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

I’m a little bit sad how unorganized this thread is, I really think we should create a thread for 1 matchup, discuss it and then make a summary and post it into the main post.

VS Dhalsim instead of doing the tatsu option select, do a MK Axe kick, it will catch a back teleport and you can combo off it.

I just started playing E.Ryu about 3 days ago and even though I’m losing the majority of my matches (transition from Abel since SF4 day 1 is tough!), this thread has helped a ton. Divekick option selects are really fun and the Zangief matchup info above is incredibly useful. So thanks everyone!

Just wanted to add a bit of info here as well. I don’t know how reliable it is or consistent, but today during a matchup against Balrog I was using st.mp to keep him out. Just like the Bison and Honda info above, it was stuffing non dash EX punches on reaction. It even stuffed a non EX headbutt…

Wow. I really need to get in the lab and see what all smp will stop. It seems, if used on reaction, stops alot of peoples options on opening you up.

any more tips on the bison and seth matchups? Both are really hard but if you can manage to land a full axe kick combo on seth, he’s pretty much almost at 100% stun. I need to know how to outfootise and keep bison away with his painless sk pressure. I get caught by that s.hk of his more than I should seeing as I just backdash out of midscreen sk pressure. Seth is just ridiculous because of his mixups, not really sure what I can do there.

also how do u guys pressure gouken on wakeup? I’m too scared with jump ins cause of that counter, and the only thing I can really do is jump and backdash to bait whatever reversal he may throw out.

Try experimenting with s.mp and s.mk vs. bison. If you block a scissor kick, but he’s out of range for c.lk, you can s.mp, and it will beat his next scissor kick. Also, if you’re at that range where he’s just whiffing s.hk trying to counterpoke anything you hit, you can throw out s.mp and it will trade in your favor. S.mk in general is just an underused poke. It’s very good.

You can mixup Gouken on wakeup, but you have to change up how you hit him. To be honest, I’m not sure exactly how they changed it in AE. I think they gave him a high counter…so he’s got one for air attacks, one for mid, one for low, and ex which counters anything. So you have to mix him up with jump attacks, empty jump throw, and empty jump c.lk.

Gouken’s counters aren’t based on how you have to block the move, they’re based on how high the move hits his body. Some jabs he has to counter with low, some with mid.

I played about 60 games with a Dudley. I’m gonna try to gather what I can and write something for the Dudley section.

Since E.Ryu plays somewhat similarly to Ryu (from what I’ve heard), would it be ok to assume that for the most part, the jist of the strategies used by Ryu for matchups can be applied for E.Ryu as well? I don’t mean 100% the same, but just the very basic matchups?

In the fact that he’s a shoto, yes. Otherwise, no. He doesn’t have Ryu’s sweep combos, his cr.mk cannot be used like O Ryu’s, his s.hp is way better, E Ryu has a better mixup because of the divekick, his damage output is higher, he has a better kara throw, etcetera.

Option selects by normal Ryu should almost always work for e Ryu.

Are the spoiler match-up posts ever going to get updated? Not many updates on this thread anymore :frowning:

[INDENT=1]Here’s what I have on Dudley. Hopefully it can be improved on by everybody here.[/INDENT]

[INDENT=1]Overview:[/INDENT]
[INDENT=1]Zone him out at midrange. If you get the knockdown go nuts. Dudley isn’t really scary until you’re in the corner so don’t wind up here. Be aware of your stun gauge after getting hit to stay alive.[/INDENT]

[INDENT=1]Far Range:[/INDENT]
[INDENT=1]You can build meter here but, be aware of your position on the screen. Fireballs will just make Dudley duck and close the distance on you. Dudley is only terrifying if your back is against the corner so don’t stay in this distance for too long. The more screen he gains the easier it will be for him to push you into the corner.[/INDENT]

[INDENT=1]Mid Range:[/INDENT]
[INDENT=1]This is where the fight is. You want to be outside of his HP range. Besides, f+HP all of his other normals whiff. If you’re in this range, Dudley has to deal with the threat of your fireball, your c.MK, and your SRK if he tries to go around your footsies (which they often will try since j.HP is good and Dudley doesn’t have a strong footsie game). Here’s how the foostie game goes with Dudley. Make Dudley respect each one of these.[/INDENT]

