His jump hk is a bit funkey. Backwards throw into corner, 1 dash and then jump HK = crossup
Also, some times midscreen i get a non crossup jump hk, but evil ryu still lands on the other side.
His jump hk is a bit funkey. Backwards throw into corner, 1 dash and then jump HK = crossup
Also, some times midscreen i get a non crossup jump hk, but evil ryu still lands on the other side.
I hate when people just say things and expect them to be true. Explain your points!!!
Example:
I don’t shy away from playing good characters I just hate when people claim a char is OP and needs to have super hard execution for doing good damage. Everything sounds like bullshit on paper, but until you play the game there is no point to any of this. Please refrain from spouting things about a “godlike” character before actually playing it!
He does have good zoning game. Both his fireball and anti air are on point
He does have sick c.mk. He never said anything about its speed
He does have good footsie game. Fast walk speed, great pokes (c.mk,st.fp,st.hk,c.mp all above average) and good throw range are just a few things.
Both u1 and u2 are great. Damage is not everything. Think off all the characters that has 1 bad ultra and 1 mediocre
Just because a character has worse/better anti air does not mean Evil Ryu does not have a strong aa game. c.fp alone puts his AA game on the top
His runaway game is strong because he can force characters to hunt for him if he wants. 3hit red fireball is one of the reasons.
Other than that, Evil ryu is no where near OP or godlike
p1nkt1t5 post was in response to my post saying how I’m a little upset with Capcom’s design choices with Evil Ryu. And although most of his points are valid, I still shake my head at him saying the character is bullshit on paper and stand by my point that this character seems purposely gimped. Not saying he’s bad, but certain aspect of him were just completely unnecessary.
My biggest complaint will probably always be his health/stun. I can’t understand why they felt the need to make it so low. His tools and abilities are average at best. He should be 1000 heath/1000 stun(or 950 each) IMO. That wouldn’t make him even close to one of the best characters, just more balanced. But this is what we’re stuck with, so we’ll just have to deal with it.
E. Ryu is looking very much like a “meh” tier character right now. That in no way means he doesn’t have some extremely good tools, but I don’t think he’ll have what it really takes to be viable at the highest levels of play. He’s going to have some pretty atrocious matchups, that’s almost a given. But it’s no skin off my back, I’ve been playing Vega since Vanilla and he’s the definition of “meh”.
I don’t think shotos will ever have atrocious matchups. You could maybe argue that Dhalsim, Rog, Fei, etc are hard, but I wouldn’t say atrocious.
I think he’s a perfectly fine character, only problem being is that there are better shotos, depending on the playstyle you’re looking for. Evil Ryu feels too much of a jack of all trades and because of that ends up falling behind. But I can imagine him winning a major, honestly, because shotos are really solid characters overall and, in general, have average matchups across the board and allow for some fundamentals play.
The fact that he can do a lot of damage ALONE makes him at least VIABLE in high level. Maybe not high tier, but he’ll def be able to win.
Also, f.MK is a good footsie tool as well, since it’s a way to either close distance, apply pressure, OR punish low pokes with. Or at least it’s how it was in SFA, or with Guile in SSFIV. I’ll have to play more to see, but that’s how I THINK it’ll be, at least. Here’s to hoping.
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
So far all I have seen is that Evil Ryu’s Ground game involving his fireballs, tatsu to SRK combos, Dragon Stomps combos, Ultra versitility and it all sounds good, not great because there is still holes in his armor, that said though, what applications for his divekick can we use other than to close the distance after a sweep? I mean the dev must have put it in for some reason. Any one can find out?
His divekick is great. Much better than akuma/goukens versions.
The hitstun is the same or better than other divekicks (i have hit the head/neck on small/normal characters yet managed to follow with a jab/close.mp)
The hitbox is great. ( beaten cammy DP clean hitting her back head, a few times i have manged to cross up with it as a meaty)
The obvious use of it is to train your opponent to block crossup, then go for another crossup but dive instead to throw them off.
Other uses is an early divekick on the opponent as they are getting up. If you place it correctly, the opponent has no idea what side of the opponent evil ryu will end up at when they wake up. Like cammy divekick shenanigans.
Also, delaying your jump is allays a nice trick to have to throw the opponents anti air timing off. Dhalsim normals (b.mp/b.hk) comes to mind. Maybe even lariat
Unrelated notes:
His EX tatsu is garbage in combos. c.lk c.lp c.mp xx EX tatsu the opponent drops out of it 70% of the time. No idea if this is character specific, but it feels it happens more often when the opponent is crouching (wich is the purpose of using it in the first place). Raw EX tatsu to bait throws or crouch tech is still legit.
