup but very long range. Hits low. Can be cancelled. Very annoying to deal with as an opponent.

cr. :hk: - ER received Akuma’s sweep, although it’s a frame slower. Roughly the same range as ER’s cr. :mk: with less reward. Used mainly after Tatsu for hard knock down (only certain characters).[/details]

Standing Far Normals

[details=Spoiler]
:mp: - Ryu’s standing MP. Can be cancelled. Hits people that crouch to set up nice frame traps. More range than cr. MP. Good to counter poke with.

:hp: - ER received Akuma’s HP. Techable knockdown on counter hit. Hits people that crouch. Anti Air’s long distance jump ins that SRK can’t reach. Used for Kara grab.

:lk: - used mainly to fake fireballs. Can be used as an anti air, but there are better options.

:mk: - This move is so underrated. Similar to Akuma’s MK. If you look at the hitbox data, you’ll see that there is barely any hurtbox under this kick, making low and some mid attacks whiff. This is good if your cr. MK keeps getting stuffed. On counter hit you’re at +4.

:hk: - Retains Ryu’s roundhouse. Anti Airs long distance jump ins that SRK can’t reach. Good zoning tool.[/details]

Standing Close Normals

[details=Spoiler]
cl. MP - 3 frame move. cl. MP xx MK Axe kick is a true block string. cl. MP xx HK Axe Kick can be combo’d into a untechable knock down. Definitely has its uses.

cl. :hp: - 5 frame start up. FORCES STAND. Part of the most damaging BnB. Has deceptively far reach for it to be a up close move. Can be cancelled. Very limited use as an Anti Air. You’ll be using this a lot in combos and hit confirms.

cl. :lk: - Has the special ability to cancel from chained lights instead of linked, making it easier to combo on crouching characters. Worth noting.

cl. :mk: - 3 frame start up. Can be cancelled. Hits crouching characters, making it easy to combo non standing characters[/details]

Jumping normals

[details=Spoiler]
j. :mp: - Retains Ryu’s jumping uppercut. Best air to air normal. Hits twice. Juggles into whatever if you hit them airborne. Can serve as a mixup since you have to block both hits.

j.:hp: - Retains Ryu’s jumping HP. Nice angle on it that can stuff some anti airs if the opponent mistimes it. From certain spots on the ground it can be used as an fake cross up.

j. :mk: - The shoto cross up move. Easiest move to use when attempting a cross up due to the hitbox. From certain spots on the ground it can be used as a fake cross up.

j. :hk: - ER received Akuma’s j. HK. Downward angle on it. Unblockable setups use this move.

nj. :mk: - Not a lot of block and hit stun, but good at controlling space.[/details]

Command Normals

[details=Spoiler]
f+:mp: - Retains Ryu’s overhead. Frustrates opponents. Pretty quick. It can combo into SRK but it only works while their standing, making that combo pretty useless. Used for kara demon.

f+:mk: - slow startup and recovery, but the lower half of this attack is strike invincible. To make this move effective you must space it properly. it’s -2 on block, even on hit and +2 on counter hit. Used for kara demon.

(in air) d+:mk: - This is the move that will open people up on their wake up. Very quick recovery. It doesn’t have a lot of hit or block stun. In order for this to combo into lights and be safe on block, it has to hit on the lower portion of the opponents body. When done properly your opponent won’t know to either block a cross up or block the dive kick. Can be done later than Akuma’s, which makes it even more ambiguous. Good for altering your jump trajectory to avoid anti airs as well.[/details]

Special Moves

[details=Spoiler]
:qcf: Punch - Hadoken
Standard zoning tool. One of the hardest special moves to master. Controls horizontal space. :lp: is the slowest speed, :mp: is in the middle, :hp: is the fastest. EX is faster than all 3 and recovers quicker. Experience is the best teacher when learning how to throw fireballs. (need more data) Can be FADC’d.

:hcb: Punch - Shakunetsu Hadoken
Akuma’s fireball. More startup and recovery than regular fireball. :lp: recovers the quickest, :mp: in the middle, with :hp: being the slowest. You get 1,2 or 3 hits respectably. This allows you to have more durability on your fireball without bar and win fireball wars. EX gives you 3 hits and the recovery time of LP Shaku.