[LIST]
[]c.MK or c.MP beats Duck
[
]Fireball beats his pokes
[*]SRK beats his j.HK (make sure you do it from crouching or as late as possible to avoid trading)
[/LIST]
[INDENT=1]You don’t have to jump at Dudley during footsies at all honestly. If you do jump, EX Jet Upper, MK, EX Duck Upper, LP Jet Upper or Ultra 2 will tag you. If Dudley AA’s you, you’ll probably eat a shit ton of damage and stun on the way down. So if you jump, do it at your own risk. Dudley can also take advantage of E. Ryu if you aren’t spacing things out properly.[/INDENT]

[LIST]
[]HP comes out a frame faster than your c.MK and does a lot of stun
[
]f+HP works similar and hits farther at the expense of being slower
[]f+MP is his best low risk poke. Hard to whiff punish, but doesn’t do a lot of damage.
[
]EX Duck Straight works like a kara HP. But he has to burn a bar to use it and only does 100 damage.
[/LIST]
[INDENT=1]If you’re outside of his HP, all of his pokes are either whiff punished easily or stuffed by fireball or c.MK into a fat combo. Dudley’s LVL 2 focus attack is quick and can hit you outside of his HP. Dudley’s use this as a poke. If you notice he likes to focus, c.MK xx SRK will kill that. Dudley’s LVL 1 FA doesn’t do a lot of damage and doesn’t get him any closer to you without getting punished for it.[/INDENT]

[INDENT=1]Close Range, Ryu Advantage:[/INDENT]

[INDENT=1]Pressure him with the standard E. Ryu stuff here (frame trap/throw mixup, safe jumps dive kick mixups, random EX Axe kick, etc). Just keep him on his back after a hard knock down. If you get a hard knock down without any meter, he’s ass. If he has meter, he’s still semi-ass. If you know his options he’ll have a hard time getting up without losing a lot of health.[/INDENT]

[LIST]
[]None of his jet uppers have invincibility besides EX Jet upper. EX JU has a 4 frame startup and can be safe jumped (timing is tight though)
[
]Cross Counter doesn’t work on low attacks and it can be meatied from a jump in
[]Short Swing Blow or Duck isn’t a wake up option as they get stuff with proper timing
[
]Back dash can be OS’d with sweep (mid range) or SRK (in the corner)
[/LIST]
[INDENT=1]If you use LK Axe Kick, make sure you hit confirmed it. Dudley can punish it with HP. It’s a 2 frame window, but it’s easy if Dudley plinks it.[/INDENT]

[INDENT=1]Close Range, Dudley Advantage[/INDENT]

[INDENT=1]If he’s here he’s earned it. Don’t be reckless here. It’ll get you killed or worse, stunned and then killed. You don’t want the latter.[/INDENT]

[INDENT=1]Blocking enough will eventually push him out of his optimal range but that’ll make you susceptible to throws. Throws will make you susceptible to teching, which will get you blown the fuck up. Getting blown the fuck up will make you hesitant about pressing buttons, which will get you thrown. His jabs and his f+MK leaves him with frame advantage, which is some of what he will use to set up this mixup. Back dashing out of his strings will push you towards the corner, but it’ll get you out of immediate danger. He’ll have to burn bar or do something unsafe to punish a back dash during his strings. If he cancels one of his blocked moves into LK Duck punish it with SRK or throw. Dudley will use this sparingly if at all during block strings since it’ll get him punished. Speaking of punishing Dudley, I sure most of y’all know but Dudley is negative after blocked Machine Gun Blow. LP MGB leaves him at -2, meaning E. Ryu’s 3 frame jab will kill anything he tries to do besides block, MP and HP MGB are punished with SRK. HP can be punished with c.MP into combo. EX leaves him at -8. the timing is a little weird but don’t let him slide with that weak shit.[/INDENT]

