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

Cool, same as my forum name, including the dash

including dash? ooo, i’m on XBL, and i don’t have AE for ps3. i can’t spar with u then bro. sorry.

What is the best way to capitalize on a knock down, right now I’m mostly ether doing a cross up or a neutral jump mk.

Neutral jump isn’t the smartest thing for eryu to do. Characters that do that on peoples wakeup have hitboxes that force you to block. Like Sakura’s neutral jump hard kick. If you try to srk that, you slide under her and she can punish it. Someone srks when you neutral jump, you just get hit. You might want to neutral jump to bait a command grab, but that’s about it.

Cross ups and dive kicks are good. J.hk has a really ambiguous hitbox if you space it correctly. Learn how to pressure with meaty normals, also. Try to time your attack so that it hits them on the first frame they get up. Like meaty c.lk, c.lp on their wakeup, then you can hit confirm into a combo.

Sorry the answer is so vague, but the question is, too. What I do after a knockdown is really dependent on the matchup or who I’m playing. Something that is really safe vs. one character, can be the dumbest thing to do to another. Vs. a shoto, I’ll dive kick almost every throw I land. I land a throw on gief and I dive kick, it’ll beat his lariat, but he can mash another one to punish me before i land, or he can mash spd and grab me as I land. Can’t even combo off it if it hits, cuz he’s so big.

Ah thanks for the offer anyway. Maybe someday we’ll enter a golden age where PS, Xbox and PC players can live and fight in harmony… if there are any Evil Ryu players who want to spar to compare matchups and strategies look me up on PSN.

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[*]Akuma:
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Just stating a little help getting dmg things to look out for.
When Akuma uses Far HK as you know the second hit whiffs on block. He’s at a huge disadvantage, he can be punished with Ultra 1 or 2 and if you dont have that the best punish is CL Fierce axe kick combo

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[*]Zangief:
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Ex banishing flat at close range block can be punish with CL Fierce Axe kick combo, from a lil further can be punish with CR stong tatsu combo

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[*]Dee Jay:
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All of his jump ins can be anti aired with stand jab, strong, or fierce.
Only throw fireballs when hes walking forward out of jump in range.
Watch for CR HK as this is used to maintain his charge.

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[*]Ryu/ Ken:
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To help against that CR forward abuse you can use a standing LK to make his attack whiff at max distance( where you should be playing footsies anyway)
Also after a blocked step kick from ken standing Lk will make his CR forward or Sweep to whiff

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[*]Dictator:
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If he has you in the corner LK scissor kick pressure to a CR short after, you can use Standing lk to make it whiff and get the hell out of that corner lol

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[*]Sagat:
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Do what you can to push him to the corner, once hes there stay about a character space away and lock him down with standing jabs as this will beat out all of his options other than dp or ultra
Also you can make his tiger knee whiff with CR forward

Eryu’s c.mk does not lower his hitbox like the other shotos. It does, but barely.

I posted it bcuz I tried it and it works, but thanks anyway… Btw I wouldn’t post anything that is false

As Dannkk mentioned, dive kick is a great mix up after forward and back throw. When you land a back throw, just do a single dash and then a dive kick. Either way, you can land a dive kick meaty so it can combo afterward. When you condition your opponent to look for dive kicks, you can then go for cross ups. But it does depend on the opponent, this mix up is practically useless against Bison for example because anybody who plays that character doesn’t block on wake up when they see you jumping in. Even if you OS, they’ll just play the 50/50 and make you guess teleport or EX crusher/scissors/devils reverse/stomp.

So sometimes you just have to back off because you either can’t do any mix ups or you don’t want to take the risk of things not going your way.

I wouldn’t call it useless vs. bison. The point is to make him do all that stuff on wakeup and burn his meter. Then you can jump in and OS for teleport.

E.ryu st.MP beats chuns St.mp

if you buffer HK tatsu… it will combo due to counter hit.

Ideas to counter Bison pressure? Akuma main here fyi, he struggles with Bison so looking to see if E. ryu fares any better in the zoning department.

You have a 4 frame cr.mp, a 3 frame cr.lp, a long reaching focus attack (versus s.hk), a fast fireball, a decent backdash, and an uppercut. You have lots of tools depending on spacing and what the bison’s tendencies are.