:dp: Punch - Shoryuken
In conjunction with the rest of his moves, this becomes a powerful tool. 160 damage if you hit them with both hits. It’s 3 frames, so no safe jumps or mistimed cross ups. It can be FADC’d for extra damage.

:qcb: Kick - Hurricane Kick / Tatsu
He has Akuma’s Hurricane Kick. It’ll put you in juggle state, but it’s not armor breaking. Best used in combos. LK Tatsu into SRK will end your combos when they are standing, MK or HK Tatsu will end if they are out LK Tatsu range. It has projectile invincibility from frame 7 and can hit crouchers within frames 1-4. ER still has Ryu’s offensive air Tatsu to get around fireballs.

:dp: or :rdp: :3p: or :3k: - Teleport
Horrible. Recovery is longer than Akuma’s and it doesn’t travel as far as Akuma’s. Use it sparingly if at all. Some characters can see it and just walk to punish it on reaction.

:hcf: Kick - Axe Kick
This move is best used in combos. Be aware of what normals can combo into it and what cannot. :lk: has the fastest start up. It is +1 on hit and -7 on block. Although the push back is far, some characters can still punish this move. It can be FADC’d to be made safe or to extend your combo. :mk: is -2 on block. Normals won’t punish it, but some supers and grabs can. it can also be FADC’d. :hk: is the slowest, however it’s +1 on block and gives you an hard knock down on hit, allowing you to pressure opponents.[/details]

Super Move: Raging Demon

[details=Spoiler]
:lp:>:lp:>:f:+:hp:+:lk::
0 frame grab that does 370 damage. Though you may not have super stocked from landing FADC combos, don’t count this out. It can be kara’d with :f:+:mp: and :f:+:mk:, setting up nasty tick throw setups that they won’t expect.[/details]

Ultra Moves

[details=Spoiler]
:qcf::qcf::3p: - Metsu Hadoken
Ryu’s Ultra with a little twist. It can be charged by holding down :3p: for extra damage. Has a lot of versatility.

:qcf::qcf::3k: - Messatsu Goshoryu
Just as good as U1, even better in some matchups. While SRK xx FADC xx U2 doesn’t do as much damage as SRK xx FADC xx U1, adding a Shaku fireball to chip opponents on their wake up will even it out. You also have the ability to take 500 points of damage to someone thinking it’s cute to jump at you. If you hit the ultra from too far away, they can fall out of the rest of it. Just a heads up.[/details]

Evil Ryu Frame Data

Spoiler

http://tinyurl.com/cxjvc48[’]

]('https://docs.google.com/spreadsheet/ccc?key=0AmFGUXoxY1q6dElxWVBXaFhSUE10bUkyYjJCdEdidlE[/SPOILER)


#2

Evil Ryu Combos
(Old Combo Thread Here)

Legend
cr.: Crouching
cl. Close Standing
st. Far Standing
EX: EX version
FA: Focus Attack
FADC: Focus Attack Dash Cancel
> = Link next move
j. Jumping
xx: Cancel
a/b: Can use either normal
1/2: (Damage/Stun)
CH: Counter Hit

Notes:
· cl. HP and cr. HP will force stand opponents.
· Normal Tatsu hits high. If your opponent is not standing it will whiff.
· EX Tatsu hits mid. It hits crouching and standing opponents.
· In SRK xx FADC combos, use MP SRK for the best damage

Hit Confirm Combos

[details=Spoiler]
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[/details]

Basic BnB Combos

[details=Spoiler]
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. lp > cr. lp > st.mk xx lk Axe Kick/Fireball[/details]

Advanced BnB Combos

Spoiler

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 > cr.mp/cr.lp/cr.lk (for reset)

FADC Combos

Spoiler

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 > 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 > cr.mp/cr.lp/cr.lk (for reset)

cl.hp xx lk axe kick xx FADC > cl.mp xx mk axe kick > c.mp xx lk tatsu > hp SRK (444/715)
cl.HP xx MK Axe Kick xx FADC > cr.MP > cl.HP xx MK Axe Kick > cr.MP xx LK Tatsu > HP SRK (452 dmg)