[INDENT=1]If you’re on your back, it get’s a little tricky. Dudley can punish your wake up back dash if you abuse it. He can bait your wake up SRK and throw with LK Short Swing Blow if you abuse it. FA Back Dash OS’s with throw tech will avoid a lot of his options (gets you out of the mixup and techs a throw if he goes for it), but you lose ground and take grey damage and stun. Not to say don’t wake up back dash or SRK or anything, just mix it up with all of your other options. That includes blocking. [/INDENT]

[INDENT=1]If you’re in the corner, it’s scary. Most, if not all of his moves will stuff anything you do. Your stun value will remain constant since you’re blocking an endless barrage of attacks. All you can do here is block and wait for an opening. The right counter hit from Dudley will turn into a full combo, 1/3 of your life gone and like half of your stun. Better to eat the throw than the counter hit.[/INDENT]

[INDENT=1]Other Thoughts:[/INDENT]

[INDENT=1]I wonder about how the risk/reward sways in this match up. [FONT=Helvetica]we both hit like a truck and we both punish hard if given the opportunity, but sometimes I think Dudley can go for that random EX SRK or Cross Counter since ER doesn’t have a lot of health and it doesn’t take much to stun ER as Dudley. Dudley is a stun machine. Stupid shit like s.HK xx EX MGB will probably give ER like 500+ stun. Just something to consider.[/FONT][/INDENT]

I hate duds online because it is so easy to get randomed the fuck out. If it lags, it just makes then 10x stronger. I fought a guy who just did random shit the entire match and won.

<–Needs advice on Guile. Fucking annoying matchup.

Posted in the E. Ryu Vid secition. At 33:00. Kindevu’s Evil Ryu fights a Guile. Hopefully that helps

What exactly are you having trouble with?

Whoa, wtf. Does his j.hk have projectile invincibility? he got guile with a j.hk and the boom didn’t even hit him on the way down. Interesting.

I just hate fighting turtle guiles, that guy plays similar to the type of guiles i have problems with. Not sure when i can hado, he can easily just walk up after a boom and backfist me while i recover. Stuff like that.

Two things are involved in that:

  1. All jumping attacks have lower body projectile invincibility apparently.
  2. The hit freeze can keep them in the air long enough for the projectile to advance forward a little more. Projectiles are not frozen during the 11-13 frame freeze on hit or block in this game.

As we all know, Evil Ryu can only tatsu sweep 5 characters, fortunately one of them is Dhalsim. I think in the Dhalsim match up, it’s best not to cause too much push off if you end with tatsu sweep. The less push off the harder it will be for them to tell whether you’re going to dive kick or cross up. If you cause too much push off and attempt the dive kick mix up, you’ll have to walk forward a bit and then jump. Doing this gives Dhalsim time to see where you’re coming from, and they could just slide under a jump regardless if it’s a dive kick or cross up.

So basically, if you do axe kick combo, I think you should go for cr. LP instead of cr. MP, then tatsu sweep. If you do a cross up, instead off jab, jab, strong, tatsu, sweep, it should just be jab, jab, tatsu, sweep. All this is irrelevant if you don’t want to attempt that mix up. But if you do then I think 2 normals at best is ideal to keep Dhalsim in the optimal range to keep him guessing.

I’m going to be fighting a Guile pretty soon. I’ll see what I can gather. Hopefully other players will comment and make edits. I don’t really feel I’m good enough to give out advice like that. I mainly post what I can to keep the board active. Feel free to dispute and edit or whatever. Just as long as we get some information and keep discussion going.

Who’s maintaining this thread btw?

No one is maintaining it.

Anybody have any thoughts on fei?

A lot of Air’s strategy works here. As far as turtle Guiles, you don’t have to engage him if you have the life lead. From the beginning of the round you can make Guile come to you. I came from playing Dudley. It’s comforting knowing that I don’t have to chase somebody in every match I play.

In that Kindevu match posted earlier, Kindevu stayed outside of his backfist range and threw fireballs at him. Kindevu made some smart reads here and there (jump in to catch Guile’s dash, SRK after Guile dashed in after a blocked sonic boom). But for the most part, he made Guile come to him. After Guile blocked E. Ryu’s LVL2 Focus, Kindevu just backed out of back fist range and waited.