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

What was she hitting you with after cs fadc?

I use ultra 1 in this match. When you get her cannon spike to go the wrong way, it’s really hard to punish her. If you’ve got ultra one, just hit it when you land and it’ll punish.

Cannon spike is 4 frames, so you can safe jump it, but it’s really difficult because she has a different wakeup timing than the rest of the cast. She gets up late.

It’s not that hard to safe jump Cammy. Cannon spike is 5 frames, and she gets up a frame late on face up knockdowns, which is all Evil Ryu has.

From the frame data, it looks like Cammy is + on block after dp fadc, which seems terribly wrong. I will have to double check that.

After CS FADC, usually crouching short or strong. I tried to crouch-tech. I’ll probably switch to Ultra 1 as well.

Wow, that can’t be right. If it is right, then that’s seriously too good. o_O

http://img210.imageshack.us/img210/4695/totallyfair.png

Yes… Yes, that is a Cannon Spike. Dat hitbox.

So it looks like it wouldn’t be too difficult to make it whiff on my cross up Tatsu.

You can actually stuff Cammy’s wake up cannon spike. I’m not a matchup training mode guy and probably 60% of the time we both whiff and she goes the wrong way, so I don’t know exactly how it works. But a lot of the time if you land a forward throw and then do the walk back for 1 frame then whiff s.mp and do j.lk and she does a reversal cannon spike it will stuff her on the ground and I can land c.lp, s.hp.

This might be an easier “safe jump” for you to try. I have it in quotes, because she can do a late cannon spike and it will hit you, but it takes an intermediate-higher level player to know that and do it consistantly. Almost every cammy though…will cs and then whiff or get stuffed…and as soon as they get tired of that and start trying to block it’s ambiguous as hell so you mix it up with dive kicks and they get hit a lot.

double post

Any tips on keeping Seth grounded and stop him from jumping all over the place

Stoping by to share something I tested a few days ago.

A friend of mine playing with Ibuki was escaping the ex axe kick unblockable with her qcf +K and I decided to check if I was doing it wrong or if its really escapable and Id need to find an OS. Its really escapable and the only OS that will catch Ibuki’s qcf + HK is the U1. After the backdash, jump in and do qcf MK, qcb PPP.

another thing, its not new aswell, Im just posting to assure that everyone knows about it.

When doing the unblockable against Seth, use cl.HP as an OS and finish the combo with a HK tatsu. If you managed to do the first combo starting at least with c.MP, the j.HK + HK tatsu will dizzy him and the next combo will kill him.

dp, jump with an early hit, neutral jump. None of them are flawless due seth’s possibilities of changing the direction of his jump arch. If youre looking for something to deal with his jumps over you when you are knocked down, you dont have too many options. The setup after the SPD (spd, dash, walk and j HK) is really safe against E.R., and its easy to do. If you are going to try a dp, Id recommend the LP one, the one with better chances of hitting (will trade, follow with an Ultra if you can), but remember that the “better chances” are like 0,00001%. Your dash will get hit by the j HK, never tried the backdash, I think youre going to dodge the j HK and then you gonna eat the rest of the combo. Theres the focus + dash, you will absorv the j HK and get hit by Seth’s next move, if hes try to do a string with low kicks and low punchs theres a chance the first of them will hit and the next one will miss. If he does a neutral jump with instant dive, it will dodge the MP, HP and EX dps, Im not sure about the lp one actually, Im almost sure that it gets beaten, almost.

any tips also on the sakura matchup? i also seem to have problems regarding her fr.hk poke. any tips would be appreciated :smiley:

So far this has worked for me:
Only throw fireballs if you can catch her with an SRK afterwards, use fs.HK to AA her if she gets jumping happy. Most Sakura’s love to turtle so don’t be afraid to cr.MK > EX Axe kick. Use fs.MK as a poke when she’s staying back too much and using st.HK, you have to be careful not to eat a trade because it’s not in your favor. You can safely jump in on her because most will try to AA with d.HP this is your chance to land a dive kick on her

For this match up I use U2.

Oh one more thing, her wake up isn’t that good. So if you land a MK Axe kick go for cr.LK > fs.LP > cr.HK on her.