I got a lot more info but i keep forgetting it when I’m about to type it. Should write this stuff down.
And Ryu just happens to have one that the dev have “fixed to have all 5 EX tatsu to hit.” while Evil Ryu inherits the “Before we changed it” EX tatsu. I think they purposely did it to put the 2 more and more apart. Where we have an aggresive game with Evil Ryu, Ryu gets a fixed tool that helps his zoning game.
Is it only that combo (cr.lk, cr.lp, cr.mp > EX tatsu.) that would drop out or does cr.MK do the same?
Neither Ryu’s nor Akuma’s EX tatsu would wiff frequently after that combo (c.lk, cr.lp, cr.mp xx EX Tatsu). What changed for Ryu mostly was EX Tatsu in the air, although I’d also guess the character specific EX Tatsu reset on the ground won’t work anymore.
Its not that specific combo.And its not that specific range. What happens is your normal hits, then then 2 hits of the EX tatsu and the third hit wiffs.
Also, alot of the times you can hear the 3rd hit wiffing yet the rest of the tatsu hits. So random. Definitely a hitbox issue. No idea if its character/crouch/stand specific, maybe even both.
I exaggerated when i said 70%, but its more than super/vanilla ryu and more random.
With ryu, it never happend after a plain c.fp xx EX tatsu, but often after c.mp c.mp xx EX tatsu, so you had more control to avoid it.
With eryu is so random. After a close c.mk, after a far c.mk, even c.fp.
In any case, they might have fixed it in the console release or patched the JP cabinets or plan to do.
Well, that explains a lot!!! If this really is a hitbox issue, would it also be attributed to the position of the opponent? Mind you though, EX tatsu can hit a person while crouching still, so we can (partly) rule out the crouching/standing part. What characters have you tried EX tasu combo on, if you mind me asking?
And the update may not happen, They said it themselves that AE on consoles is EXACTLY Cabinet AE. So we can only hope that they do patch in some later inconspicous date. XP
I don’t remember what characters, and i cba to test. For now I’m just gonna stay away from EX tatsu. Console release is just around the corner
Other things i remember:
Focus crumple, wait, c.lk reset and dash under is character specific. But it works on the majority of the cast.
If you see adon jump to the wall, just press HP. Far hp beats that shit clean every time.
LK DS does more stun than MK DS
. j.fp, c.fp xx LK DS x2 dizzed both fei long and dudley. Both have 1050 stun unless they are changed in AE
The same combo with MK DS instead did not dizzy ryu,
His tatsu over fireballs seems worse than ryu. Not sure if it even has any projectile invulnerability. But if you manage to do it, and only 1 hit of the tatsu lands (mk/hk) you can combo into any ultra (no animation)
I think one of the most important parts of E.ryu will be counting the stun and knowing each characters stun value. Cutting the combo short just before dizzy, and then landing a f.mp,ex DS ,meaty dp fadc(seth style), ambigous crossup j.lk +++ is gonna win you games in 2 right guesses.
I’d like to know, since you’ve personally been playing Evil Ryu:
What do you recognise his walk speed as? I’ve heard conflicting reports.
Is it Ryu speed, Akuma speed, or somewhere between?
Both his forward dash and walkspeed is noticable faster than ryu. How he compares to akuma its to hard to say for sure. If anything he is slightly slower, but as you can see at the walkspeed comparison over at eventscrubs, the difference among the fast characters is so small.
Random dumb question: since EX Fireball seems to be the go to combo against crouchers, and since it doesn’t knock down, does it leave you at enough frame advantage to maybe link afterwards?
I’m fairly certain it was mentioned in another thread that it leaves you at enough advantage to link crouching strong or crouching forward, but only in the corner.
EDIT: Here ya go, courtesy of De4dEye who posted it in the combo thread:
If you want a knock down then use SRK to end a combo. ER’s SRK is exactly like Ryu’s. Meaning that any hit of any kind will always knock down, even if the 2nd hit whiffs. Or if you can hit confirm with a single light jab, you can link st. HP to force stand and cancel into LK tatsu or dragon kick. So ER definitely has options against crouchers to score knockdowns.
And although ER’s ex tatsu may not be so great or either his normals have too much push back, a EX tatsu will probably still be a options. Just needs testing to see if this problem is character specific or not.