Evil Ryu Q&A Thread: Ask simple questions here!

For both you guys, send me a message, and we can game. i ve gotten pretty decent so far.

also for anyone else that’s good with eryu and has an alternate character they’re good with, let’s play so I can take advice from someone who actually uses him. ^^

There are some characters that you can do C.LP, C.MP. But otherwise just grind it out. It takes time.

Anyone have any setups off U2? Either version, cinematic or not. I have none.

this guy name EZ5 REZ Z

thats not my name. lol…

lls you know who it is or do you need to see proof
[media=youtube]nPHOyD6vbdE[/media]

Stuck between Evil and Normal Ryu for my Sub.

  1. Can Evil Ryu’s Fireballs compare to Ryu’s in terms of zoning? How do they stack up in comparison?
  2. Is the different in health a huge deal? In terms of damage output / Damage taken?
  3. Which is “better” as a whole in v2012?

Answer

  1. There Fireballs are the same as far as Startup and Recovery : (Ryu Hadoken: Startup>13 Recovery>45)(EX Hadoken: Startup>13 Recovery>40)
  2. I would say the life differences isn’t a big deal because pf Evil Ryu damage output
  3. I would honestly say Ryu is better than Evil Ryu because of his pokes there much faster and his Super is a lot useful

I know would you like me to post some of us

Evil Ryu’s is better because cr.mk xx fireball is a true blockstring and he can red fireball to force the opponent to jump.

It is a big deal.

How the hell can anyone say which one is better? Both got significant buffs. They play differently. Both were ok but not amazing in AE. The game is brand new.

Is there a combo or a link to E Ryu’s super?

Can’t combo into a grab. They have their reversal frame and the next one that are unthrowable. I have a question, anyone have the frame numbers on basic things such as his jump, backdash, forward dash? Cause if I have those things I can figure Out his untechable knOckdowns frames until they get up which I can’t find anywhere

Your right about both of them got buffed but Ryu is still better truth me

You can off a focus attack. But E Ryu’s combos into focus cost meter (corner hado xx ex focus) so E Ryu can’t combo into a super. Akuma can combo into a U1.

Dashes: http://www.eventhubs.com/guides/2010/may/02/walk-speed-comparison-super-street-fighter-4/

Jumps (scroll down): http://www.eventhubs.com/guides/2008/oct/05/stamina-stun-dash-and-jump-rankings-street-fighter-4/

Im sorry I mean evil ryu data. Like how many are his backdash, forward dash, jump frames? Also, how many frames is the opponent down after sweep, throw, backthrow, axe kick hk, axe kick ex, all his untech knockdowns, etc.?

No link, but learn how to kara cancel it off of f+mk and use it like a tick throw. Like do, c.mp, c.mp, kara demon.

What’s the best way to punish max range lp criminal upper from cody?

Super and only Super. Evil Ryu doesn’t have any thing else that can reach Cody in 5 frames or less. But the great thing about landing Super is that it gives you a dive kick mix up afterward so you could be looking at another 300+ damage if they guess wrong. So it’s definitely worth burning the meter if you have it, but be quick about it or Cody can jump out of it or hit you out of it.

Not to mention succeeding the dive kick mix-up can potentially land you a single block of meter.

Two questions. First regarding mixups that follow a tatsu reset done midscreen: Is it possible to create a situation that forces a person to guess between a normal jump-in or a cross-up or does E. Ryu only have those options in the corner?
I’m aware that it’s a very risky gamble that’s vulnerable to plenty of reversals, but it’s something I’d like to know regardless.

The second thing I’d like to know is whether it’s possible to create the exact spacing to land j.HK as a crossup outside of the corner. It’d be amazing to have a way to land it reliably.

Is the frame data correct on his SRK wiki page??

http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Evil_Ryu

HK axe kick being +1 block and MK only -2? wtf?