thx AzN_Skater i indeed forgot to write the LK tatsu. for THE COMBO
i suppose people end in corner with LP srk HP srk to gain more super meter.
thx AzN_Skater i indeed forgot to write the LK tatsu. for THE COMBO
i suppose people end in corner with LP srk HP srk to gain more super meter.
Thatās it. 2 dps is less damage, but more meter. I link c.mp. I donāt find it to be to difficult as long as I keep up on practicing it.
Ultra 2 = the best ultra in AE? Yes.
I am mad! I play Evil Ryu since 7 june AE release, went from 1200 PP, 5000 BP to 500 pp and 4590 BP! I just picked Normal Ryu up like 3 days ago, and I went from 500 PP to 1100 PP in a couple of hours⦠I trade too much with Evil Ryu shoryukens and hadokens have too much recovery time
I run U1 against anyone with a fireball and U2 against everyone else. A quick question though, whats the general opinion of e ryu so far? On paper he looks like a worse version of akuma with a wheel kick and a comboable ultra, but Im guessing/hoping yāall know of some shit that I am yet to figure out with him.
This is a shame that needs to be addressed with Evil Ryu. His Shoryuken/Hadoukens should be the best in the game.
Just AA with c.hp, that move is retarded. Deep hp srk on jumpinās is also quite good, but very risky due to 850/850.
Stop throwing FBs from closer than 2/3 screen.
no actually your quite right, he is a worse version of gouki, his options are really limited and there not really good. AAās are unreliable as they trade or miss a lot, cr.mk is slow and gets interrupted a lot, cr.mp feels like it has less range than goukiās, sweep is ass etc I think the only thing this character has which is noteworthy is his dmg/stun and his long comboās lool
EDIT: also his meter gain is great
Are you playing Evil Ryu like Ryu, or are you using his unique tools at all? Are you trying to do all of the following
I was losing more at first because I wasnāt using everything he could do. And although these moves arenāt all that great, I think you have to put them to use to be really effective with Evil Ryu besides having good basics like footsies, reactions, zoning, etc.
Everything with my Evil Ryu fails, Cr. Lk Cr. Lp into Cr. MP never works because Idk, Cr. Lk has horrible range so I end up doing like 4 Cr. Lk in a row, I donāt use teleport that often, your right I should be doing more divekicks, but it seems I am more scared of their anti-air options then weighing in my own reward, because like 1 anti-air from Makoto takes 25% health
I was playing this Ryu, he would sweep my EX Axe kick whenever he could, like Cr. Mk into Axe kick he sweeps, I do cr. lp 2x into EX axe kick he sweeps
You just have to know how to approach certain characters. Against Makoto, I know people are anti-air happy on wake up with her. So I empty jump with a cr. LK, cr. LP, if I confirm the hits then I end with cr. LP/MP, tatsu, SRK. I might do that one more time, after that I may have conditioned my opponent to look for that and not anti air me whenever I score a throw or sweep so I can finally do meaty dive kicks or cross ups.
As for your other problem, I guess it depends on your opponent. If your opponent is mashing buttons, then use frame traps. If theyāre actually looking for it then maybe theyāre not pressing any buttons, you could just tick throw I guess. Just experiment and try to make good reads. But Iāll warn you, Iām a pretty bad player myself so hopefully someone better can give you better advice.
I have found this strange cross-up on Balrog, after a forward throw, whiff a Heavy kick then jump with the same heavy kick, it will hit him in the neck, a heavy kick that crosses up lol, if you delay it A LITTLE bit it will hit him
But then theres Bison, I canāt do anything when he starts doing his Headstomp, I canāt Cr. HP I will get crushed, when I try Shoryuken, I whiff next to him or mine Shoryuken gets stuffedā¦
Vs. Makoto, you can use the meaty setup after throw thatās been linked here. F.throw, whiff s.mp, dive kick near the top of the jump. If she anti-airs, it misses and you can punish with a full combo.
Vs. headstomps, donāt try and srk them. Itās possible to do, but not reliable. C.hp does work. Iāve only played a bison once since AE came out, but that was one of the first things i tried and it beat it out. Can also just walk forward or backwards to make him whiff and punish him. The only headstomp a bison should be able to get away with, tho, is a meaty one or if youāre recovering from something and donāt have time. Then youāve got to just block it.
kinda makes me mad when I think about all the great normals cody has compared to this character because to my understanding if a character has ass defence they usually make up for it in offence but that doesnāt seem to be the case here, it also makes me very annoyed that I do much better with ryu and akuma without even using more than half of there tools. All this character needs is the speed/mobility of cammy and the frame adv of cody⦠make it happen capcom, for the love of god make it happen 0_0
For the Ultra choice, I dont think Iāll ever pick U1. I was playing a pretty good Ryu and he would ultra through my fireballs no problem, at the same range when i tried it not only did he have the chance to block but I still ate the fireball. U1 for E.Ryu isnāt as good as Ryuās U1. Not only that but playing against a Dhalsim I went in with U2 and had NO problem doing ultra through his fireballs. And it did more damage then an U1 would have done.
You can still FADC ultra, it does slightly less damage. I just donāt find any reason to use U1 over U2.
Edit: fixed it, thanks Bronub
Also, on the note since I donāt want to make another post for it, U2 punishes Yun and Yangās misplaced dive kicks better, and as for the DP FADC ultra in the corner, you just need to backdash instead of dash fwd, which I do anyways because itās safer. And Iāve had it drop on me MAYBE once.
I know there are reasons to pick U1 over U2, but⦠I just donāt find them worth it. There are just too many pros to U2. Itās a fucking amazing AA
Iām assuming that the āU2ā in your first sentence is a typo. Myself, I am still uncertain what ultra makes for the better choice. U1 has better utility as it will not miss in the corner after a DP FADC, and also doesnāt run the risk of the opponent āfalling outā of the ultra. These are two problems that U2 does suffer from (granted the falling out issue is rare but can happen).
However with U2 there is the incredible damage it does, and it also has a little bit of itās own utility over U1 such as being able to punish a close range fireball, and being a great punish for poorly made jump ins and dive kicks.
Perhaps as time goes on weāll see the ultras decided by the character match up.
I think U2 is going to be the ultra to choose as time goes by. More damage, just as much utility. I look at it like Kenās U1, but you can land it off c.mk.
So far, Iāve just been using U1. Itās plenty good enough, and I get some laughs. When Iām out of options and random ultraā¦itās hilarious to charge it up if you see theyāre not going to get hit. A lot of people just hold up during the flash to jump over a fireball ultra. If they do this, the charge time is just long enough that it will release and hit them on their way down. Can hit characters that canāt get through fireballs with a meaty charged ultra after a backthrow. Good way to chip people out, if you see the opportunity. They have 200 health and no meter, the throw + chip kills them. This stuff sounds scrubby, and it is, but I find it funny.
Check out this karathrow I discovered today with cr.MK~
[media=youtube]GZsi5C4WYwo[/media]
DAT RANGE!
Itās kinda hard to do initially, but shouldnāt be a problem with some practice, and the range increase on it seems WAY worth it. What do you guys think?
I think you just found the best kara throw in the game. Good shit. Itās moving me 4 squares. I think Kenās is 3 and a half.
Actually itās the opposite, Evil Ryuās moves 3 and half, Kenās moves just a tad over 4. He still has the best kara throw in the game. But I think this puts Evil Ryu at 2nd or tied for 2nd with Vega who I believe also moves 3 and half squares.