What a difference a week makes! Thank you to everyone (shoutouts to BigDaddyC, Theli, Kikuichimonji, and Dannkk) who took the time to respond to my proto-scrub question about a combo that has been around almost as long as the God damn franchise itself. I hopped into the lab and took a good, hard look at my mechanics in light of the advice you guys gave and got my issue sorted out. I still get the c.mk xx hp srk occasionally, but nowhere near the frequency that I used to have (something like 1 execution error in 20 attempts, as opposed to 1 error for every 2 attempts), and that, alone, jumped my play up substantially.
Once again, huge thanks to the members of this board for showing a SF4 shoto-newb like me how it’s done.
anyone know any better ways to normal cancel into demons other than hopkicking? A lot of people have learned that E.Ryu’s cancel hopkicks for demons on wakeup for flash but I’m trying to figure out more unpredictable ways since that’s the easiest read I can think of other than seeing two jabs randomly when they’re knocked down.
also I was wondering if anyone ever gets random teleports on Ultra 2 inputs… been happening to me every once and a while and I dont understand what I’m doing wrong on that -.-…
You can cancel out of any normal. A good one is forward mp, as it has a slow startup and it looks like you’re really trying to overhead them, since people tend to crouch block.
You can also do roundhouse up close (but it doesn’t have to be too close), this goes right over their head, so you don’t have to worry about hitting them on accident.
Of course the best use for meter is FADC’s, but Kara Demon’s are great in a pinch.
Thanks, guess I’ll test it out some more got a tourney this weekend and I want to use Evil Ryu instead so let’s see how it goes I guess XD.
edit: Didnt see the second answer before i posted
so I was trying to look up more combo videos for Evil ryu so I can kinda see the timing of certain ryu combos and i was wondering what you guys thought of this video.
lk tatsu, yes. hk tatsu, no. The first hit forces stand and hits crouching. Not too useful because there are better options damage wise and the range isn’t good enough to hit-confirm into it.
Basic consistent knockdown combo that will work 90% of the time, cr.lk cr.lp link hp SRK.
Against many characters, if you hit them with CH far mp/cr.mk xx mk axe kick and they’re crouching, you can combo cr.mp xx hp SRK or just hp SRK. Ryu’s cr.hp and cl.hp force stand and combo to mk axe kick, making them very useful, although cr.hp is too slow to combo off of cr.mp and jabs.
Basic scrubby Akuma combos like cr.lk cr.lp cr.mp xx EX tatsu work with Evil Ryu, but there’s not much value to them because he doesn’t have an EX fireball that knocks down and he doesn’t have a demon flip.
I know his punish combos and his 1 fr combos, but could someone give me his ideal hit confirmed combo please…off of a divekick or a few lights or whatever. As of now im just doing cr.lk, cr.lp, cr.mp xx lk tatsu > dp.
also, could someone give me a few good reset situations ? Id appreciate it. Thanks yall
divekick/j.mk -> cl.mp xx mk axe kick, cr.mp xx lk tatsu, hp SRK/sweep (on characters it works on). cl.mp xx mk axe kick is a true blockstring but -2 on block (so mostly safe).
If you want to hit-confirm more, jump in -> cr.lp lets you hit-confirm a cl.hp xx mk axe kick and is consistent, even off a crossup. Damage is basically the same. You can also do cr.mp -> far mp xx lk axe kick FADC cl.mp -> cr.mp xx lk tatsu, hp SRK/sweep.
On most characters you can hit-confirm with cr.lk, cr.lp, cl.hp/far mp. Only works at point blank range, and “never” on Blanka/Balrog/Vega
lk tatsu cr.mp dash crosses up some characters depending on their pushbox and the normal you start with. cl.mk xx lk tatsu -> cr.mp dash crosses up most of the cast
DP FADC f.mk allows some dash-unders, especially in the corner. You can also set up a crossup j.mk/divekick mixup this way. They can sometimes mash out of a followup cl.hp, so consider going for cl.mp/cr.lp instead.
I mean this in the nicest way possible. If you can’t do jab jab strong, you shouldn’t be playing Evil Ryu. 1 frame links are the norm. That combo isn’t even a really good combo, you should be going for stuff involving axe kicks and links into cl.hp.