maybe distance affects the frame?
Edit: Did you fight Chun-Li or Seth or any of the wide hit box guys? cos they seems to give you 1 extra frame advantage on hit
maybe distance affects the frame?
Edit: Did you fight Chun-Li or Seth or any of the wide hit box guys? cos they seems to give you 1 extra frame advantage on hit
Nah was people like Viper, Guile, Yang, Rose. Wide selection.
I was doing the basic Ryu walk up cr.MP frame trap and noticed it was comboing even without counter hit.
That would be very nice if it’s a actual link. The fact that you performed it several times against a wide variety of characters pretty much confirms it. But like most people, I’d like to see it for myself first. It would be really odd if people have had over 3 months with Evil Ryu and just now someone confirms that you can combo into cr. MK from something other then a jump in.
I’m taking the flip cam down to the arcade today.
I hope you can throw in some matches to besides showing off that cr. MK can be linked after a cr. MP. But whatever you have is much appreciated. The rest of us with no access to AE are starving for any good footage of ER in action.
I was clearly delusional. It doesnt combo outside of counter hit. I must have been getting a huge number of counter hits and not realising.
EX Axe Kick combos from st.MP which is good to know. You can tag it on to combos for an untouchable knock down and loads of stun
i disagree - from a forward throw (i think back throw and maybe sweep works too), you can get some really ambiguous jump ins with jump MK and command dive kick. if you can hit-confirm decently, you can link cr. jab into st. fierce (forces stand), from then you can do the full axe kick combo.
alternatively, you can also use st.fierce xx MK axe kick as a counter-hit setup. it’s a bit more risky because your opponent can reversal inbetween the string, but i feel it will be hard for the opponent to react if they’re more focused on teching your grab.
considering how good evil ryu’s kara grab is, i honestly think he’ll have lots of ways to do sick damage.
He’s going to be interesting that’s for sure. He’ll be similar to Akuma in respect to needing a untechable knockdown in order to begin mix ups, but as from what I can gather, Akuma’s zoning game is still superior, which allows him to manage space safely in order to find a reasonable time to engage. But what do I know? I’m confident that AE will be balanced enough, though I have my doubts about E. Ryu and Oni, and fear that they’re “story” or “spectacle” characters which capcom will never admittingly say are designed to have no high level potential. Similar to Dan, but, like I said. What do I know.
So where do we stand with Evil Ryu at this point? While Ryu is now being put in the corner for not being able to stand on his own, what if his tools being nerfed to hell for one, how does Evil Ryu stand since he gets damages like a truck running at you in full speed in one combo, and the only complaint from players who tested him is that he doesn’t have a untechable knockdown besides his sweep, I’m assuming cos I only played him like twice.
Is style dependent I guess, I main Dictator, hardly to can’t rely on any untechable knockdown for mixups, play Ryu, apply pressure with hado FADC, crouch lights and mid, walk grab or walk crouch lights and mids again or walk overhead. In my case playing Evil Ryu is pretty much the same as playing Ryu with dive kick for pressure mixup get ins
do you guys think we will see any top level evil ryu play once ae comes out on consoles? im interested in what everyone thinks about that
currently main balrog. thinking between picking up yun or e. ryu once ae hits consoles. Just curious what you guys felt are like the few hit confirm combos you have to know with evil ryu are. Like for balrog its c.lp, c.lp, (insert rest of combo here) and on some occasions c.lp c.mp. Whats gonna be e. ryu’s best starter for combos?
jumpin c.lp st.hp to combo
c.lk c.lp c.mp xx EX tatsu
c.lk c.lp st.mp xx lk DK
c.mp c.mp st.mp xx lk DK
Of course theres gonna be high level plays for Evil Ryu
c.lk, c.lp pretty much basic bread and butter for Ryu and Akuma, also use as hit confirm from start
and does anyone know what the start up frames are for c.lk and c.lp?
Two other ways to get animation on u2:
forward throw, jump forward and lk tatsu when you land. the old corner tatsu trick works with evil ryu and gives
first hit of j.mp (wiff second hit) also provides a juggle state that gives U2 animation
I’m pretty sure it’s 3 frames for cr. LP and 4 frames for cr. LK, basically the same as Ryu.
keep up the good work guys!
safejump setup (i know tokido uses it, but i did find it on my own honestly)
forward throw, c.mk for timing and forward j.mk/j.lk
This as safe as a safe jump gets, meaning characters that get up a frame faster (cammy,blanka and sagat) the attack will wiff. Thats my assumption anyway, no training mode yet
If they stop uppercutting, and just block, start using early dive kick as a fake crossup. It will still be safe against slow reversals and you can combo off it if you do it early.
I got alot more knockdown setups, but i need to confirm them first.
Another theory, the dragon stomp hitbox is actually low on the ground, so it should stuff any non-EX balrog headbuts. Also armor breaking if he does any EX punches.
^ I think the hitbox is just really big, because I’ve also hit people out of the air.
Or it may be a moving hitbox, with his feet. That would be interesting…