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

Senpukyaku most likely refers to his hopkick. Using it together with his super probably means kara-canceling it into the super to increase its range.

the problem is, that dev commentary mentioned the extra damage from ultra 1 comes out if you full charge it, logically it makes sense for partial charge to get just abit more damage but who knows what capcom is thinking

It might be similar to how Gouken’s regular fireballs work. You can release it at any time but you’ll only get full damage on the automatically released full charge.

Or buffer the commands while in the animation to an instant demon in front of opponents face

Yes it’s referring to the hopkick.

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Kara-cancelled Senpukyaku that didn’t connect.

You need even more closer range, or do point blank f+mk and buffer, Ryu’s Super has a very small grab range, you can say its almost the same as Gief’s point blank 360+K (RBG)

If you can kara-cancel it, does that mean it’s not airborne?

Anyone have ideas for links off f+MK? Possibly CH only? Also is it affected by whether they are crouching or not? If the hit box kinda moves down as he hops that could be true, kinda like how TK has more frame advantage against crouching characters.

If there’re links, it’s most likely CH only, as it states it’s unsafe on block.

I’m wondering if, like Sagat’s LK TK, this could be dependent on the range at which it’s blocked. That would be interesting.

How unsafe is unsafe? -2 I can live with -3 or more is when it becomes more worthless

I’m just wondering what is E.Ryu’s most basic chain, FADC combo and FADC to Ultra combo? He seems like a character that I would consider learning. Any good tips where to start with him?

I don’t even think it counts as unsafe if it’s not -3 or more. I mean, only a handful of characters can punish -2, and like half of them can only punish it with an Ultra.

His BnB will be a mix of Akuma and Ryu. Lets say you go for a jump in and start with cr. LK, cr. LP and you confirm your hits are landing. If your opponent is crouching, go for SRK. Evil Ryu has Ryu’s SRK, so it will always knockdown. If your opponent is standing, you can go for another cr. LP or cr. MP instead, cancel into LK Tatsu and finish with SRK or go for a reset. You can do FADC into Ultra through either method, just FADC the SRK, do the Ultra and your good to go.

The combo every serious Evil Ryu should be working on is landing cr. LP or cr. MP after dragon claw kick. So if you land a jump in and start with cr. LP, then go for st. HP, dragon claw kick. cr. MP, LK tatsu, SRK for about 400 damage. You could tack on the Ultra, but with all the damage scaling, it probably wouldn’t be worth the cost of the 2 bars of meter unless it kills or your opponent is almost dead.

As for that hop kick, I hope it’s only -1 or -2 at most. I like spamming Ken’s step kick as a poke and as a “get in” move. I’m pretty sure Evil Ryu’s hop kick isn’t as good as Ken’s step kick, but I hope it can be used in a similar way.

The move is never an airbourne move, you can get grabbed out of it, just you have lower body invinc

nope, that move has too much negative frames to even have any linkable, even from max range, I would say its pretty much like Guile’s f+mk, counters low to give you frame advantages but nothing guaranteed.

Theres also the Shoryu FADC red fireball if you don’t have Ultra meter, timing is same as Akuma’s.

Also Evil Ryu’s dive kick seems to have a much higher hitbox than Akuma’s, so far I’ve beaten a lot of opponent from air to air with that move, it’s like his hitbox stretches from his foot to the elbow…=S

how do you get negative frames but get frame advantage? lol

Few tidbits of info from May Arcadia issue:

Close standing MP is 3 frames.
Crouch LP is 3 frames, crouch LK and MP are both 4 frames.
As mentioned earlier, crouch MK is 7 frames, so is his sweep (this makes his sweep only 1 frame slower than Akuma’s).
DP is still 3 frames.

Will try to get some more out of it later, too tired to read moonspeak.

Thanks for the info. If you could, try to find out about close standing HP. Linking that from cr. LP and cr. MP is what will lead to tatsu or axe kick combos. I’m guessing it’s 4 frames though, but whatever it is, I just hope it’s a 2 frame link. If it were 1 then the that would be pretty disappointing.

The article doesn’t discuss all the frame data, recovery isn’t really touched upon. They just give select startups on moves.

Listed combos include:

  1. cr.LK, cr.LP, cr.MP -> LK Tatsu, HP Shoryu
  2. cr.LK, cr.LP -> HP Shoryu
  3. (standing opponent) close st.MP -> MK axe kick, cr.MP -> LK Tatsu, HP Shoryu
  4. Dive kick, close st.MP -> MK axe kick, cr.MP -> LP Hadou -> EX Saving, dash st.HP -> MK axe kick, cr.MP -> LK Tatsu, HP Shoryu
  5. (corner) cr.LK, cr.LP, cr.MP -> EX Tatsu into either HP Shoryu or either Ultra
  6. close st.MP -> MK axe kick, cr.LP, far st.MP -> LP Hadou -> EX Saving, dash Ultra 2

Meant to mean recovery frame, basically it does give +1 or 0 on hit I assume