Juggle Combos

[details=Spoiler]
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[/details]

Corner Only Combos

Spoiler

Notes
[LIST]
[]You can land Ultra 1 or Ultra 2 after EX tatsu in the corner. Use EX tatsu to finish combosinsteadof 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 asc.hp xx MK Ryusomuch easier in the corner as you can simply docl.hp xx MK Ryusoinstead and if you are comboing after Hadouken xx FADC you will be close enough to follow up with almost anything.
[/LIST]
cl. MK xx EX Fireball > cl. MK xx EX Fireball >cl. MK xx LK Axe Kick xx FADC > cl. MP xx MK Axe Kick > cr. MP xx LK Tatsu > LP SRK > HP SRK

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
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

Counter Hit Combos

[details=Spoiler]
CH cr.mp > cr.mk xx ___
CH cr.mp > cr.hk
CH cr.mp > cr.hk
CH st.MK > SRK
CH st.mp xx MK Axe Kick
CH cr.MK xx MK Axe Kick[/details]

Trade Combos

[details=Spoiler]
cl.HP > cr.HK
cl.HP > EX Tatsu
cl.HP > Ultra1
cl.HP > Ultra2

cr.HP > cr.HK
cr.HP > EX Tatsu
cr.HP > Ultra1
cr.HP > Ultra2 [/details]

Character Specific Combos

Abel

[details=Spoiler]Abel
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cl.MK xx _____
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > cr.MP xx LK Tatsu > HP SRK*
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx MK Tatsu/LK Axe Kick
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*
cl. HP xx MK Axe Kick > cl. MK xx LK Axe Kick xx FADC > cl. MP xx MK axe kick > cl.MK xx LK Tatsu > HP SRK (481/725)

** - Must kara SRK with cr.MK to get both hits*[/details]

Balrog

[details=Spoiler]Balrog
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK[/details]

Cammy

[details=Spoiler]Cammy
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*

** - Must kara SRK with cr.MK to get both hits*[/details]

Chun Li

[details=Spoiler]Chun Li
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK
MK Axe Kick > cr.LK > st.LP > cr.HK[/details]

Cody

[details=Spoiler]Cody
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*

** - Must kara SRK with cr.MK to get both hits*[/details]

Dee Jay

[details=Spoiler]Dee Jay
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*

** - Must kara SRK with cr.MK to get both hits*[/details]

Dhalsim

[details=Spoiler]Dhalsim
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx EX Tatsu/LK Axe Kick[/details]

Dudley

[details=Spoiler]Dudley
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*

** - Must kara SRK with cr.MK to get both hits*[/details]

Fei Long

[details=Spoiler]Fei Long
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK[/details]

Gen

[details=Spoiler]Gen
MK Axe Kick > cr.LK > st.LP > cr.HK*

*-requires the cl.HP to hit from further away, so adding c.MP point blank helps out here.[/details]

Gouken

[details=Spoiler]Gouken
cl.MP xx MK Axe Kick > st.MK[/details]

Guy

[details=Spoiler]Guy
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK**

*** - You must kara SRK to get 1 hit otherwise it will whiff.*[/details]

Ibuki

[details=Spoiler]Ibuki
MK Axe Kick > cr.LK > st.LP > cr.HK[/details]

Juri

[details=Spoiler]Juri
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx LK Tatsu/EX SRK/LK Axe Kick
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*

** - Must kara SRK with cr.MK to get both hits*[/details]

Makoto

[details=Spoiler]Makoto
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK[/details]

Rose

[details=Spoiler]Rose
cl.MP xx MK Axe Kick > st.MK[/details]

Rufus

[details=Spoiler]Rufus
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK[/details]

Sagat

[details=Spoiler]Sagat
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > cr.MP xx MK Tatsu
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx MK Tatsu/LK Axe Kick**
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK*

