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

A setup I saw KOK doing against Sagat:

after dp fadc hk axe kick in corner, neutral jump, j.hk (fake crossup). The neutral jump isn’t immediate though, you have to wait a split second.

Any tips you guys could give me against Dictator, Claw, and Blanka? I can’t seem to find any way to fight off the pressure from these guys and then deal with their air antics(well, air antics from Dict and Claw.) Any help would be appreciated.

At least at low levels, just walking back from dictator’s jump moves helps make them whiff. It doesn’t really punish them, but at least a step back is a simple way to not die and have an answer so you can stay calm.

Try and be more specific in the troubles you’re having. What “air antics” are you getting beaten by?

Ah, sorry for vagueness. All I meant was that I’m not sure how to combat their air specials. In Dictator’s case, I usually get beat out if I try to attack him in the air and I tend to miss srks/AA attacks from the ground since he can change the direction he falls. Maybe I’m just trying to play more off of prediction more than reaction.

Sent from my DROID RAZR using Tapatalk 2

They’re difficult, but there’s stuff you can do.

Vs. Headstomp - neutral jump hp/hk as soon as they leave the ground. C.hp can AA headstomp, but the timing is tight. Backdash also works in some situations.
Vs. Devil’s Reverse - Most bison’s use this mainly to build meter and run away. If one actually tries to hit you with the normal version, just use Focus. Backdash to safety if he crosses you up, or let go at lvl 2 if he lands in front of you.

Vega’s air options are more difficult to explain. Pretty much however you try to counter it, he has an answer. Like, neutral jump hp is pretty good against Barcelona, but if he knows that’s how you’re going to counter, he can change the angle of the jump, and timing of the attack or throw and hit you anyway. Good news, though…you’ve almost always got an option, too. I mostly use j.hp, dp or focus. All three of the jumping hard punches have a very high hitbox, making it best for hitting people out of the air or using an air attack as AA. Took me a while to figure that out, cuz it’s a lot different than normal Ryu’s, even though it looks the same. Just teleporting away when he does it can be a decent option, too. If you do it as soon as you can tell where he’s going, he won’t be able to punish it, as far as I know.

seems you guys are lacking in Gen matchup department

More useful info is always good. What do you have in mind?

Who isn’t?

I’d like to echo this cry for help. After playing Adon a year or so, I’m wanting to branch out, and E. Ryu has always intrigued me. I’ve just started using him, and I’m digging his 3f shoryus and having a projectile just kicks so much ass… but mother of everloving fuck how do you fight Blanka? JUST GOD ABSOLUTE DAMMIT SOMEBODY TELL ME HOW E. RYU IS SUPPOSED TO FIGHT THAT GUY

Anytime I win, it’s basically just because Blanka made one too many mistakes before my health ran out. Oh, but when I lose… at best–at best–it’s a 60-second hatefuck with E. Ryu getting perforated from every conceivable angle by Blanka’s beastly green taserdick.

I am too scared to initiate an attack because his EX Ball goes through my fireball, his Rainbow Ball follows the most inscrutable angle to frustrate any attempt to knock it out of the sky with a shoryu, his corpse-hopping drives me absolutely batfuck because it was basically designed to screw up his opponent’s inputs, and his electricity scares the absolute bejeesus out of me because anytime he’s got me in the corner, anything I throw out gets zapped, so all of my encounters with Blanka boil down to my badassed, demonically possessed karate man walking backwards and praying that Blanka throws out something I can punish.

Please tell me what I’m doing wrong. I know there’s got to be a better approach, or some exploitable weakness, or something I can threaten Blanka with that I’m just missing, because I’m seriously beginning to think the “E” in E. Ryu stands for “Electrocuted.”

I guess that’s why his hair is so spiky.

Blanka is a real pain to fight in general, especially with his annoying corpse- hopping vortex. Evil Ryu relies on tricks and fakes to get in, and also he must use cr lk instead of mp for this matchup as well.
For this matchup I find it best to play safe and force mistakes out of him. Throw an occasional fireball, if he is just outside of mid range he will often try to use the slide. I use this as focus bait. What I find that works is to bait and trick him into big damage or a crumple.

