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

I’ve been experimenting this one over and over and the most consistent set up for me is with DP, FADC, HK axe kick, dash x2.

I’m trying to look for a way without having to spend 2 bars though. The best I’ve come up with is cl. HP xx EX axe kick, whiff cl. HP. Besides that one every combination of dashing and normal whiffing I could think of seems to be a bit off.

I’m not pro though, hopefully you or someone else can figure out better solution to the other axe kicks.

I love it.

I was in training mode and noticed you can do a HK axekick then fadc on hit and you dash through Seth and Zangief. I tested it on other characters and these are the only ones it works on.

i think the ex spd wont help because the j.hk hits too high, about the dp im not sure, but it seens like the j.hk hits in the first frame seth is standing so you cant to delay the dp 1 frame in order to make it autocorrect, Seth could to try a kara dp, so he will to crouch in the first frame and the dp would to come out in the second frame, with luck e.r. already would have crossed up, good luck on that :p.

Im not sure on how a teleport will perform in such situation, however. I think Seth can dash to escape the j.hk, but he will eat the option select for sure (if evil ryu doesnt have meter to super or ultra i think its the best option so far for seth, IF the e.r. player is hitting the unblockable consistently, its pretty hard to do it w/o something a move to time the jump).

-6
[media=youtube]LJJjIOH61-o[/media]
[media=youtube]ucdWir0zSdA[/media]

Came across another unblockable similar to what Rice-Eater has been posting… pretty simple too.

Corner only
Forward Throw
Whiff s.HK
Jump towards early j.MK

Works on Fei Long so far. Beats all DP’s clean, EX-DP gets beat with air reset, jumping also gets beat with air reset, but he can chicken wing out (and probably still get punished)

[media=youtube]KGqOH7iAaRo[/media]

KOK evil ryu action starts 37:27

Tested further, against every character, same easy setup.

Forward Throw
Whiff s.HK
Jump towards early j.MK (crossup)

Creates an unblockable crossup situation in the corner against:
Fei Long
Juri
Viper
Dan
Sakura
Chun Li
Boxer
Claw (crossup or not crossup depending on how Claw blocks)

Creates an unblockable jump-in midscreen against:
Zangief (crossup or not crossup depending on how Zangief blocks)

In the corner it crosses up but must be blocked from the front (opposite block) against:
Ibuki
Dee Jay
Cody

In the corner it’s a regular frontal jump-in (doesn’t switch sides at all) but must be blocked as a crossup against:
Cammy

In the corner it whiffs against:
Blanka

In the corner it can be blocked both ways against:
Ryu
Ken
Akuma
Oni
Dictator
Guy
E.Ryu
Adon

In the corner it behaves as a regular crossup against:
Makoto
Dudley
Gouken
Gen
Yun
Dhalsim
Hakan
Yang
Guile
El Fuerte
Rose

It’s a regular frontal jump-in (doesn’t switch sides at all) against:
Seth
Abel
Sagat
Zangief
Rufus
T. Hawk

NOTE - All this seems to apply to regular Ryu too!

Added corpse hopping setups to the Guide. I’m probably going to rework the unblockable / ambiguous cross up section since there’s new shit everyday. Almost done with it

Really good info Nos99, thanks for the hard work. I noticed someone posted that video showing the Evil Ryu corner unblockable against 5 of the 8 characters you listed but never bothered to try it out against the rest of the cast. But anyways, the same unblockable also works against Yang, you just have to delay pressing MK by just a little bit(probably due to his height). So that’s 9 unblockables from basically the same set up with 14 overall. I wish only wish that Gief set up would actually be useful, because we all know you’re going to get Lariat’d if you even think about attempting that in a real match lol.

I figured that would be the case since they have the same st. HK and j. HK which is why I focused on Evil Ryu’s corner cross up’s with j. HK instead because unlike Ryu he can land a cross up HK against every character in this game if it’s blocked as one. Some how combining Akuma’s j. HK and Ryu’s j. HK have resulted in giving Evil Ryu this ability in the corner.

Just to clarify rice Eater, the stuff I posted is actually with j.MK, not j.HK?

Regardless, hopefully this is something I can use in a match! :rofl:

I know, I was explaining why I focused on his j. HK instead of his j. MK because I figured there wasn’t much to discover since Ryu has had those same 2 normals since vanilla.

As for usefulness, we better start abusing this stuff before people find out about it. I’d love to see people be like “WTF, I blocked that shit”. Just stay away from the Gief unblockable and anything involving Dee Jay unless you’re plan to bait his up kicks because there is no way to get around those 2 moves unfortunately :frowning:

The one I posted will actually cause reversal DJ upkicks to whiff, which is nice.

But there’s usually a way to get around all these unblockables… I believe just-defending will always work. Also, Guile can actually hit Ryu with flash kick if he allows himself to enter neutral prejump first before executing the flashkick I think.

cool unblockables Nos99, specially due the fact they also work for Ryu! I didnt managed to OS the ones who dashes out of it due the height E.R. is when the opponent gets up, but Ryu can be able to punish due its sweep beeing faster, plus that Ryu have almost no shenanigan at all, these are good news for him.

With Evil Ryu I think I will be using it untill people start figuring them out, then I will come back to the ambiguous jHK/j.MK stuffs

Here is something else you guys might find useful…

Evil Ryu Frame Data Document

I’ve taken all the data and added the total frame count to each move. I’ve also added Evil Ryu’s dash and jump data. What makes this useful is that it can be sorted by total frame count, allowing you to see exactly how much time each move occupies, which should really help when trying to find timing moves for meaty setups, jump-ins, etc.

Let me know if you guys think any numbers are off, etc, and I’ll fix 'em.

I aways tought that E.R. and Ryu’s jmk were identical but they arent, balrog can dash under (normal dash, not the dash punch) E.R.'s unblockable but cant do it against Ryu’s.

The setup also doesnt works for Ryu against Juri, worked on everyone else in the list

^ Nice find! I only checked one or two of them with Good Ryu, and just assumed it was the same… but apparently not! Hooray for peer review. :tup:

I also got forward throw > whiff sweep > jump forward RH to be a midscreen unblockable against boxer… but it seems pretty picky, I don’t know if it would be very reliable.

Good find, I didn’t find it that hard to do. Just whiff the sweep as soon as Evil Ryu is standing up right after the throw recovery and it will hit as long as Boxer isn’t doing something like a special or a dash on wake up.

Okay so I want to calculate the frame advantage after all of Evil Ryu’s hard knock downs. If we can record ER knocking down Ryu, Cammy, Blanka, Sagat and I think another character at 60 fps, we’ll be able to find out how many frames we are at, making it easier for us to set up meaty attacks and safe jumps.

If anyone has a HDPVR and would like to provide the vids let us know. As far as I know the only character that has that figured out is Makoto.

I’ve got a HDPVR… it’s how I figured out Evil Ryu’s jump and dash data.

I’m not sure how to go about accurately counting the frames though, as in, knowing when to stop counting when the character is up and vulnerable after knockdown. There’s all kinds of superfluous animations going on, even if they’re holding down or whatever… maybe set them to jump? Make them block a meaty FB or something?

Also, when do I start counting? From the point of impact, or when Ryu recovers and is able to act?

I think we’d also have to do it for many characters? Don’t different characters get up at different speeds? I always forget which characters are different… :sweat:

Hakan for example, gets up 5 frames later than everyone else after a face-down knockdown I think?