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

I posted something similar on guile, but my browser timed out and I didn’t want to type it out again. Against guile, or even sim, it changes the match a lot if you can show them that you’re comfortable at full screen. Just need to keep up with their projectiles and not take damage. The less experienced ones will even just give you the match if you can do this. They’ll slowly get pushed into their corner and then you can get in on them easily.

Abel

Just some quick info for you all. PLEASE take into account that i’m not an amazing player who knows everything. I just wanna get some info in this thread. Even if 2012 is out soon it won’t hurt to have a general gameplan.

What you can Punish

Change of Direction (First hit blocked) - Any reversal Shoryuken and Super

Change of Direction (Second High hit blocked) - St. Mp xx Tatsu - Shoryu is your strongest punish outside of Super. St.Lp also works instead of Mp.

Change of Direction (Second Low Hit blocked) - Fierce (1 hit) or EX SRK (1 hit) or Super.

Wheel Kick (Deep, bad spacing) - St.Mp xx Tatsu - Shoryu is your strongest punish outside of Super. St.Lp also works instead of Mp.

Whiffed Tornado Throw - Use your strongest BNB (if you neutral jump to avoid it, use either J.Fp or J.Rh on the way down then BNB for a total of 411 damage without using any meter)

Ultra 1 - Punish with Strongest combo

Ultra 2 - If you’re close to Abel when he does this, simply Ultra 2 (if you have it) him or teleport behind him and punish. EX Axe Kick, Medium, Fierce and EX SRK’s work too if they decide to hold the buttons down. When he activates from far away (Why would he do this anyway?) Just teleport away from him.

Option Selects

When you go for a Safe Jump, don’t forget to OS a grab to catch any escape attempts with the Marseilles Roll. WATCH OUT however as Abel can beat Safe Jumps with his EX Tornado throw.

General Stuff

Abel is basically gonna be looking to get a Step Kick in and get in your face and rock you. But he isn’t too good when he is being pressured. Be careful with fireballs due to his EX Wheel Kick, Marseilles Roll and Ultra 1 (Which will probably be game over for you) You can throw fireballs but be aware of his options and be ready to counter them (Throw the Rolls and SRK the Wheel Kicks). Throw out some baits too such as a St.Lk and see what he does. He’s most likely gonna get in at some point so take note of what he does! See what his patterns are and change your gameplan accordingly, a lot of people start trying to jump and backdash constantly when he gets a Step Kick in, DO NOT constantly do this because he can catch you with a barrage of normals or even another Step Kick and he’ll put the hurt on. If you block some off his stuff he’s most likely gonna go for a Tornado Throw or at least Tick into one (Jab, Jab TT anyone?) so watch out. Some Abels will use his normal throw after his Step Kick, if you jump he’ll recover in time to AA you with a St.Fierce Punch which will lead to mixups. Just try to keep him out and really make him work for his damage. Look for patterns and exploit them (But that goes for every match really)

Sorry that is isn’t an amazing guide that you probably all want but I gave it a shot! Hopefully we can all work together to make it way more indepth to help everyone out as i’ve missed out quite a lot of stuff.

If he ticks with a light once he’s still in range for HP TT. 2-3 times it’s LP TT

Also with Abel:

[LIST]
[]Besides f+MK, his s.LK is a poke you’ll be seeing a lot of. It doesn’t do a lot of damage, but it’s hard to whiff punish and he can take off a nice chunk of health with it if you let him. Don’t be afraid of it, but don’t disregard it either.
[
]Don’t be afraid to crouch when you’re in step kick range. Abel can’t link s.HP on you while you’re crouching so it limits his options
[]If you block a step kick or get knocked down, do something. Anything. Don’t let him get comfortable running mixups on you all day.
[
]You have a 3 frame jab. Abel’s crouching normals are slow (4-5 frames). Abuse it.
[/LIST]

Options after a blocked step kick

SRK: Beats everything. Loses to Abel’s back throw OS after step kick and block.
cr. LP: Beats normals and TT. Loses to EX TT and normal throw
throw: Beats normals and EX TT. Loses to TT
jumping: Beats TT & EX TT. Loses to normals
Blocking: Loses to throw, TT & EX TT, neutral with normals.

If Abel knocks you down you’ll have to guess. He has the option of rolling in front or behind you, and he’ll have frame advantage to stuff any button you try to press. Abel has to guess which way you’ll teleport, but he can probably just dash towards you on reaction. Not too sure about it.

Sigh!!! you know it’s very sad that we don’t have a matchup thread for Evil Ryu. Come on guys let’s do a better job brainstorming

any tips for fighting a backdashing rose. my friend makes this matchup so annoying

os fierce punch or os ultra 2

If she’s just doing soul spiral and then backdashing to avoid blockstun, throw a reversal fireball.

OS everything.

Safe jump OS sweep/Ultra/Tatsu
Meaty c.LK, c.LP OS sweep

Thank you guys. had a long set and the info helped out a lot. i came out on top. thanx again.

Hey evil ryus

I surely appreciate it if any of you can give me some advice on the evil ryu vs rose match up her slide to grab is killing me mos def lol

Dhalsim is one of the few characters that Evil Ryu can tatsu>sweep. So you can keep him in Evil Ryu’s dive kick/cross up mix up if you can get in. I wouldn’t recommend doing a hit confirm with too much push back though. So if you land a dive kick and chain 2 jabs, just do another jab instead of a strong. Same goes for doing a axe kick combo, do a cr. LP into tatsu instead of cr. MP.

