Like i mentioned earlier i offend end up with a full super. His EX fireball and EX dp feel that great (EX fire ball does not knock down, EX dp trades alot compared to other shotos). His EX DS is great, but i usally only use it as a reset combo when i know the opponent is close to stun or to finish off a opponent, but both these can get obvious fast to the opponent.
Anyway, whenever have a super and its the last round, here are a few setups. I always use the f.mp to kara
wiffed f.mk super
c.mk xx lk DS kara super
lk tatsu c.mp reset kara super
c.jab c.jab c.jab kara super
focus crumple, jump over, c.lk dash under and super
The last one you can obviously use as a reset for other combos, but its not hard to block after you have seen it once or twice.
About his f.mk. The range to make it safe on block is so great, that the opponent has no reason to use any low pokes at the range unless they are trying to hit your c.mk. So i guess you have to condition them first.
It’s still a useful tool that makes him unique, just don’t expect a ken stepkick usefullness or ryu solar plexus.
His worst matchup is probably cammy.
His u2 distance is a bit further than what it looks like. I have hit trade AA dp to u2 from quite far.
Focus attack backdash, into forward dash u2 works. He picks them up from the ground like ryu u2.
A deejay punished my blocked sweep with u1. Unless deejays u1 is changed, e.ryu sweep is -11 or more on block. Sweep hitbox is not as far as his foot. His sweep is probably one of the worst in the game. Ugh
Deep anti air EX SRK puts eryu on the other side of the opponent. This is great way get away when you are close to the corner and put your opponent there instead. If you hold up right after and do nj.mk its a semi safe jump.
If they start empty jumping over your fireballs and just blocking, meaty EX DS when they land is a good option
His english voice is actually better than japanese if you ask me. I usually prefer jp