Don’t forget you can link into far.mp xx lk ds from any jab. No knockdown, but it leaves you right in their face. Not sure if you are in frame advantage afterwards or if you are in kara throw range, needs testing.
Anyone know if the first hit on mk/hk tatsu forces stand? I know you have to be fairly close for it to hit (c.lk,c.lp,c.mp is to far), but maybe c.lk c.lp c.lp xx hk tatsu works because of the faster startup and lower pushback.
Yes the c.lk, c.lp, far mp xx lk ds looks good, but it feels like a 1frame link. And im not sure what kinda frame advantage eryu is after it.
And like i said in another post, far.mp hits crouching opponents at even max range. Maybe ibuki/blanka can avoid it, but i doubt it.
In the clip below you can see EX tatsu combo failing (but the yun fails to block it anyway for some reason). Yet in the match just earlier also against a yun, a EX tatsu combo worked without a problem.
That would make a lot of sense. From the frame data posted so far, his normals seem a copy/paste from other shotos normals so c.lp being +5 and far mp having 5 frames is reasonable. Lots of characters are dependant on 1 frame links, so I don’t see this as an issue, and the fact that the link comes after a lp makes it even easier (fast timing).
So, since you have a lot of experience with the character, do you feel this could be a bnb against crouchers? Or the usual c.lk, c.lp, shoryu is better?
Another important factor that I can see between both, however, is that shoryu ender gives you a knockdown, even if it’s techable. Whereas the stomp just might give you a small mixup opportunity standing. My guess is that after lk DS connects you’re at +1, so this is pretty much the shame dilemma of the shoryu or EX tatsu ender with Ken: one is better in certain matchups and the other is superior in anothers.
Unrelated note, but from what I’ve seen so far, I don’t really intend to main E. Ryu, but, man, am I anxious to stomp people and land 400 damage combos across the board. I love combo characters.
I think the best would be too mix it up with both, they are are both good.
If you do c.mp after blocked hk ds, or lk ds that hits, you will get a counterhit if they try any poke afterwards, just like c vipers thunder knuckle traps. I’m also pretty sure after a while i will be able to hitconfirm the counterhit c.mp into c.mk xx lk ds/tatsu depending on if they are standing or not.
And i agree, 1 frame links makes the game more fun and challenging. If everyone has easy links it would not feel the same when someone completes a hard combo.
One thing is for sure about eryu, he is gonna be a salt-machine against opponents you outplay, expect a lot of perfects and hatemail.
It does not help that his close.fp looks like a waiter position lol
For those who have access to E.Ryu how tight is his stomp links? Like stomp, c.mp etc… 1 frame or 2 frames? If anyone here plays Sakura, is it similar to her lk tatsu loop window (1 frame)?
Is there any sort of organized comparison of Ryu, Akuma, and Evil Ryu? I’ve been REALLY trying to find a second character to practice in Arcade Edition. And when I thinking about what I’m looking for (pokes, defense, power), Ryu always seems like the best option (except for maybe Zangief, but why use another grappler?). The drawback is that EVERYBODY plays Ryu. And while I’m willing to bet there’s a far lower percentage of competent Ryus than any other character, I always get hesitant to take that route.
Instead, I’m somewhat interested in Evil Ryu. From what I’ve been seeing, his zoning game looks incredibly similar to his not-so-evil counterpart. But his close-range game is where the differences set in, correct? The jist I get from Evil Ryu is that when he either gets inside, or someone approaches him, he starts what appears to be a scary mixup game, thanks to that axe kick. I’m just curious if Evil Ryu can be played just like Ryu from a distance, but then go into crazy offense mode when up close. Is that the idea?
My guess is that once AE hits, 90% of people online will play E. Ryu or Oni.
Anyway, imo, E. Ryu is better at zoning than original Ryu. He has a better fireball and his EX Fireball can give an upper hand in firefights. I also believe that his mk is better than the nerfed one from Ryu, and the fact that (according to reports, I don’t have access to AE) canceling it into a fireball even from the tip is a true blockstring helps a ton. He is also faster, which means better at playing footsies.
Also he has a teleport. Even if it’s probably the worst one, with the removal of tha crazycopter from shotos it’s not an option to sneeze at, when pressured upclose, by say someone like Yun, you can avoid the guessing game a bit and hopefully reset the situation. Of course you have to consider that losing 150 is huge, so maybe Ryu is still better for zoning due to that.