*** - When started with cl.HP or cr.HP, EX Tatsu whiffs*
** - Must kara SRK with cr.MK to get both hits*[/details]

Seth

[details=Spoiler]Seth
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cl.MK xx _____
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx LK Axe Kick
cl. HP xx MK Axe Kick > cl. MK xx LK Axe Kick xx FADC > cl. MP xx MK axe kick > cl.MK xx LK Tatsu > HP SRK (481/725)[/details]

T.Hawk

[details=Spoiler]THawk
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx HK Tatsu/LK Axe Kick*

** - When started with cl.HP or cr.HP, HK Tatsu whiffs*[/details]

Vega

[details=Spoiler]Vega
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK[/details]

Zangief

[details=Spoiler]Zangief
MK Axe Kick > cr.LP > st.MP xx LK Tatsu > HP SRK
cl.HP/cr.HP/cl.MP xx MK Axe Kick > cr.MP > st.MP xx HK Tatsu/LK Axe Kick[/details]

Yang

[details=Spoiler]Yang
MK Axe Kick > cr.LK > st.LP > cr.HK[/details]

Yun

[details=Spoiler]Yun
MK Axe Kick > cr.LK > st.LP > cr.HK[/details]


#3

Setups and Character Intricacies
This section will include the specifics for Evil Ryu. There has been a lot of discoveries, but I’m sure we are nowhere near completed. Will try to add vids where there aren’t any.

Oki (needs work)
Besides the basics (meaty cr.LK, Safe jumping, frame traps, etc), you will also have to utilize ER’s dive kick. Your opponent will have to decide to block behind them or to block in front of them. When done properly it’s very ambiguous.

Safe Jump Setups (needs work)

[details=Spoiler]Safe Jump Setups


It states:
Face Down:
33F (+2F): Blanka, Yang (2F invincible bug)
32F (+1F): Sagat, Cammy, “Neutral stick” Gen (with 1F invincible bug)
31F (+0F): Others
Face Up:
20F Adon (1F invincible bug)
21F Others, “Neutral stick” Gen (with 1F invincible bug), “Neutral stick” Yang (with 18F invincible bug)
22F Blanka, Dhalsim, Claw, Sagat
26F Hakan
Obviously some setups that work on Guile won’t work on Blanka due to their different wake up frames.

Back Throw > :d::mp: (whiff) > :uf::hk: Works on 4 and up frame reversals. Needs to be frame perfect though[/details]

Dive Kick Explanation &bSetups

[details=Spoiler]Dive Kick Explanations and Setups
You will hear a lot about how Evil Ryu can do tons of damage, but no real way to open people up to get that damage. While this is somewhat true, he still has certain methods. I present to you (via Rice_Eater), the Dive Kick.

[media=youtube]6kP8j49KweE[/media]

When this is done properly, it makes your jump in really ambiguous. When your opponent wakes up, they have to decide whether to block your jump in as a cross up or as a standard jump in, giving you a 50/50 that can give you up to 350+ at their expense.

It doesn’t have a lot of hit stun, but it has a little more hit stun than Akuma’s dive kick. They share the same amount of block stun. For it to be safe on block, the dive kick has to hit below your opponent’s waist. Since the hit stun isn’t much, tall characters (Sagat, T. Hawk, Zangief) will take the hit and still have time to recover, making it slightly risky to use on them unless done meaty.

Dive Kick also alters his jump trajectory. You’ll fall to the ground faster with shorter range, so it can bait your opponent into using a slow recovery anti air (Guile’s cr.HP) leaving them open to punish. It can stuff anti airs clean (Rose’s cr.HP). Given these two scenarios, you can mind fuck your opponent into not anti airing at all. It also has very fast recovery when it whiffs, tricking your opponent into attacking while you beat their poke with an invincible move or cr.LP.

So use it.

Dive Kick Setups

Forward Throw > st.MP (whiff) > Dive Kick
If done frame perfect, dive kick will whiff. Delay the dive kick a bit. Tricks an opponent into blocking a cross up, making the dive kick hit.

Forward Throw > cr.MK (whiff) > Dive Kick
Same setup as last one. Should be done frame perfect.

Back Throw > Forward Dash > Dive Kick
Tricks an opponent into blocking a cross up, making the dive kick hit.