Doing this keeps Dhalsim closer to you after doing a tatsu>sweep. So if you walk forward a bit though after doing the sweep you can land a dive kick that will combo or a cross up. If Dhalsim guesses wrong twice, you can stun him with two axe kick combos.

As for Blanka, this is something I thought of while watching Poongko vs Mizoteru. He was doing very late dive kicks to make Blanka’s EX upball whiff. Evil Ryu can do the same thing, and it can greatly benefit you or back fire. For example if you land a throw and do a delayed dive kick and Blanka does EX up ball and it whiffs you can do a HK tatsu which will put you right next to him when he lands from the EX up ball. But you can still punish him as he’s still recovering. You can either just mash DP for a guaranteed hit or try a axe kick combo with cl. MP/HP. Since cl. HP has more start up, the timing is stricter so cl. MP is probably the safer choice.

The problem is that unlike Seth’s dive kick, Evil Ryu’s isn’t as good when it comes to hitting as a cross up or when you’re very close to going over them but still hit them at the tip of there head. So if Blanka just sits there and does nothing, the dive kick will whiff. Or if they do electricity, you will get punished instead. But I think it’s still worth doing as it will put that in the mind of Blanka players to not just EX up ball everything on wake up or possibly lose over 300+ health from a wrong guess.

Sim match is so tough to explain. You really have to learn the ranges of the stretchy limbs Sim likes to use. S.hp and s.mk mostly. Standing at his standing hard punches max range is a good spot to hang out. If he hasn’t got a fireball on the screen you can just throw out c.mp and if he thinks he’s in range and throws s.hp, you’ll beat it. Same thing with s.mk, but you have to be as close as you can without it making contact, while you’re crouching. At the right range, you’ll get hit standing, but he’ll whiff when you’re crouching.

That’s sounds silly, and little, but those are ranges sim is supposed to own. It really messes with their head when you know those ranges and stop those limbs. If you buffer a fireball off them, too, you can walk in behind it and gain a lot of ground. Before he’s cornered, don’t jump into his AA range. If you want to try and jump to get around his limbs, use an empty jump, that will land just outside the range of his b+hk AA. Once he’s cornered, you can jump some more, cuz even if he AA’s you, your right next to him and he can’t backdash to reset his position. Just watch out for like a b+mp AA canceled into teleport.

Mainly tho, focus on what you’re probably not doing. Fighting him from mid to full screen. If you can chill there till he gets frustrated, even push him back by blocking his limbs and making him block fireballs, or getting the counterhits with c.mp, it is so much easier to get in on him.

In a way you can jump at Sim, his normal anti-airs aren’t going to work because a late dive kick will get around them. A while back I had a long set a while back against a very good Sim player, much better player then I am. He abandoned b+MP and b+HK because I was consistently landing jump in combos with a dive kick.

He did adapt though, he used j. MP, EX yoga blast, and slide to counter or avoid my dive kicks. I failed to adapt as I didn’t know what to do after this. But there were things I could have done like empty jumps and jumping at different ranges. Hell, you could do the attack tatsu to counter his j. MP if he is using that too much. But point is Sim players will want to rely on there anti-air normals and you can take advantage of that early on.

That’s why it’s hard to explain this matchup. If sim does everything he’s supposed to, you won’t get in. You’ll just die trying to get there. It always relies on doing something goofy that they won’t expect that allows you to get in. Like the dive kick…if he just blocks and mashes throw, your dive kick will hit high and you’ll get punished. Nothing you can tell someone that’ll always help, except, “find a way to get in, and rush that shit down.” And that’s not to helpful lol.

Can someone really help me out, I see occasional Tatsu/HK sweeps on videos but i’ve never been able to do it once :confused: may someone offer a tip

ER’s tatsu is different. If you hit your opponent normally, you send them across the screen. If it’s a counter hit, the land next to you, allowing you to sweep or reset them.

edit. - thought you were talking about cross up Tatsu

I’m assuming you’re talking about LK tatsu into sweep, right? If yes then the reason you may have not been able to do it so far is because it only works on 5 characters(Rose, Cammy, Dhalsim, Balrog, DJ). The only other way to tatsu>sweep the entire cast is to hit them with a LK tatsu while they’re airborne. You probably won’t find yourself in that situation too often.

What matchup actually prefer U2 over U1?

Anyone got some stuff for Adon’s wakeup aside from just a boring safe jump? Having trouble not getting blow up by rising jag.

Don’t even need to do OS, you can just do a close roundhouse on her wakeup. If you time it right, it beats everything besides u1. The 2nd hit catches backdash, if she tries to focus backdash she eats both hits, it BEATS ex spiral (and if you get a meaty counterhit, you can link sweep), hits ex soul throw out of the air, and beats u2. This is more useful if you are worried about ex soul spiral but also dont’ want to miss the backdash.

Edit: If they are JUST backdashing, then OS sweep is better to get the knockdown and more pressure, but if you are worried about other options (mostly ex spiral or focus backdash), this is good too.

Be wary of what range you are when it comes to slide, if she does it too close to you, you can punish (i usually just do a fierce DP). Slide is not safe unless it’s spaced properly, so keep that in mind. Also, you can trick the rose player into whiffing a slide by walking back when you’re at the range they like to do slide, and punish it with a sweep. Make sure you don’t let her backdash away, once you get in there keep the pressure up. Be careful with fierce red fireballs, if she reflects one your recovery is so bad it’ll hit you unless you’re full screen. At about cr forward range, where roses like to do crouch MP xx soul spiral, you can make the soul spiral whiff by using stand LK, then punish.