Just a random note, if you’re interested in a defensive character with very good normals, I’d sugest you take a look at Oni. While his playstyle seems odd and the verdict on his optimal playstyle is still out there, from what I gather so far he’s really good at zoning and baiting people. He has command versions of every normal and some of them are fucking amazing. Has the shoto c.mk, better hp/stun, throws put the opponent back on the other side of the screen etc. Problem is he can’t fadc on block so your options when people get in (which is one divekick away in this edition) are bad.
Are his fireballs actually better? I noticed they have a wider hitbox than Ryu’s when I used him. But is the recovery really faster, like it says in the eventhubs profile? I’m intrigued…
That teleport may be ass, but it’s still a escape option. You just need to look for what your opponent is doing and what his/her character can do. If a Ryu crosses you up, just teleport forward and you’re good to go. But if he starts doing option select tatsu then you may want to just block or try something else. Just like Otori said, it sucks but it’s still better then not having one. Just mix it up so your opponent won’t be too aggressive on your wake up.
As for Evil Ryu himself. He seems to have a bit of a identity crisis IMO. His zoning is good, looks to be about the same level as Ryu. But you need to get in do that damaging combo, which is basically all he’s got. But his rush down isn’t that good either. His dive kick is decent, but he has no way to combo into sweep against most of the cast(can tatsu > sweep against 5 characters) to set it up. His is specials also don’t put him in positions to set it up like Cammy, Seth, or Yun’s specials can. The hop kick looks decent, but not as useful as Ken’s step kick from the looks of it. Start up looks decent, but the move lacks the reach like Ken’s step kick.
Aside from that all his moves seems to be worse versions of every other shoto. Shaku has more recovery then Akuma’s, EX tatsu still has the strange reset problem, EX SRK doesn’t have much invincibility and doesn’t knockdown on first hit, EX hado doesn’t knockdown, and LK and MK dragon kick aren’t safe on block. Despite all this Capcom still had the brilliant idea of giving him 850 health/stun(sorry for griping about this again).
Even with all that said, I’m still going to try and main him just because I’ve always liked the character. He definitely has his positives as well, which we should try to make good use of if we want to do our best with this character. He’ll be decent, just far from the top tier. I’ll be there playing him on day one like the other thousands of Shoto players.
Haven’t most people said he plays more like ken than ryu or akuma? Anyway between a dive kick a hop kick amazing inside damage and a good kara throw I think he should have amazing pressure.
So until AE comes to console in 4 days I am Maining Ryu (Taking a Crash Course) just to get somewhat familiar with Ryu’s Matchups so that when I start playing E.Ryu I am not COMPLETELY lost, Good idea? Cause the only to characters I really played ALOT since Super came out were Ibuki (Main), Akuma, and Guile. Two of which have air projectiles, and 2 with Air throws so I am getting accustomed to having neither and relying more on my footsie game and staying on the ground. Got my Notebook and Pen writing down Matchup notes
I’ve been thinking of the same thing. My fear is that I’ll just end up thinking, “Screw it, I’ll play Ryu” instead. I hate playing Ryu, because everyone does. And after the initial overflow of Yuns, Yangs, Onis, and Evil Ryus, everyone is going to go back to Ryu…bleh.
You are correct sir, lol That is the reason I never played RYU never even touched the character slot until last night… lol but I am dead set on Playing Evil Ryu … He just looks so cool plus I played him a little in the Arcade yesterday and he is really fun to play. I don’t like playing boring characters that only have a few different options to win… except Hakan cause his ultra 2 makes me laugh the only reason I played as him. haha.
I love boring characters. I use T. Hawk. All you do is condition the opponent to either stop jumping or start jumping, depending on your Ultra. Hawk is so big and awkward, but his pokes are crazy awesome.
Knowing my playstyle, I think Ryu is probably the best fit for me. I’d have no issue hanging around whipping out fireballs all day, land a few shots when the opponent closes in, then hopping back and doing it over. But Evil Ryu looks like he’d give me just that, along with other options when I need to play in close.
His near-identical-to-Ryu Ultra I is a HUGE plus, too.