Raging Demon > Dive Kick
Hold up during the animation to dive kick as soon as you can. Tricks an opponent into blocking a cross up, making the dive kick hit.
[/details]

Corpse Hopping

[details=Spoiler]Corpse Hopping
[media=youtube]tm0OM2iIArE[/media]

After a hard or soft knockdown, you have the option to hop across an opponent by using the hop kick (f+MK). This can kill back charge moves (hello EX Psycho Crusher), move you towards a more advantageous position, make your opponent block the wrong way, or all 3 at once. Certain setups work on certain characters. Although it’s not a crucial part of his gameplay, make good use of it.

(In corner) LP SRK > f+MK (whiff): This depends on if your opponent quick rises. Although you’ll put yourself in the corner, it’s really ambiguous. It can make your opponent block the wrong way, opening them up to cl.HP xx MK Axe Kick. Works on the following:

Adon
Akuma
Cammy
Chun-Li
Cody
Dan
Dee Jay
Dhalsim
Evil Ryu
Fei Long
Gen
Gouken
Honda (it will push you out of cl.HP range)
Juri
Ken
M.Bison (Dictator)
Makoto
Oni
Rose
Ryu
Sakura
Seth
Viper
Yang
Yun

The setups below retain the benefits of the corner corpse hop, but it works everywhere and doesn’t require your opponent to quick stand. They are broken into 3 setups. Although one setup may work for all of the characters, the particular setups apply to the characters listed because they are more ambiguous, making them hard to block properly.

cl.MP xx HK Axe Kick > cr.HK (whiff) > f+MK (hop)

Chun-Li
Cody
Dan
Dee Jay
Dhalsim
Evil Ryu
Fei Long
Gen
Honda
Juri
Ken
Makoto
Oni
Ryu
Sagat
Sakura
Yang
Yun

cl.MP xx HK Axe Kick > cr.HP (whiff) > f+MK (hop)

Abel
Adon
Akuma
Cammy
Dudley
Gouken
Guile
M. Bison (Dictator)
Rose
Rufus
Seth
Vega (Claw)
Viper
T. Hawk

cl.MP xx HK Axe Kick > cr.MK (whiff) > f+Mk (hop)

Blanka
[/details]

Kara Cancel Moves
Kara moves cancel the initial move with the move you intend to do, increasing its range. You definitely want to learn kara throw, kara demon and kara focus. Other moves can be kara’d but the 1st 3 are essential. We haven’t found any applications for other kara’d moves as of this post.

Kara Throw
:hp:~:lp:+:lk: - Easiest of the kara throws. Good range. If your opponent blocks a MK Axe kick, they are in range for either kara throw or SRK. Nice little mixup.
:d::mk:~:lp::lk: - The hardest of the kara throws. This has roughly the same range as Ken’s kara grab. If you can add this to your repertoire, you’ll be one evil son of a bitch.

cr.MK Kara Throw

Spoiler

[media=youtube]GZsi5C4WYwo[/media]

Kara (Fucking) Demon!
:f::mp:+:lp:>:lp:>:f:+:lk:+:hp: Kara’s from overhead
:f:+:mp:+:lp:>:lp:>:f:+:lk:+:hp: Kara’s from hop kick
These have to be done pretty quickly. However, there are block string setups that you can use to make it easier. Always a crowd pleaser.

Kara Demon Tick Throw Setups

Spoiler

[media=youtube]LVyGLrpekkk[/media]

Kara Focus
:hp:~:mp::mk: or :d::mk:~:mp: - Extends what is already a long reaching focus even longer

Kara SRK
:dp::mk:~:p: - Useful for character specific combos.

