Have to say, Evil Ryu is easily becoming my fave to play as. His Risk/Reward Factor easily makes him a different character over the other shotos, with Risk being taken to the reward quite substansial. His zoning, and close combats are different from Ryu and make him fun to play plus familiarity in his moves and a stomp that allows him to hit like a truck. His specials are designed to punish or counter the opponent’s moves.
Nahh, but from what I’ve tested, if you set up a mirror in training mode and simultaneously DP with different strengths you can look for yourself. When I did that I found that LP DP has 2 maybe 3 invincible frames; MP is probably 3-4; HP is probably 2 again; and EX is maybe 6-10. O-Ryu’s EX DP is like 15-16 frames of invincibility, and E. Ryu’s DP will trade with itself about half way up so that 6-10 is my best guess so far. I’ll look into it tonight I think.
An interesting thing about his LP DP is that it has active frames coming out of it’s eyeballs, and its hitbox is fantastic; I’ve had it hit at the peak of its launch with his legs after someone’s walked into it trying to punish my early anti air attempt.
Pretty sure his fierce DP has way more than 2 invincible frames. I’ve been using it to beat jumpins for the last two days and it seems better than O. Ryu’s MP DP.
Thinking about it now, maybe I’m thinking of it that way because of the trades I’ve had using it too early, yeah, you’re probably right, the invincibility must be 3+ at least. I wonder if MP still has more than HP SRK. I’ll test it when I get back from work.
Hey guys, I don’t know if it’s been mentioned here or in another thread on the Evil Ryu subforum but by pure accident I found out that his forward + strong overhead can combo into fierce shoryuken as long as you’re in range, the farthest I could do it from was two blocked jabs away from my training dummy.
On a completely different note Evil Ryu’s target combo is punishable on block with 3 frame reversals, but you can delay the second hit for a long ass time and it puts you out of sweep range making you safe from reversals, can’t use it as a frame trap, spaces you well but other than that, I can only see gimmicks coming from it.
Edit: I think Capcom trolled me, an overhead that only combos assuming the opponent is hit standing, completely useless now.
I don’t think he has yet, mid screen dashing works on about half the cast and corner dash unders have worked on everybody but Guy so far from my test. But the good thing about Guy is that you can meaty dive kick in the corner and if your opponent is looking to block a cross up, the dive kick will always be enough to start a combo.
not sure if it matters or has been discussed, but for most of the chars that you can do lk tatsu low jab dash crossup on midscreen, you can land it if you fadc the low jab, might come in handy somewhere if you just need some dmg or feel like trying it.
I’m finding a bit harder to connect his dp after the lk tatsu, especially compared to Akuma’s exact same link. I find it easier to do with mp version. What gives? It’s only a hitbox thing or it’s a start up thing, like Ken who has both 3f and 4f dps?
theres a guy named Mno who is doing mad vortex off f.throw and sweeps. he does that st.strong dive kick one mentioned before but ive seen him do some retarded ambiguous shit on like everyone in the cast.
hes some marvel player from back in the day and i think he played cody in super for like 1 day at some vegas nationals and almost sent justin to losers but some cody u1 bug with inputs fucked up and he quit lol
he was playing casuals earlier and i can try to upload some matches of his endless battle, he does some crazy shenanigans. but hes always sandbaggin so hopefully i can put him on blast
I wonder if you’re talking about the same thing I’ve been experimenting with. I’ve been trying some resets in training mode but I haven’t successfully applied it in matches yet because I keep forgetting to. But if you reset with a LP and immediately jump forward, you may fool your opponent into thinking cross up. But instead of actually crossing up, you dive kick instead. If you hit your opponent at the right angle then the dive kick can start a combo without them crouching or waking up.
Like I said, I haven’t actually tried this stuff yet and I’m not sure how effective it would be, but I think it’s an interesting idea just to test. We have to explore every option out there.
I was messing around with that dive kick reset, but it seems nigh on impossible to hit deep enough to combo into a cr.LP after the reset.
You have to reset them with a cr.MP to make the dive kick hit deep enough, but then the jump MK will not cross up.
So after a forward throw you have a nice mix up:
whiff st.MP > jf > dive kick to hit them on the head and avoid reversal SRKs > cr.LP > cl.HP xx MK Dragon Kick > cr.MP xx LK Tatsu
or whiff st.MP > wait a split second > jf cross up MK > cr.LP > cl.HP xx MK Dragon Kick > cr.MP xx LK Tatsu
On both these instances you can then reset them out of the tatsu using cr.LP and then do a JF MK and it will cross them up but look ambiguous as hell. Or you can reset them using cr.MP and if you do a JF MK it will hit them in front, but a Dive Kick will hit them deep enough to combo into a cr.LP > cl.HP xx MK Dragon Kick for another round of fun and games. Even better is if they try to SRK you out of the dive kick reset…that whiffs too.
Reset into super I’ve been using the last two days:
Combo into LK Tatsu > reset with cr.LK/cr.LP/cr.MP/cl.HP xx LK Axe Kick/Tatsu (it will whiff whilst they reset) > Super.
The Axe Kick or Tatsu will follow them forwards at mid-screen and leave you right in their face at like -3 or -4, but it’s the surprise factor working here, so if used sparingly this is very potent.
In the corner you can cancel your resetting normal into LP SRK.
If you start this with a punish it can lead to 600-700 damage, moderate stun and a hard knockdown to mixup from after the super.
EG.
cl.HP xx MK AK, cr.MP xx LK tatsu, cr.MP (reset) xx LK AK > Super
Edit
Someone else was on the same page as me in another thread and suggested the same thing without the Super. That person must just as handsome and marvelous as I.