Against characters without 3-frame normals: c.lk, c.lp, s.mp xx mk. axe kick
if they touch a button, counter hit s.mp allows the axekick to connect.
it’s up to 230+dmg on 2 frame traps that costs no meter.
safe on block. After blocked axe kick, mixup with dp FADC or kara grab.
If you try it on a char with 3 framers the s.mp trades in your favor.
With super, you can start with c.lk, c.lp, whiff s.lp XX super for a sick tick throw. They will see the jab and think it’s a s.mp so they usually flinch. Just dont try any of this when the guy has meter to fadc your ass.
I didnt undestand that, mk axe kick wont connect unless the the s.mp hits as a counter, theres the frame trap, ok. But you will never hit a ch s.mp if you imput it in the first possible frame after the c.lp, you will have to delay it a few frames (noone spams crouching techs in the first possible hit after the c.lp). And if youre going to delay the s.mp, whats the point about the chars with 3f normals? And if he really blocks the s.mp, theres the an opportunity to punish you between the punch and the axe kick (not very likely to happen anyway)
If I understood it correctly, then its the kind of thing to be used once in a lifetime, after conditioning the opponent with something like c.lk, c.lp, walk and “cl. anything” or c.lk, c.lp, c.mk
You’re right. It doesn’t blow up crouch tech, but it blows up people that mash 3 frame light attacks (Rog for example). The setup doesn’t work if they mash a low attack that lowers their hitbox (Bison or Guy off the top of my head. Maybe others.)
Yea…that ch setup isn’t great against crouch tech. Mostly because if they do mash it out, most c.lks go under s.mp. It’s really good against some higher level players that will standing jab on reaction to you standing up.
AFAIK (I may be wrong) the char is aways standing up in the first frame with hurtboxes after getting knocked down. A perfectly timed Guy’s Izuna Otoshi (not sure if only the EX or both) on your wake up cant be avoided unless you perform a crouching move in the first possible frame (c. mk for example). Thats how I came to know about this standing first frame.
Works passively in a way, it denies the opponents the possibility to chip you to death with an Ultra when you have no bars, or when he tries to catch your projectile with his Ultra and misses allowing you time to block (but not to jump) - instead of blocking you gonna teleport towards him and to punish.
None of them are safe on block. I tested all of them myself using a Evil Ryu mirror.
LK tatsu seems to be -4. I could punish with cr.MP, but nothing 5 frames or above
MK tatsu seems to be -6, I could punish with cr. HP, but nothing 7f or above like cr. MK/HK
HK tatsu is over -7, I could punish with sweep but Evil Ryu didn’t have any close or crouching attacks that start up in more then 8 frames so I just didn’t bother
I think you could get away with it against characters with out DP’s because it’s actually not that easy to just mash jab or throw and land them but either way I wouldn’t recommend it. Basically only use it for chip to kill or when your opponent is focusing right in front of you. But mainly to catch there back or forward dash, I find that it trades a lot with focus attacks. Which is still in your favor but not worth it IMO.
I want to start to get stuff organized around here. Since AE is out, E. Ryu seems to be more of a contender. We’ll need information properly organized. TKO Foxhound threw his hat in the ring to moderate around here. Wanted to see if anyone else would be up to it. (Rice_Eater?)
I don’t know if I’ll be a regular here… But I’m pretty set on switching to E.Ryu coming from “weird” characters like Dan, Guy, and most recently Yang. I never did that well with Yang anyway. I guess I’ll be posting my first vids ever in the video thread…