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

That’s the range I was talking about using kara fireball at. If you can mess up his spacing, that tiger knee will whiff or be unsafe. Like sometimes they’ll get to a range where tiger knee goes over your fireball and they throw a tiger shot and then tiger knee. If you threw a kara fireball to destroy that tiger shot, his spacing is bad and you can punish his tiger knee.

Cr.mk will go underneath it, cr.mp SHOULD beat it.

I’m in the process of trying to learn E.Ryu after maining Adon since AE dropped, and I’m having a miserable time of trying to get c.mk into hp.fb to come out correctly (I frequently end up getting srk). It’s worst when I’m walking back and forth trying to zone/play footsies–it seems like I’ll get the srk more than half the time unless I’m standing perfectly still or attempting it from crouching. Any advice for making this more consistent?

Put in the inputs on training and make sure you aren’t stopping at diagonal. Another thing people do is axe kick from a down back position. Just have to make sure the inputs are nice and smooth.

If the system detects both a qcf motion and a dp motion, it will prioritize the dp for e.ryu. (This is not the case for all characters.)

You have to work around this if you press forward just before doing the motion. When you buffer it from a normal, recognize by just how much you can delay the input for the hado. The more you delay it, the more likely you are to avoid the dp. Of course, you’re also putting in a bigger gap between the normal’s connecting frame and the hado starting. But that will be less of a problem when used with e.ryu’s c.mk, than for other characters and other normals, because of how much it pushes your center forward when cancelled from.

Some people will suggest putting your stick at neutral before doing the qcf motion. I don’t know for sure whether or not this grants any benefit with regards to the game’s command interpreter. It could be that it will just naturally delay the motion just enough to help avoid the problem for those people using this method. It’s at least something you can try.

And yeah, ensure that you are pressing the button on or after the forward directional input. You might still get a hado from the negative edge of releasing the button press afterwards. But you’re just risking it unnecessarily if you allow yourself that kind of messy input.

You make a good point. When I play this game coming from other games, I always have to slow down my inputs and make sre they are smooth. This game is loose in terms of how accurate your inputs can be, but it can backfire when they overlap. You’re might just want to stop for a split second before you do the cr mk fireball. But yea, you’re right put it in neutral and make sure the input is clean.

Putting the stick at neutral doesn’t actually change what the game reads, all it does is slow down your input for the fireball. But it can be still be very useful. You want to cancel as late as possible into fireball. Apparently you can cancel during the active frames after your move connects, which means that the only caveat is that delaying the fireball as much as possible might make something NOT a true blockstring and therefore you could get ultra’d or something. Depends on spacing.

You literally can’t do walk forwards cr.mk xx fireball without a slight pause beforehand, as far as I know.

Pretty much. Just think of it as planting yourself. Doesn’t take too long. Very important as you want to be able to aggressively poke with Evil Ryu.

You can do it without any of the attacks being slowed down. Just have to time the qcf and punch inputs correctly. When people try to do this, it’s usually really sloppy. I used to do it really sloppy. Walk up, hit db, then go do df and press mk, press forward and the fireball comes out on negative edge. That’s sloppy. Can’t do it like that.

Walk forward press down+mk. Not down back or down forward, but straight down. Start your QCF motion AFTER you’ve pressed mk. Then press punch. You should be good with that. If SRK still comes out, delay pressing the punch button for 1 frame after finishing your QCF motion.

It never really happens to me anymore outside of some situations where it doesn’t really matter. Like if I see a focus and try to punish with c.mk xx fireball xx fadc, sometimes I get srk instead, but who cares? I should srk there anyway…but I like that damage. It’s actually lot harder to not get the srk with the other shotos, as all their c.mks have shorter startup.

I think it’s that plinking mentality that people have. I found that I had to slow down and do the inputs clean. A lot of time the game’s leniency will take a lot of inputs fluidly so players put it in loosely and get the shoryuken. With too much negative edge or if the move is put in wrong you get the axe or the shoyuken. Just takes practice.

Hitting the wrong corners will mess you up pretty bad when you go for a fadc or even if you hold down buttons to long. If you start from down back, and then accidentally hit backwards when you go to dash out of your fireball xx fadc, you’ll always dash backwards. Hold down mk to long and start from down back when you go for c.mk xx fireball, and you get c.mk xx mk axe kick instead.

It will also mess you up when you try to cr mk ex fireball into ultra. You’ll end up teleporting or doing something else. I find that slower is generally better in this game. KOF XIII for instance is all about fast, this just plays different with the inputs.

Is plinking after the mk axe kick with cr.lp+lk+mp beneficial? Just ocurred to me after losing yet another match because i missed the link, so i’m hoping it has the same benefits as the triple plink you use for heavy normals. Want to make sure there isn’t any weird rule or priority when mixing up kicks and punches heh.

It works just fine and you’re almost guaranteed to land it. I think what it is in most cases is people attack too early. His timing on the mp is slower than it looks as he has to drag his foot back. Just mentally tell yourself to wait a split second longer if that’s the case. :slight_smile:

Holy shit the two things i learned in this game that immediately made me feel like i leveled up were autocorrect dps and cr.mp, cr.lp, cr.lk plink after mk axe kick. No more matches lost or eating mashed reversals.

I need to use that autocorrect more, helps in this vortex heavy crossup game. I’ve used it a few times. Do the motion and then press it at the end. Very useful.

Autocorrect can get you in trouble. You really need to pay attention to what setup they’re using. If it’s a good setup, autocorrect won’t work. Have to be able to watch for them to mistime their setup, and then you can blast them with autocorrect.

If they’re planning on you using it, they can compensate and punish. Those who are careless when trying to cross up will eat it though.

It’s not supposed to replace blocking, but it’s an extremely important tool that doesn’t get enough attention, specially in the xboxlive environment where jab jab crossup is top notch rushdown. I think i made a topic about it in newbie saykio back in 2011 and most people had no idea what it was about, it’s something that definetely needs to be more spread out.

Don’t be stubborn and think you can auto-correct everything was the only thing I was trying to say. Just have to pay attention to what works and what doesn’t. There’s some setups where it will work, and some where it won’t. Some that it works on aren’t even worth attempting as the timing is so strict. A lot of eryu’s dive kick setups are like that…they can actually be dp’d if you delay it, but it’s really hard.

There’s 2 setups off the top of my head that I never block and never get hit by. Easy to auto-correct and at some levels they’re used a lot. Vs. Abel, he’ll land a tornado throw, then dash forward and do j.mk. Vs. Bison, basically the same thing. He’ll land a forward throw, dash and then crossup with j.mk. Should be able to auto-correct both every time, and I’m sure you’ve seen these characters do these setups.

It’s cool too, because when people abuse this kind of stuff, you have choices. If they’re a low level player, they’ll just do it over and over, and you can dp them every time and stop their offense. If they’re a higher level player that will abuse what you allow him to, and then stop once he knows you can punish it, just block it. They’ll think it’s free pressure and you can’t do anything. You can keep it in your back pocket for when you need it, and when it’ll have the biggest payoff. Like when you’re losing, but full of meter and you can dp and ultra them.

It also gets plenty of attention. You don’t see it to often on streams and stuff cuz good players play safe. A setup that can be auto-corrected isn’t very safe.