Boxer so hard
Boxer is a monster, but top Evil Ryu players do well against him. I think it’s a matter of not being pushed in the corner.
I don’t think it takes longer since it moves them forward, there could be a test though.
I like your quote under your name. Evil Ryu is misunderstood. Many think he’s lame, and then you have people who think he’s “almost broken”. He has a execution barrier and takes solid fundamentals but I think he has a lot of potential.
You can actually punish it with a focus if you delay your focus slightly. I don’t recommend spamming focus against Blanka unless he doesn’t have charge and seems antsy. I’ve actually had people who see me focus and then wait for me to dash to hit me with df.hp for free.
You can probably dash through and punish with s.hp if you want.
On block if you want to be safe you can just sweep it. I don’t know if he counts as crouching during recovery, but you can do cr.mk xx lk axe kick FADC stuff. If he counts as standing you can do cr.mk xx hk tatsu probably. You can test this in training mode.
There is a spacing where cr.mk won’t punish but hp uppercut will. If he ends up next to you though it was unsafe. It’s only safe when he hits with the tip.
All kara throws add 1 frame of startup, so yes, E Ryu’s kara throw is 4 frames.
So it is a 1 frame extra. Good to know. Does that carry over for kara focus and kara shoryu?
yes
kara demon is variable though because the whole move is super cancelable
Fastest kara demon would be 4 frames though. frame 1 f.lp+mp, frame 2 no button pressed, frame 3 lp, frame 4 f.lk+hp
Yea, the Kara demon let’s you set up to be in their face without being obvious or hitting them on accident. So it is valuable. Kara shoryuken is for extra range anti air and the same with Kara focus, not too bad. I guess if you spam kara throws a person can stuff it with a jab a bit easier though if they know what they’re doing.
I guess it makes sense now that I think about it sense you cancel the early frame of the move. It almost seems like it is instant, but 1/60th of a second is fast to the human eye.
With blanka’s slide, if your focus attack whiffs, you’re just letting go to early. Wait a little longer. If you’re trying to punish a slide on block, don’t use sweep or c.mk. If it’s spaced even decent, they’ll be to slow. You’ll want to punish with your 3-5 frame attacks(c.lp, c.mp, cl.hp, c.mk or dp).
To clarify on kara throws. They’re not all 4 frames. Evil Ryu’s are fast, but some characters can kara cancel on multiple frames. Ken can cancel any of the first 4 frames of f+mk. If you cancel it early, the throw is faster, but he travels a lot shorter range.
Yea, you want to wait a second until you cancel. With Evil Ryu it almost looks that way with this cr mk cancel at times.
So safe jumps from SRK FADC hk axe kick are different off a lk tatsu because of height. Needs more testing.
Wow, I wasn’t aware of all the stuff I could punish with Reversal DP and U2. That helps out a lot cause I tend to block a lot and I get blown up when I give my opponent too much respect.
I think people are sleeping on U2. 501 raw damage against several different moves on block.
By the way “double plinking” after the axe kick is super useful and I’m loving it after I started doing it. What I mean by that is, I plink LP with MP normally but then hit LK 1 frame after that. This way if I miss with the plink the LK comes out instead and lets you finish the combo, though with slightly lower damage and stun. This in essence turns it into a 3 frame link and makes it almost impossible to completely miss as long as you get the plinking frame accurately.
Hi guys, i was wondering if you can give me tips on fighting against sakura cause i’m having trouble playing against her. thanks a lot
Hey guys, just curious if I could get the general consensus for matchup ratios for these characters:
Ryu
Ken
Dan
Bison
Deejay
Fuerte
Guile
Seth
Rose
Sakura
Juri
I would look on the first page myself, but I know from prior experience that a lot of character matchup threads dont keep the first page as up to date as it could be, and im not really asking for a full rundown of each matchup, just he ratio. I would appreciate it a lot if anyone with good experience could chime in. Thanks a lot yall.
i believe all kara throws add 1 frame to your throw b/c you input a move and cancel out ideally at the first frame
Ken’s kara cancel off f.mk can apparently be delayed for more range.
Can I get input on these matchups:
Blanka
Deejay
Ken
Gen
Thanks y’all
I just erased this post from another thread in order to keep it clean.
if youre using the cl.HP to mark the time try with 2 dashs, its easier.
edit: I will just add some more about that setup; all the regular jumpins are fake crossups where ER will land on the corner. With LK you can play the fuzzy guard game with ease. With MK you can do that aswell but the c.LP, cl.HP wont connect, you will have to go with cl.MP for the safeness and lower damage (opponent will be crouched) or the risky cl.HP for the damage.
If you do a j.LK in the last possible moment its going to be a crossup and you will land at the corner.
If you do a dive kick the opponent have to block as non crossup aswell, but if you dive kick at a X height you will land on the corner if the opponent blocks you, if you dive kick at Y height you will land out of the corner if the opponent blocks you. If he stays neutral the dive kick will miss. Both X isnt the minimal height needed to perform a dive kick and Y height is higher than X height.
Thats all against Ryu, must to work against Ken and E.R. aswel, and prolly to Akuma. Need further checking against the other chars. The same setup works against Cammy too, I think, but not with the exact same outcomes, Im not sure now and Im too lazy to test it.
Someone should make a google doc for E.ryu’s match up like they did in the Dee Jay thread.
Post a link to the doc so I don’t have to search for it.