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

Playing E.Ryu right now. Here’s some things I’ve noticed. Mk axe kick, c.mp xx srk does not work on Rufus, and possibly blanka. I tested it about 5 times on rufus and never got it to work. Only tested it once on blanka. Could possibly be the same with other chars? Wonder if replacing c.mp with c.lp would fix it. Hoping to face rufus again this time.

Edit: can anyone confirm/deny that his close standing roundhouse juggles on first hit? I hit the comp with it twice as an anti air and it seemed to put them into a juggle state. Can’t get the situation to replay itself, though.

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Check out 0:15. Air was able to juggle after cl. Standing HK.

From first post:

(EmphyNAPS posting on a friend’s account)

Although I generally agree with his conclusion, Air’s actual review on Evil Ryu had many misleading/misinformed facts.

“When low forward used in combos, for example, low forward into fireball can NEVER be focused in between by your opponents.”

Assuming “focused in between” means that low forward fireball is being blocked, this is not true. Although it doesn’t happen often, if low forward is hit at max range, there is indeed a gap between the low forward and fireball. I’ve personally even come across a time where I’ve hit someone reeling back with low forward, and the fierce fireball didn’t even combo!

“E.Ryu?s LK Axe Kick is very useful and it?s safe on block.”

This is INCREDIBLY misleading, seeing as how it is -7 on block. This usually means something huge, e.g. reversal ultra from Viper!

“Red Fireball: Exactly the same as Akuma?s red fireball”

While it starts up the same, Evil Ryu’s red fireball is noticeably laggier on recovery.

“Air Hurricane Kick: When used off a neutral jump, it?s like Ryu?s?when used as cross up, it knocks your opponent really far?.but there?s something to this Air tatsu I swear?it seems like I can connect off something because sometimes after it hits, my opponent lands pretty close to where I land and sometimes FUCKING far?WEIRD!”

Please read the first post of this thread.

“Ex version: 3 hits like Akuma?s” (in regards to EX shoryu)

While it is 3 hits like Akuma, it should be clarified that it is not exactly like it. The first hit does not knock down, it appears to go slightly further horizontally, and you can only FADC up to the second hit. (Yeah I know, this one is just me being a little picky)

“Axe Kick (Wheel Kick): Guard crush, LK version is safe on block, MK version can combo into low strong / low jab > anything but not safe on block and HK version is ridiculously slow and I don?t see a use for it yet?.”

Again, LK version is most definitely NOT safe on block (-7). In fact, he has it backwards. MK version is the safer one, which is -2 on block (can be punished by SPD, Chun super, etc.) HK version can be used as a ghetto frame-trap, because it is +1~+2 on block. A more legit use of HK version would be after focus crumple back dash for a more damaging untechable knockdown compared to sweep (please note that only HK and EX versions of axe kick give untechable knockdowns).

"Ex Version: Same speed and safe on block like Lk version?s except it?s an overhead. " (in regards to EX axe kick)

EX version is also unsafe. It is -4 on block.

“Kara throw/kara focus: Evil Ryu also has a KEN range Kara throw and a slightly inched Kara Focus.”

It is definitely NOT KEN range. Definitely less range, but still a decent amount of range to warrant its use.

Mr. Flowers: If you could please edit the first post of this thread where you quoted me to include the axe kick numbers, that would be much appreciated (please also edit the sweep frame numbers to 7 frame startup; I was misinformed in that post). All of this axe kick frame data on block has been tested thoroughly. Ultra 2 having a start-up of 9 frames could be added as well.

His ultra 2 seems to have quite a lot of invincibility frames, perhaps the entire first upper is invuln? Not sure but people have failed a counter ultra to his ultra 2.

I did not know this. Is it possible to combo into HK axe kick? This would be just as good as having a sweep combo, definetly important in some matchups.

Also, can you confirm his walk speed is equal to Ryu’s (Air mentioned so in the comments)? He seems faster in the videos.

It’s confirmed, Air does not read SRK Evil Ryu thread :rofl:

Whelp, I feel dumb. Was posting from my phone and I tried to see if anyone else had posted what I saw, so sorry I missed it.

Ok done.

Air is on the money with that. I remember a while back playing Jago he was confused when he couldn’t focus the fireball afterwards. His Fierce Fireball is pretty fast. Faster than o. ryu.

Is that confirmed? I remember backdashing everytime and not getting hit.

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I’ve been flashkicked on a blocked l.axe kick. Its about as punishable as sweep.

Word?

how do u tested the axekick timming? -7 isnt that easy to get just looking at the screen. I guess u tried to punish with a 1f move, then a 2f, then a 3f… untill u tried something 8f and e.ryu blocked?? Lot of quarters to do that :stuck_out_tongue:

Can someone to confirm me wich axe kick Air used as Option select in the end of this video; and if its the one that allow u to combo, can e.ryu connect anything from that far?

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(EmphyNAPS on a friend’s account)
Simple,

It would make no sense to start at a frame number that wouldn’t make any sense, i.e. I really doubted that lk axe kick could be -1 on block. So, I started with the slowest move I got hit by while playing, Dhalsim’s 5 frame b+mk, and then I just worked my way up:

Akuma’s 6 frame sweep: hit.
Viper’s 7 frame reversal Ultra: hit.
Dudley’s 8 frame reversal Ultra: blocked.

Therefore, lk axe kick must be -7.

Can someone tell me which normals EX Axe Kick combos with when cancelled out of, if any.

Sweep and cr.MK cant both be 7 frames as cr.MK combos out of cr.MP. Sweep will only combo with cr.MP on counter hit.

cr.MK can’t link with cr.MP without been Counter Hit

I did it today about 7 times. cr.Mp, cr.MK xx Fireball. 3 Hit combo.

From the developer’s blog:

But apparently the notes are off, since they also said you can’t link Oni’s s.hp when you actually can (someone posted video proof in that character section).

Whats the leniency on EX Hado FADC Ultra 2? Is it Ryu EX Hado FADC Ultra 1 easy, or is it Ken EX Hado FADC Ultra 2 tight?