Good point. It makes sense to mix it up. I wouldn’t recommend spamming it out either. Just something else to throw in there for those who want it.
True which is why mk axe kick is actually useful. You put them in a situation similar to ken after EX tatsu. You can kara throw, srks, bait a DP. Since it’s a true block string however and because of this games bs autoblock system. They can reactively mash a dp and nothing will come out when mk and will come out when using hk. It’s one of those things that only works once.
I agree that the game rewards mashing. Shame that it does. Granted I’d wager you’d only need one knockdown anyways. Any other time just go for damage. 2 damage combos is a win with him, if not throw in a knockdown from a divekick or something.
Mashing works only if you’re not baiting it. Don’t do predictable strings. You have cr.mp, cr.lp, cr.lk, cr.mk, throw/kara throw, and an overhead.
Think of cl.mp as a frame trap/counter-hit tool that you’re committed to but leads to high damage on hit.
People are not going to react to a cl.mp and be like “hey I should uppercut” the same way they will react to a fireball and think “hey I should ultra through this.”
Yea, that’s the way to use cl mp. as a fast punish since it comes out so quickly. It also leads to very high damage if you can time it out. Good post.
If you can’t react to a hk axe kick in a string after cl.mp. You’re not even worth your salt.
You can chain any axe kick in to mix them up though. Would use hk axe kick as little as possible though as it is slow. Don’t want to use it over and over.
Yeah I disagreed with myself after I posted that last night but you don’t need to do cl.mp xx hk axe kick anyway. cl.mp xx mk axe kick is a very powerful frame trap tool and you CAN get away with the occasional cr.mp xx hk axe kick if you teach them not to mash with frame traps and baiting DPs after light strings and cr.mp.
Growing excessively bored with Dee Jay, I training mode random selected into Evil Ryu and now I can’t stop playing him so I have a few questions for you.
-
According to the Combo thread, the most damaging combo ender with no meter is LK Tatsu into HP SRK even in the corner. Is there another reason to use other combo enders?
-
Is there a use for Ultra 2? It seems like it does less damage in most situations where you would bust out the ultra.
-
Is there anything to do with his hop kick beyond cancelling into a tatsu? I know HK/EX will knockdown and that LK/MK won’t but is there a way to get something after LK/MK?
Thanks in advance for answering. I’m loving the character so far.
Tatsu sweep is worth it if for the untechable knockdown on characters it works on. EX SRK does more damage. lp srk FADC hk axe kick gives untechable on every character. You can reset with cr.lp/cr.mp and dash under some characters (more in the corner).
Well if you play Evil Ryu like normal Ryu then of course U1 is better. But EX fireball FADC U2 does like 600 damage. You don’t want to juggle into it usually, you want to combo it on the ground. However, it only does slightly less damage when juggled anyway. You can also anti-air with U2 from pretty far away.
No, but you can combo off raw f.mk on counter-hit. I think you can do f.mk xx EX tatsu -> EX axe kick in the corner.
-
HP SRK does more stun than lp srk xx hp srk, but the latter gives more meter. You can cr. mp, cr. lp, standing jab, or standing short (I believe) into a reset as well.
-
Ultras can be a bit matchup dependent but I think 2 is better, but has a longer learning curve. Naruo can hit confirm into it so easily and he does it often. The damage difference between a juggle U1 and U2 is like 20 damage or so so it’s not major. U2 can be landed in the following ways.
Obvious:
Normal (full animation)
Dizzy (full animation)
Crumple (full animation)
The other ways:
jumping fierce (wait a sec and don’t do the fierce too early or it won’t connect) (full animation)
cr. mk xx fireball (or ex fireball) FADC, the first is harder to land but you save the meter. (full animation)
cr. mp xx ex fireball FaDC, at max range (full animation)
jumping mp juggle
srk FADC
Ex tatsu in corner
air tatsu
anti- air (full animation)
ex hado (full animation)
air shoryu trade (if you lp shoryu them out of the air or trade, you can use this with no Fadc).
In my opinion it’s the best 500+ damage ultra in the game because it’s versatile and makes a solid anti air and punishes neutral jump shenanigans, it also has good range for an anti air as well and can be baited with a fireball. So I prefer it myself. It is harder to hit confirm into and U1 has a few more options, but they aren’t THAT many more (like 1 or 2).
3 ) EX tatsu is great if they block it as you are safer. F mk is good for people who love to focus attack. Nail them with a tatsu until they get out of the habit of doing it. I like this for that purpose.
Thanks guys. I’ll be practicing U2 uses as, to be honest, I didn’t want to use U1. E. Ryu seems to be all about dat damage and getting 600 off a EX Fireball FADC is music to my ears.
Also, is that LP SRK FADC HK Axe Kick untechable only in the corner or everywhere? I know of the sweep finish on certain characters (my memory is bad as I haven’t committed the characters it works on up there yet). I’d try it out myself but I am currently not home.
Untechable period. HK axe kick is untechable from that or any other way it’s landed.
I didn’t know ex fireball fadc did that much damage. I do the jumping fierce (which is 100 just like ex fireball and in 1 hit) and I get 504. Maybe he’s talking about something else.
Yea, I get 504. Which is still very high damage off of a fireball.
If you cr. mk that you get like 516.
That’s still half-life against an average health character, perhaps even more. Off of a hitconfirmed cr.MK.
The reason I asked was mostly because I wasn’t sure if the untechable hit midscreen. I thought it wouldn’t for some reason.
Oh yes, it’s excellent damage for relatively low cost as E. Ryu builds meter insanely fast.
Nah, and there’s other ways to get an untech if you want to w/o meter as well. My thread points those options out (it’s like the 2nd thread or something).
- No one said Kara kara kara kara demons rocking everywhere yet?
…oh good god why didn’t I think of that it seems so obvious now.
S.hk and f.mk are his best karas into demon.
cr.mk xx ex fireball FADC U2 only does 516. I though it did 600 for some reason. But that’s still retarded compared to most other characters.
Nah it’s cool. I was just making sure. I’m thinking “holy shit I need to try that”.
From my understanding, s.FP is his best kara normal throw, right?