I join the club. Sometimes I know it happens because I am out of range and I just “went for it.” Other times I have no real explanation as to why it decides to screw me over. Wouldn’t hurt much if his health wasn’t so low =\
which dp is better for anti-airing? in terms of invincibility?
MP and HP both have 4 frames of invincibility.
How do you input LP, LK, MK? Like with a flat hand and your fingers closed together and tap it for the kara cr. mk kick? I cant transition from my normal hand position when playing to do the kara throw and do it
If I’m understanding correctly, it’s actually pretty easy to do such a thing. This is how I hold my fingers on my stick, thumb on the X button, and all four fingers on the top 4 buttons (or 3 on the first top 3, pinky near the 3X punch though I haven’t been using that button a lot lately). It’s basically the same as plinking with LP LK MP. I just move my middle finger down onto MK, it’s slightly curved under, and my nail is actually contacting the button first. Please note I don’t know how pros do this.
That is garbage invincibility. I knew it was weaker than Ryu’s and Ken’s. Capcom messed up.
If he actually had decent health I wouldn’t be bothered by it because you can follow up a trade with shakunetsu, but with 850 health I’m surprised they didn’t take Seth’s route with the character.
And it’s the same as Ryu’s in Super at least. I’ve heard they added an extra frame in AE, but I’m not sure.
Evil Ryu’s DP is fine, while it’s no where as invincible it starts up in 3 frames unlike Seth’s 5 frame - Which defeats a lot of safe jump options for many characters. Punishing jump ins seems the least of E.Ryu’s problems, he’s a pressure character with some very decent anti airs so I don’t mind less invincibility.
I also have to say that Ultra 2 is godlike anti air after fireball bait.
Yes, but only far jumps… Ultra will get blocked or goes under the opponent when too close
Yeah, fireballs/st.short bait those types of jumps very well.
I like E.Ryu’s U2 over U1, in all honesty. I did some math, found the average amount of damage I’m sacrificing by picking U2 instead of U1 and it’s 16.5 points, not much. With U2 I get roughly the same damage in practical combos AND I have an anti air(that does great damage) in my back pocket. Yeah it sucks against close jump ins, but U1 doesn’t help with that either so fuck it.
That’s just me. I haven’t read the past pages so maybe the general consensus is U2>U1 and I’m just regurgitating that.
Personally, I go with U1. The odds of landing full cinematic in an actual match are much smaller than landing it through the usual juggle methods, in which case U1 is more damage and I’ll take everything I can get. Also, you can use U1 in fireball wars, like Ryu’s, and you can combo it after EX Shakunetsu, which U2 can’t.
I’ve never been able to land U2 as AA =(. I always go under the opponent…if only it was like Ryu’s U2. No half decent player will jump towards you at the range U2 covers, but anyway, my whole U1 preference might just actually be me pissed off at missing it several times. Sometimes I wanna use U2 just because of the cinematic, just like I hate using Yang’s U2 (even though it’s superior to U1 in pretty much every circunstance) just because it looks so bad and takes ages to finish.
U1 over U2 does BARELY more damage in an FADC combo. I think like 30 damage or something, I forgot. And I’ve tried using both in fireball wars, for U1 you have to be REALLY close, and you still get hit once. Honestly, I’ve used U2 in fireball wars and find it to be superiour to U1.
Not always about damage but also about reliability. I used to be all about U2. Not so much anymore.
Not that I’m any good at this damned game anymore.
Taking that hit cancels the huge recovery of the ultra, allowing you to gain ground and use meaty setups, and possibly extend the ultra(normal ryu can hk tatsu after the trade, but i haven’t tested any of that with evil ryu).
Yeah I was about U1 until I was familiar with what U2 could do, now I’m U2 erryday. In AE fireball wars don’t really happen, to me at least.
Also, fun fact: U2 goes through a point blank to just less than half screen Yoga Catastrophe. Panicking Dhalsims beware.
U1 kinda sucks, another evil ryu player used it against me it clashed against my hadoken and I could jump over it easily, metsu hadoken from normal ryu kills hadoken and hits you immediately
It works. You can even SRK if you’re close enough. You might be able to tackle a shakunetsu too, only thought about it now.
A few things I prefer about Ultra 1:
- Can be landed consistently off DP trades
- cl.MP xx EX Shanku, U1 is damaging and can be used in frame traps to catch them, after which you have a year to hit confirm the ultra
- You have more options after U1
- After Ultra 1 you get a free Shanku for chip. If you have 2 bars you can Shanku FADC and dash in and if they get hit by the Shanku you can SRK them while they’re still in hitstun (obv. to kill them), or you can punish whatever they used to avoid the chip. If they survive they Shanku chip you have time to perhaps do overhead, crossup air tatsu etc.
- The practical ways of comboing into the ultras mostly deal 30ish more damage with U1. Forget the raw damage of U2, if you’re landing it regularly with animation, you’re not playing against people good enough.
- They don’t get dropped out of it randomly, and if they do get hit once and drop out it’s because you mis-timed it, but you’re still safe.
Still, there are good applications for U2 too, like if Balrog TAPs a fireball, can can’t U1. Usually if opponents can go through fireballs easily like Yang, Chun, Cammy, Gen etc. U2 is very applicable if you bait with a fireball FADC.
Did anyone else totally trade out their regular Ryu for Evil Ryu as their #1 main? Feels so different