Thanks for the reply Shinebox :slight_smile:
will go to the lab right away and try those things out :smiley:

Hey guys, I started playing E Ryu a bit ago and he’s so fun I’ve almost already got him to B Rank

Anyways, I have this friend that plays CODY and I need help on the matchup

  1. Any Safe Jumps/Unblockables/Fake Crossups/Character Specific Cody Setups you know of?
  2. Best Normals vs Cody? I throw out c mk. but it often gets beaten out, leaving me eating damage or a full combo
  3. Best Ultra for Cody? I use ultra 1 because of Shoryu into full Ultra 1, but is ultra 2 better in this matchup?
  4. Best punish for blocked Ruffian Kick?
  5. Best punish for blocked Criminal Upper
  6. Best punish for blocked Zonk Knuckle?
  7. Best punish for blocked Bad Spray (Sand/Dirt attack)?
  8. General goal in this matchup to win, etc…?

Sorry guys, I know this is a lot of stuff but if you were to even answer 1 of these I would be appreciative. I looked through every page of this thread to no avail for info on Cody.

Any help at all would be awesome, thanks!

having a hard time pulling off a cr.LK > fs.LP > cr.HK after a MK Axe kick -_-

  1. For Cody, safe jumps are almost irrelevant. He has no invincible wakeup moves without meter, and even then, a meaty attack will beat EX Criminal Upper and any jump-in would be fine since you’ll be able to block before EX Zonk hits. You can do unblockables on Cody, such as [details=Spoiler]http://www.youtube.com/watch?v=CJQzU1Nw8UA.[/details]
  2. Cr. MK is not great versus Cody, but it stops him from moving forward recklessly and can beat out Crack Kick if timed properly. St. MP is pretty good for buffering into fireballs. St. MK also works well as a poke, but it loses to Focus Attacks and jump-ins. I’d say the MP buttons are your friends.
  3. I go for Ultra 2 in almost every matchup, and this one is no exception. The fact that you can punish a blocked EX Zonk with Cr. MK xx EX Hadoken FADC, Ultra 2 for around 500 damage is worth it to me. You can also punish a HP Criminal Upper with a reversal Ultra 2. Ultra 1 is just universally useful, so I’d say it’s a matter of preference.
  4. Depends on the strength used. The LP version may be best punished by a grab, Jab, or reversal DP if blocked at a distance. Cody players like to set up meaty or far LK Ruffians, so be careful. These can be made pretty safe. The MK, HK, and EX versions are pretty unsafe, so you can easily land a Close HP into combo.
  5. Depends on the version. The MP and HP versions can be easily punished by Cr. MK or Cr. HK. The HP version can be punished by reversal Ultra 2. I need to lab this a bit more to determine a reliable LP Criminal punisher.
  6. Cr. MK punishes Zonk. You can get Cr. MK xx LK Tatsu at most distances of a blocked Zonk.
  7. Bad Spray is free to punish since it has horrible blockstun, just walk up a bit before pressing a button.
  8. General goal is to play it safe until you get a knockdown, then go to town on him. Cody has trouble dealing with ambiguous crossups and the like since his reversals are slow or lose to jump-in attacks (with the exception of HK Super, but don’t worry too much about that one :P). When at mid-range, Cody can play footsies effectively with Evil Ryu. You should play it safe and try to bait Zonk Knuckles and counter-hit/punish those using Cr. MK xx Tatsu. Be wary of jumps once you’ve shut down Cody’s other options. You’ll need to be on point with anti-air SRKs in this matchup since Cody’s J. HK and HP have high priority and can easily beat Cr. HP unless they are poorly spaced.

Basically, if I beat Cody, I usually end up stunning him. Play it safe and patient until you have the opportunity, then exploit the holes in Cody’s defense.

I’m tryin to pick up e. ryu.
What are my main footsie tools? Cr. mk and mp?
Also, what are my options for wake up?

I’m actually fairly new to ae, but have been playing sf casually since sf2, and have finally decided to take it more seriously.

Thanks for the help in advance!

Hi guys i´m having a bad time plinking cr.mp after mk axe kick.any tips?

I’m using audio cues for this link. Evil Ryu does that loud grunt after a axe kick, wait until after he finishes the grunt to link your cr. MP. Their are visual cues as well. When he stomps the ground, he creates a cloud of dust, if you focus on that and wait for it to disappear, that’s about the right time to hit the link as well. I find it easier to go for the audio cue though, but admittedly I still lose focus and try to feel it out like I normally do. You just have to keep at it until you can train yourself to do it naturally instead of looking for it. Hopefully at some point, I can do it by feel instead of listening to the audio.