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

Evil Ryu has a mixture of traits from Ryu and Akuma, some things he has an advantage of over the other characters, but loses something.

His absolute things are:

Big damage
Great Focus Attack
Great Dash,
Good Walkspeed.
Great ultras, U2 is likely the best 500+ damage ultra in the game.
He builds meter faster than anyone in the game from what I’ve seen.
Some long ranged pokes and he forces stand in several of his combos.
He also has less height restriction on his (normal) dive kick.
Really good and powerful shoryuken
neat kara-throws and kara cancels

Some things he gets from other characters:

Good fireball with good recovery,
3 hit fireball,
Teleport (but not great)
He also has an ex fireball that doesn’t knock down but lets him combo into full animation.

Disadvantages are his:
low health,
slower normals,
difficulty opening up characters
lousy teleport

Basically he does the damage but loses some of the tools and normals that make Ryu and Akuma great. So you’ll have to play a bit differently.

He is fun to play and can rack up the damage and stun, but his tournament viability is questionable. Some think mid tier or lower, and some think he’s higher tier. There is still much to learn about him though.

thanks.

Of course.

Disadvantages

Lower life and stun

cr MK slower and doesnt lower hit hitbox,so it isnt usefull for MU’s like guy or viper

cl HK doesnt have recovery frames,frame advantage on block-hit as ryu

His overhead(f+MP) doesnt have ryu like frame advantage on block and on hit

Occasional meterless untechable knockdown compared to ryu

No reliable armor breaking move,(to me its so annoying against gouken,ev ryu EX Tatsumaki should be at least the 2nd armor break move if not all of his tatsus)

EX Hadouken doesnt have Ryu properties but Ken properties(imo he should have both depending on the button pressed)

Red Fireballs are worse compared to gouki

EX Tatsumaki random sometimes during combos doesnt connect all hits(like Ryu did to the past)

EX Shoryuken has ridiculously less invernibility frames(i dont know about his MP but i think Akuma’s srk’s are tons better).Also EX Shoryuken 1st hit doesnt cause knockdown

His teleport is much inferior comparred to gouki.

His Ultra 1 has less invernibility than ryu which at times is crucial to fireball wars to situations that u are low in life and react to fb for the win

His Ultra 2 isnt reliable for punishes due to opponent dropping after the 1st or 2nd hit(a memeber has uploaded a vid against T Hawk’s dive,it happens clearly often against Blanka,either after fadc U2,or to the crouch move[not down forward+HP] etc)

Advantages

Big damage output(for heavy BnB’s)

Builds meter fast

More mixup capabilities compared to ryu but significant compared to gouki.

Can combo to both Ultras

Available Kara THrow and Kara cancels

His cr MK has more range,and cancel to Hado is a true blockstring(not against all characters)

Thats what came to my mind in the little time i have played him

I dont think E.R. have a notable damage advantage over akuma. Just saying.

About why to pick him instead another shoto: the same reason you would to pick a makoto instead a shoto, cammy, dhalsim, bison, etc etc. Its a different character even if it dont seems like it. If you ended up liking to play him, go for it. Competitively speaking it is the same.

Evil Ryu does hit harder but Akuma does above average damage and can land it easier, which is why Akuma is top tier.

What’s you guys mileage out of the fake crossup after the forward throw in the corner? 8 out of 10 people block it as a regular jump in, so i’m starting to think that going for the regular crossup is a lot better in this setup lol. Guess it doesn’t look like a crossup.

The problem is that if they block the crossup, you’re in the corner. I’d usually rather let them block the mixup and then apply standard corner pressure, which E Ryu is really good at.

If I am pretty sure they’ll get hit then yeah I might do the crossup.

The fake crossup also puts you in the corner. They block the jump normally, but you land behind.

j.lk though lands you in the front iirc.

Does Evil Ryu have the most damaging meterless/normal combos in the game? I’m thinking about picking up this character because he is an offensive powerhouse.

If he doesn’t do the most damage without meter, he’s up there. Meterless punish with 1 1frame link does 350.

Yes. He can do over 350 anywhere on the screen without meter.

Typical bnb does 373, if you start with cr mp he does 388.

Off of a jump-in he can do 431. The most he can do without meter is 433, but that is against the characters he can cl. mk against after the mk axe (Seth, Abel, etc.)

With meter he can go far beyond that. He can approach the 500 range, with U2, the most he can do is about 582.

So he is the most damaging character in the game. Maximize getting in and you’ll do fine. You don’t have the crazy cool tools to do what you want when you want like with other characters, you have to learn good footsies.

Thanks for the info guys.

Get used to the timing on cr mp. The longer the wait between the link the harder it can be to guess it. He is good, but he is beginner unfriendly.

I see…are any of his axe kicks safe on block?

MK is -2 which is the closest. Well technically hk is plus 1, but it has a 26 frame startup. Don’t use lk that much. The best thing for that would be punishing a long range whiff with cr mk and using lk axe to get in their face and do more damage. FADC into a combo from there for about 407 damage.

If you could sum up how to fight Sagat with Evil in one phrase or sentence, what would that be? I struggle with that matchup more than any other. I’d much rather fight Blanka than Sagat lol.

Land the only jump in you do the entire round.

If I had another couple sentences, I’d talk about not letting Sagat out when you get on top of him (safe jumps, OS’s, frame traps, etc) and watching for DP FADC ultra. You want to play neutral at mid range from what I can tell.

Don’t let him win the fireball fight.

If he can beat you in the fireball fight, you have only one option and he knows it. You’ll start jumping and he’ll be waiting for it. Destroy low tiger shots with your normal fireball and every time he throws a high tiger shot, duck it and throw a red fireball. Kara fireballs will mess with his spacing, too. If he’s spacing a jump or tiger knee, and you kara fireball, they usually don’t notice that you’ve moved and their spacing is off.

That’s a great point - using high Shot ducks as opportunities to throw Shakus. I need to do this! Sometimes I found that throwing Light Shakus may cause the other player to jump, as they’re expecting the Heavy version, in general, but it’s bait.

Also, by accident I discovered that at mid-range, where it may still be feasible to throw Tiger Shots, Tiger Knee is really annoying. All I can think of to do there reliably is St. Jab (or godlike reaction SRK :shy:).