You don’t get to do oki on Blanka, the best you can get is a safe jump with different timing because he wakes up slow. Fortunately his mixups are pretty easy to read if you have good teching skills.

Walk up and cr.mk/cr.mp this mofo. All his good pokes suck against focus.

If rainbow roll isn’t done as a reversal, you can focus it and nullify the mixup. He can land next to you and throw, but that’s a gimmick.

Playing against Blanka will teach you fundamentals like no other matchup will, in my opinion. You can’t jump, you can’t be lazy with fireballs, anti-airs are hard, and he has random unsafe moves. Just be patient.

Accept that Blanka is an asshole and that you have to play his game. But you can beat him at his game.

Good insight on the matchup. It’s a good thing that Evil Ryu has a good focus. The longest ranged in the game if you kara focus and one of the longest without. The normal version outranges all of his normals. He has a good dash back and forward so it can help in this match.

Can people please stop calling everything a vortex :[

The thing that really helps is that Blanka players don’t run his good mixups. He has a good kara throw, can make dp whiffs, etc. but people don’t use that stuff.

st.strong is also really good vs. Blanka, catches random limbs. focus can be risky if he does like st.jab xx ex elec or st.jab hop. Hop will go through the focus, and jab to elec is quick enough to hit you before you can react and release focus.

just hit it on the way up.

Well it’s a ghetto votex more or less. Some people say that only 1 or 2 character have “true vortexes” but I digress.

Thanks for the tips though. :slight_smile:

It’s not a vortex at all. If you get hit by a combo you’re out of the grinder and hops are punishable.

Blanka is arguably the worst character in the game at maintaining offensive momentum after landing a combo.

I’ve always understood a vortex to be strong oki that, if it hits, leads into a knockdown so you must guess your way out of it or die. If it doesn’t lead to another knockdown, it’s not repeatable, and is thus just strong oki, not a vortex as such.

Yea, like 50/50 mixups and such, after a knockdown. Not sure how people define them here. Some say that only Ibuki has one.

I’d say Ibuki and Seth have one. I’m not sure Viper is a vortex character as much as just a general cross-up character though.

Maybe it’s a ghetto poor-tex. A poortex hah.

Well either way he has some annoying mixups on the ground after knockdown. Not top tier potential but annoying and can stop mixups himself pretty well.

Vortex is a knockdown that puts the opponent directly into another mixup, and can be repeated. Like ibuki’s kunai vortex or akuma’s demon flip vortex or cammy’s spiral arrow vortex. If it can’t be repeated over and over, it’s not a true vortex, but a lot of people still use the word.

You and me both, man!

I’m so glad that I randomly popped in to see Kikuichimonji’s and Veserius’ replies. That’s twice in as many weeks that y’all have come up big with some of the troof I desperately need to get my shit on-point! I’m actually going to be running an extended set tonight with my best friend who mains Blanka. I’ve been getting more solid against him recently (thanks in large part to some very timely execution advice in a similar thread!), but Blanka feels like my worst matchup in the game right now other than maybe Bison.

OH! Another Blanka question: how should I respond to Blanka’s c.HP slide (Amazon River Run, I think it’s called?) when it has been spaced poorly? I think I remember reading somewhere that it’s actually safe if he hits you with the very edge of the move, but it’s at something crazy like a -11 when done up close? One of the first things that I noticed is that E.Ryu’s focus attack soars harmlessly over Blanka’s hurtbox during the move’s active/recovery frames, so I guess there’s nothing to do but backdash out of a focused slide… or can I dash forward and punish (which actually returns me to my first question)? An HP shoryu seems like such a lame cop-out for something that seemingly takes so long to recover, but shoryu starts up in 3 frames and whenever I’ve tried retaliating with c.MK, I feel like he’s almost always able to block in time. Am I mistiming this? Am I misjudging the spacing and not realizing it? Any insight would be most helpful! I wouldn’t be so hung up on this matchup if there were more E.Ryu-Blanka vids on YouTube, but alas…

Also, does E.Ryu’s kara throw (HP and/or c.MK) take longer to start up than his standard throw? I’ve always been curious.