Kara Focus & SRK vid

Spoiler

[media=youtube]7Q9H5xzt9l4[/media]

Kara Fireball
:qcf::df::mk:~:p:

Vid via dannkk

Spoiler

[media=youtube]SGiSPPozmok[/media]

Kara EX Axe Kick
:hcf::lk:~:k:

Vid via lpstreetsoldier

[details=Spoiler][media=youtube]BHj5DTQIjz0[/media]
A couple nights ago when playing around with E Ryu in training mode, I found out that you can kara the startup of his Ryusokyaku/Axe kick into his EX Ryusokyaku/Axe Kick. In this video, I am kara’ing with the LK Ryusokyaku into the EX because the LK version provides the farthest distance.
Command: When performing the LK Ryusokyaku, plink the LK into MK, HK, or both simultaneously (Back, back+down, down, down+forward, forward + LK~MK/HK/MK+HK).
This move can also be kara’d into things like the Raging Demon, but his F+medium kick kara is a better kara into demon than this one. I’m almost certain it can be used to kara into other things, but so far this is the most useful application I could come up with at the moment.[/details]

Characters that can be swept after LK Tatsu
Instead of ending your combos with LK Tatsu > SRK, you can end them with sweep on certain characters in the game. This allows you to apply your oki instead of knocking them across the screen. These characters are:

Dhalsim, Balrog (Boxer), Cammy, Dee Jay, & Rose.

Other characters that can’t be swept can still be knocked down by LK Tatsu > SRK xx FADC > MK/HK Axe Kick.[/details]

Full Charged U1 Character List

[details=Spoiler]

With a couple exceptions, there are two categories for hitting your opponent with a fully charged U1. You will either hit them regardless of crumple level, or you will only hit them with a level 3 (or level 2 counter hit) focus attack.

All crumples:
Ibuki
Makoto
Dudley
Seth
Gouken
Gen
Sakura
Juri
Sagat
Cammy
DeeJay
Guy
Hakan
Blanka
El Fuerte
Vega (Claw)
Balrog (Boxer)
T. Hawk
Zangief* (SEE BELOW)

L3/CH L2 only:
Ryu
Ken
Honda
Akuma
Oni
Yun
Chun-Li
Dhalsim
Abel
Viper
Bison (Dictator)
Cody
Yang
Evil Ryu
Guile
Fei Long
Adon
Rose

Secretly God Tier:
Dan cannot be hit with a fully charged U1 after a focus attack. (Maybe if you trade, but otherwise it’s not happening.)

Fat tier:
Rufus can be hit with a fully charged U1 after a L2/CH L1 focus, but you will not get the animation which means you deal slightly less damage. It works fine after a L3/CH L2 focus.
*Zangief can be hit with an animated U1 after a L3/CH L2 focus, but you have to move forward a very small amount. I recommend holding forward for a split second after doing the 2xQCF before pressing the punches. It will work fine with a L2/CH L1 focus.[/details]

Unblockable Setups
Guile: SRK xx FADC > HK Axe Kick > cr. HK (whiff) > j.HK.
Only works if he’s in the corner. The sweep must be done immediately after the Axe Kick. Plink it to make it easier.

Yun: You have to manually time it. Although it’s not as reliable as a frame perfect setup. It can become very deadly if you master it.
[media=youtube]2J5vRoNCSHc[/media]

Dhalsim:
[media=youtube]fDYztf7ljSY[/media]

Rice_Eater’s analysis

Spoiler

Found another unblockable, this time against Dhalsim. After landing EX axe kick back dash and pause ever so slightly and then do a jumping HK. If they hold back, you land a cross up HK. If they hold forward, you land a j. HK to there frontside. The best news, THIS WORKS MID SCREEN.

Cross Up Setups
Cammy: (X) xx SRK xx FADC > HK Axe Kick > cr. HK (whiff) > j.HK.
Doesn’t work in the corners. All Cannon Strikes whiff. Can be avoided if Cammy dashes forward on wake up, but won’t be able to punish and you can OS it with sweep

Adon:
(X) xx SRK xx FADC > HK Axe Kick > cr.HK (whiff) > j.HK
Doesn’t work in the corners. LK Rising Jag gets stuffed, MK Rising Jag whiffs, HK Rising Jag beats it. If Adon back or forward dashes, he’ll back dash towards you regardless.

Fake Cross Up Setups
Adon:
fwd Throw > s.HK (whiff) > j.HK (corner only)
Corner only. LK Rising Jag gets stuffed, all others whiff. Can’t punish EX Rising Jag on whiff though.

Guy: SRK xx FADC > HK Axe Kick > (dash) > (dash) > j.HK. Only works in the corner.

