Evil Ryu General Discussion: Same Ryu, but now he's pissed!

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Evil_Ryu#Frame_Data

done

Did you attempt the kara throw in the video? I totally believe you about Ken…I know his is variable. Can over a few different frames which changes the distance. The c.mk kara throw Rizhall linked is moving me at least 4 squares, though. Think you might have missed his post, since I didn’t quote it.

Thank you!

Yeah I saw that to, that’s what I was talking about. I tried it out earlier to see exactly how far it would go. I had Evil Ryu stand right next to a line and he traveled 3 and half squares. I know his kara throw with st. HP moves him only 2 squares so this one is much better, but just not quite as good as Ken’s.

And thanks a lot gilley for the frame data.

I’ll try it again before I go to bed. Pretty sure I moved 4, though.

edit: Yea, you’re right. 3 and a half.

Not to sound ungrateful. But how about invincibility frames for the SRKs and air-frames of tatsus and f+mk?

I found this during a match. Full U2 after Air to Air Juggle.
[media=youtube]MChl-nSxiJE[/media]
Don’t know if it’s known or not already ^^;.

Edit: Also, which would be the better combo?

cr. HP xx MK Axe kick --> cr. mp xx lk tatsu --> HP SRK
or
cr. HP xx MK Axe kick --> cr. lk xx lk tatsu --> HP SRK ?

C.mp is better. It does more damage and stun. The other combo is useful tho, as Rufus and one other character(brain is failing me atm) get pushed out of that combo if you use c.mp. Need to use c.lk or c.lp instead on them.

So turns out his far st.mp is special cancellable(this is prolly old news but w/e), can’t get it to cancel consistently for some weird reason but I think this should be really helpful for footsies since its a free knockdown. Only issue is from max range it doesn’t cancel into his light tatsu.

that would be blanka, idk about c.lk working, it probably does, but I know c.lp works on both characters.

and yeah I can’t really find any uses for far standing mp. other then trying to footsie with it and buffering fireball into it.

C.lk works, but it’s a 1f link, just like c.mp. Can plink it with c.lk~c.lp

edit: Has anyone found some jump in setups after EX axe kick? I thought of this over the weekend. ERyu can actually combo into an untechable knockdown. It costs a lot of meter, but I think if we can find some setups off the knockdown, it’ll be worth it.

The question of which ultra for once, imo it doesn’t make a huge difference. I prefer U2 because of the psychological aspects of having that type of ultra loaded as opposed to a fireball one. It takes some pressure off E.Ryu (or punishes it) which is important. A lot of people NO SCARE against low stun/hp characters and will be going in on you hard even though they know you have dp. They will trade with your dp, they don’t care. They will go for their ultra to try and chip you out on wake-up, etc. U2 has saved me in many scrubby online matches lol.

It can do ALMOST anything U1 can and when you land the full animation, the damage is far superior. E.Ryu often lands his cr.mk, and E.Ryu players should be training to do FADC combos (aside from shoryu xx FADC). cr.mk–> EX hadou FADC U2 is actually pretty easy to do compared to the finicky normal Ryu variant into U1. Also, I can confirm that in the corner you can combo into EX hadouken and WITHOUT FADC hit them with U2 full animation.

How about meaty dive kick? Just back up a little and you’re in perfect position to fool your opponent into thinking cross up, instead you can land a meaty dive kick and full combo afterward. If you’re execution is good, you can link st. HP after cr. LP into a full axe kick combo for as much as 367 without meter. If you’re opponent is looking for the dive kick then you can just mix it up with a cross up and do the same axe kick combo(or skip cr. LP) for just as much damage.

I always go for this set up and my success rate is pretty high, I’d say 80%+. People just aren’t use to Evil Ryu yet so they’re not blocking the dive kick. Unfortunately I lack to execution to go for the axe kick combo so I just do cr. LPx2, cr. MP, LK tatsu, SRK most of the time.

Instead of going for the cr.lp, st.hp link, just do the cl.mp xx axe kick, easier after the dive kick and still gets you a good amount of damage. Also what I like to do after a EX Axe kick, is to go over them with f.mk and then mix it up, either with meaty cr.mp to kara throw, or cl.mp xx ex shaku to u1.

I have trouble timing a safe dive kick without something to whiff. So far I’ve just been walking back then jumping in with hk, or using mk when I want to cross up. Crossing them up with f+mk is a good call vs. charge characters or to get out of the corner, but not to useful otherwise.

I think you should put some emphasis on this when you hit the training room. Dive kick after forward throw, back throw, and EX axe kick is arguably his best mix up and leads to huge damage. I think it’s essential for people who really want to learn Evil Ryu.

Oh, I use them after throws. Just can’t time them manually. I use a normal off f.throw and a dash off back throw. As far as I can tell, you can’t do that with ex axe kick because the range is variable. Always have to move to get your spacing right.

I am having a real problem getting this down. Is it faster then his fierce punch kara throw or slower? I can’t get any kind of timing or rhythm down for it at all.

Anyone had this glitch where your opponent just falls out of your U2? like point-blank range?
I had this happen vs a E.Honda he did a throw and I went for wake up U2, he dropped out of the uppercut from point-blank range, I lost this match because of this

Yeah, that happened to me once too. I thought he was doing a butt splash when he got knocked out of it.

Happens to me as well. Nothing is worse than getting that always great feeling of landing your ultra, but then…bullshit happens.