Just wanted to point out that you can uppercut Sakura’s nj.hk if you delay it. Also in my experience sometimes something like crossup j.mk -> nj.mk can be a good setup for a kara throw. It keeps your mixups a little less predictable and it messes up their OS tech timings that they can use on the ‘canned’ setups. Of course, if they react to your neutral jump then they can uppercut you or whatever and you die.

anyone have any ideas on some good frame traps im pretty new to ssf4 but i got the basic concept but i dont know how to apply them well in a real match. also some tips on getting in on characters and staying in would be nice cuz i like to rush down my opponents thx!

Basic frame trap:

c.lk, c.lp --> throw or c.mp into whatever.

aww i see but for the c.mp do u delay it for a sec?

That depends on how tech-throw happy your opponent is. Do it right away if they spam crouch throw tech. If they’re more patient, then yes you want to leave a little delay.

ohh okay thank alot man

Versus Zangief I think you really want U2 instead of U1. It punishes those jumps that are just barely out of DP range if he doesn’t do an attack. It can punish neutral jump headbutt at a range where s.hk can’t. It punishes EX Green Hand on block. The only real disadvantage is that you leave yourself in the corner if you hit him with the full animation in the corner. That, and you lose EX Shaku -> ultra 1 trap.

Against Zangief, s.hk is extremely good against all of his standing pokes (IE everything besides sweep and cr.lk). S.hp is safer to throw out but has less reach. Don’t rely just on cr.mk and sweep. cr.mk buffer hk tatsu is good but he can beat it. The major advantage of cr.mk is that it has lots of active frames and is a low.

Jump back j.hk beats all of his wakeups so it’s a good way to deal with a predicted lariat or SPD on wakeup.

Punish EX Green hand up close with s.hp xx mk axe kick. From farther away, you have to do cr.hp xx mk axe or s.mp xx lk tatsu. s.mp does 20 more damage than cr.mp and is just 1 frame slower. It also cancels into tatsu from farther away than cr.mp. U2 always punishes regardless of spacing. It will also punish if he does an FADC backwards OR forwards. Basically, if he does EX Green Hand, the ultra is free. Period. If he does EX green hand fadc backwards I believe you can still get a meterless reversal hk tatsu.

Far s.hk punishes jumps from farther away than hp uppercut. You can uppercut all his jump-ins if you delay it a lot. cr.hp will probably trade in Gief’s favor unless he’s crossing you up. If you have a bar, EX uppercut extra damage is totally worth the bar. If he has U2, try not to uppercut anti-air unless you have to.

Know the range that he can punish fireballs with EX Green Hand. Dance around that max range and make him unwilling to do it if he’s unsure. When he gets closer, keep him out with your heavy pokes. If he focuses, FA2 xx forward dash can be punished with hp uppercut on block. Or you can cr.mk xx hk tatsu or cr.mk xx hp uppercut.

Knowing how to walk in and out of specific ranges in this matchup is crucial. Don’t go for oki, it’s not worth it. The occasional kara throw can pay off when mixed in with fireball traps and footsies, but don’t try to rush him down. It’s just not worth it.

Beware of empty jump SPD/ultra. Other common ticks: jd.lk -> grab, far s.mp -> grab, cr.lk xN -> grab, EX Green Hand (on hit) -> grab, spd -> lp green hand -> grab.

All non-EX green hands are punishable on** hit** by hp uppercut. You can actually get a full s.hp xx mk axe kick combo but don’t unless you’re absolutely sure about it. On block, sure, go for it.

Zangief can punish shoryuken fadc forwards with reversal ultra 1/super. He can punish a backdash too. So this is NOT a free ‘get off me’ card. He can also EX Green hand to make your hp uppercut whiff and punish with whatever. However, if you do a lp uppercut, it will usually win.

Vs. geif, you really want to just be playing footsies, imo. He walks slow, so you have the advantage. You even walk backwards faster than he can walk forwards. If you’re just outside the range of his pokes, he really can’t do anything to you. Scariest thing at this range is when he starts guessing and trying to spd your pokes. Fireballs are even really good at this range, because you’re to close for him to ex green hand on reaction.