Rice_Eater’s analysis

[details=Spoiler]
not a unblockable, I guess you can call this one a fake cross up
-If they block it as a cross up, it hits, if they block holding back, Evil Ryu’s j. HK will whiff
-Timing for MK and HK axe kick are different. HK seems harder because you have to wait just a tad longer where as with MK axe kick you can dash twice almost immediately after the recovery
-if Guy does does EX tatsu, it will whiff so you can punish with whatever
-Guy can not escape with a dash or focus dash. A OS sweep will catch Guy’s dash recovery. If he tries to focus the cross up, it will whiff and he will still get hit if he dashes immediately
-Guy can escape with run, bushin, and MP/EX shoulder. OS sweep will catch LP and HP shoulder, but you need to OS jump forward or just react to it to punish a whiffed MP/EX shoulder.
That’s what I got, if your findings differ then let us know.[/details]

Tatsu Resets
After a LK Tatsu, your opponent is in a juggle state. You can opt out of SRK and use normal moves to reset your opponent. The reward is more damage and a stunned opponent at the risk of putting yourself in jeopardy and sacrificing guaranteed damage.

Cross down After Reset

Spoiler

Corner Only, reset with cr.MP
Abel
Adon
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun Li
Cody
Dan
Dhalsim
E. Ryu
Fei Long
Gen
Gouken
Guile
Hakan
Honda
Juri
Ken
M. Bison (Dictator)
Oni
Rose
Rufus
Ryu
Sagat
Sakura
Vega (Claw)
Yang
Yun
Zangief

MK Axe Kick > cr.LP xx Hadoken xx FADC xx cr.HP xx LK Tatsu > cr.LP
Please note that if you delay the dash under, it will not cross up.
Abel*
Akuma (Gouki)
Balrog (Boxer)
Cammy
Cody
Dan
Dudley
E. Ryu
Fei Long
Gen
Gouken
Ibuki
Ken
Oni
Rose
Ryu
Sagat
Sakura
Seth*
Viper
Vega (Claw)

    • Against Seth and Abel, cl.MK xx Hadoken can be used instead of cr.LP xx Hadoken. You can also finish with cl.MK xx LK Tatsu instead of cr.HP xx LK Tatsu

Option Selects
(meaty) cr.LK OS Ultra 2 (will provide vids)
While the cr.LK is recovering, input the Ultra motion. It will take some practice to get the hange of it but very deadly. Catches all back dashes in the game. Invincible moves will beat the meaty cr.MK (obviously) and certain specials will make the U2 whiff or leave you open to be punished

Ultra 2 character intricacies

Spoiler

Honda
EX Butt Slam: U2 will follow it, but will be punished.

Seth
Teleport: Will recover in time. Seth can block the U2

Akuma
Teleport: Will make U2 whiff, leaving you open to be punished.

Gen
EX Oga: Will make U2 whiff

Dhalsim
Teleport: Will beat teleport, but won’t get the full animation

Abel
EX Roll: U2 whiffs, leaving you open.

Makoto
U2: If she uses it to go across to the opposite side of the screen, she can punish your U2. If she uses it to go mid screen or in the same spot, your U2 will punish it with the full animation.

Viper
TK Feint: If she feints and blocks, she can block the U2. (Who the hell blocks with Viper though? Honestly…)

Bison (Dictator)
EX Head Stomp: Makes U2 whiff
EX Psycho Crusher: Makes U2 whiff
Teleport: U2 will hit, but won’t get the full animation

Yang:
EX Teleport: Makes U2 whiff

Evil Ryu
Teleport: Both teleports make U2 whiff

Vega
Short backflip: Makes U2 whiff

(meaty)cr.LK OS cr.HK
Hit cr.LK, then hit cr.LP and cr.HK at the same time. If the jab whiffs, sweep comes out next. If jab doesn’t whiff, cr.LP will come out, allowing you can continue your block string or combo.


#4

[LEFT]Q & A[/LEFT]
[LEFT](Old Thread Here)[/LEFT]

  1. Who should I be watching?

[details=Spoiler]
KOK, Nagao09, Mr. Naps, Naruo*, Sakonoko**

    • Naruo normally plays OG Ryu. But there are rumors that he switched to Evil Ryu. There are videos out there with Naruo playing him.

** - Sako doesn’t main Evil Ryu, but he’s a character specialist. There are 2 amazing vids with him beasting.[/details]

  1. Which ultra connects after EX Tatsu in the corner?

[details=Spoiler]
Both Ultras 1 & 2 connect in the corner[/details]

  1. What is the frame advantage for a blocked LK Axe Kick
Spoiler

Blocked LK Axe kick is not +1 on block. It was a mistranslation. The frame data for LK (and other Axe Kicks) on block are as follows

LK: -7 / MK: -2 / HK: +1 / EX: -4


#5

RESERVED


#6

RESERVED


#7

RESERVED


#8

RESERVED


#9

RESERVED


#10

RESERVED


#11

RESERVED


#12

RESERVED


#13

One for good measure ©Ken


#14

awesome awesome awesome. thank you for this!


#15

Great job man, its really good


#16

Hey, just had some stuff to contribute,

For rose (and gouken), if you hit her with cl.MP xx MK axe kick, you can link a close MK instead afterwards. This doesn’t work if you hit with cl.HP

after cr.MK xx fireball FADC, you can get close HP a lot of the time, after which you can obviously do some serious damage with MK axe kick.
for FADC combos. Following up with cl.HP xx MK axe kick cr.MP xx LK tatsu HP shoryu does 383, 595

cr.MP, cl.HP xx MK axe kick FADC cr.MP, cl.HP xx MK axe kick cr.MP xx LK tatsu HP shoryu = 443, 715 (without the cr.MP to start, this does 452/710, as a punish it’s better to start with just cl.HP if you intend to FADC forward)

Abel/seth - cl. HP xx MK axe kick, cl. MK xx LK axe kick FADC cl. MP xx MK axe kick, cl.MK xx LK tatsu, HP shoryu - 481, 725 (max damage with 2 bars? although you build 1 bar before the FADC, so you can start this with 1 bar)

counterhit cr. MK xx MK axe kick works too, and you might use this sometimes as a CH setup.

If people are crouching and get hit by MK (after a CH cr.MK for example), you obviously can’t do a tatsu. Depending on the range, you can usually get close MK instead of cr. MP after MK axe kick against crouchers, which does more damage and is an easier link.

Also you can do cl.MK xx ex fireball loops in the corner, but it seems pretty finicky or I am just bad at it. here’s an example by dafeetlee though [media=youtube]sRpSCdjTRGE[/media]


#17

Mamafatick, I suggest you to create separated sessions for each the unblockables and the fuzzy block setups. I was thinking this setup on cammy was an unblockable:

SRK xx FADC > HK Axe Kick > cr. HK (whiff) > j.HK.
Doesn’t work in the corners. All Cannon Strikes whiff. Can be avoided if Cammy dashes forward on wake up, but won’t be able to punish.)

It is not, it can be a ambiguous jumpin, but only if you time the sweep with some delay. I recorded the guile’s unblockable, tested it on guile and then changed chars, picked cammy. The j.HK aways misses midscreen, doesnt matter if youre holding a direction or even in neutral. Then I delayed the sweep time and the jHK started hitting crossup or not, depending on how much I delayed the sweep.


#18

Funny, it worked on Cammy for me using the same method, which is why I added it. Maybe certain combos that lead to the SRK xx FADC will mess with the range. I’ll take a look at it though. With y’all finding out more stuff everyday, I definitely have to rework the unblockable section. I’ll probably get to it sometime this week. I’ve been kinda swamped with real life stuff.

appreciate the suggestions though. Keep them coming. can’t do this without y’all input.


#19

anyway I think you should to add different sessions for the unblockables and the fuzzy guard jumpins, so people wont have to test everyone to know which ones are the unblockables and wich ones are the fuzzy guard ones.


#20

Will do. About the Cammy thing…

I was able to do the unblockable twice. 1st time when I posted it and 2nd time today. I couldn’t do it after that lol. The j.HK requires strict timing so it’s too unreliable. I’ll change it around late tonight.