I tried doing it the other day and I’m not really sure if or what the timing is to connect it. Because even a hard axe kick or mediun srk wont work. Usually the followup is Medium axe kick. I dont they connect honestly… Just follow with medium axe kick. I’ve seen pro players do that, the hop kick to ex tatsu definitely has different properties.
It’s not possible. Only thing you can connect after that is U1(partially) and MK axe kick.
Its got the same recovery as Akuma’s but travels shorter distances. E Ryu’s punch teleport travels exactly far as Akuma’s kick one. It’ll often work just fine midscreen if your opponent isn’t prepared. However, you really ought to never use it to escape the corner as you just end up literally right beside your opponent.
Can Evil Ryu be played exactly like Ryu? Or are they both too different to even consider having the same idea going into battle?
what do u mean? To use the same combos? No. To zone and to keep throwing out c.mk xx hadokens? Yep, in a way.
You can start off playing him exactly like you do Ryu, but you’ll learn you have to play some matchups a lot different. His mixups and jumping attacks are also a lot different.
as there been recorded data on his guy’s dash speed and/or recovery from forward dashes?
I’m trying to calculate his frame advantage after FADCing a blocked DP.
eryu is -1 after dp fadc. His dash is the same as Ryu’s, but his backdash is a frame longer.
http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Universal_Abilities#Frame_Data
So how are you calculating that? I’m a little unsure with how one may calculate with blocked DPs.
Let’s assume that it took a player to hit FA on the 2nd active frame of HP DP. That means we add up the rest of the active frames (12), the recovery (28+After landing 18 (I’m guessing 28 is the time spent descending from the punch?)), then the frame disadvantage on block (-37), which would be 21 frames, then subtract that - because the DP no longer fully comes out - with the dash of 18 frames. That would be -3 frames…
I think I’m calculating this wrong, but I’m unsure how. well actually, with non-cancelled DPs, the number we read under frame advantage on block isn’t the amount of block stun your opponent, right? What it really means is that they have 37 frames to do something between the time they recover from the blockstun and you recovering from landing, correct?
Edit: I just drew up a small diagram that illustrates my interpretation of frame data and how to determine the block stun of a move to help me grasp this. I’m going to assume that cancelling a move with an Focus will take at the very least 1 frame and then the dash to cancel that will take 18 as indicated. That’s 19 frames spent between cancelling the first hit of the punch to being able to do something after dashing. I’ve calculated that the blockstun on the 2nd hit of the shoryu is 21 frames. I’m assuming the first hit gives out the same amount. So if we did the difference, that’s +2 on block. What are you doing differently?
My convention for blockstun is that you don’t count the frame that it hits. So in the case of the DP, you do the attack, it gets blocked, and then the opponent is stuck in blockstun for the next 20 frames. You can view it as 21 frames if you like, because in the end it gets subtracted out anyway because you can’t do anything on the first frame either.
FA’s can only be dash-canceled out of on frame 5, so that means you have to add another 4 frames to your recovery. Dashes out of FA’s are 1 frame shorter than your regular dash. So in this case, shoto dashes are 17f, not 18f. The net effect is that you just add 3 frames to your regular dash total (+4-1).
So your opponent is stuck in blockstun for 20f. It takes you 18+3f to finish moving, so you’re 20-21f = -1.
For Ryu and most other shotos, dp FADC is a free ultra1 for gief (1f), but not a free spd (2f). This has been known for quite awhile, so it’s been tested.
It’s possible for Eryu to have abnormally long blockstun, but its not likely. Capcom started to get a little liberal in tweaking hit and blockstun values after vanilla. You’re certainly free to test it.
<div>What are some of E. Ryu’s safe jumps?</div><div><br></div>Normally I’d just search until I found my answer, but the wonderful new search options (or lack of options) make it pretty hard to search for anything right now. I did find safe jump threads that basically didn’t have much information.<div><br></div><div>Also, what are his best option select choices?</div>
The only safe jump I know is after landing a EX axe kick, immediately back dash and jump forward. Besides that, I’m not sure if any others have been discovered. I think I remember Ryu’s safe jump from a back throw was cr MP and jump forward, I never tested it with Evil Ryu though.
Thanks. Any ideas on best OSs?<div><br></div><div>Also, what is the best Axe Kick to FADC into combo (is one better than the other)? And what’s the advantage if done perfect?</div>
There isn’t a “best OS”, you OS based on the situation and match up. If you knock your opponent down and jump in on them, you could OS sweep or HK tatsu to catch back dashers. Or you can OS SRK to beat out characters like Honda who may try to do a wake up EX headbutt. <div><br></div><div>As for which axe kick to FADC, you should only FADC the light one. The heavy one knocks down on hit and is +1 on block, so there is no benefit for FADC’ing. The medium can already be combo’d from hit and is safe on block(-2), again no real benefit. While the light one is -7 on block so you can FADC to make it safe. On hit you can extend your combo by hitting a 1 frame link with one of your 3 frame normals. Or just mash DP as it seems to be mash’able with no timing required from my experience. </div>
So in a combo like cr. MP > st. HP xx Axe Kick > FADC > cr.MP > st. HP xx (whatever), LK Axe Kick would give the best FADC frame advantage on hit? or is it the same for LK and MK Axe?
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<div class=“QuoteAuthor”><a href="/profile/12454/Rice_Eater">Rice_Eater</a> said:</div>
<div class=“QuoteText”>There isn’t a “best OS”, you OS based on the situation and match up. If you knock your opponent down and jump in on them, you could OS sweep or HK tatsu to catch back dashers. Or you can OS SRK to beat out characters like Honda who may try to do a wake up EX headbutt. <div><br></div><div>As for which axe kick to FADC, you should only FADC the light one. The heavy one knocks down on hit and is +1 on block, so there is no benefit for FADC’ing. The medium can already be combo’d from hit and is safe on block(-2), again no real benefit. While the light one is -7 on block so you can FADC to make it safe. On hit you can extend your combo by hitting a 1 frame link with one of your 3 frame normals. Or just mash DP as it seems to be mash’able with no timing required from my experience. </div></div>
</blockquote>
Mk axe kick FADC is good, too. Best 2 meter combo for damage, actually. It also works anywhere on the screen. Not like fireball fadc, where you have to link with c.lp instead of c.mp against a lot of the cast midscreen.<br>
lk axe kick fadc is only +3 on hit but mk axe fadc is +4. you would only fadc mk axekick for spacing.
the safe jumps can be found on page 2 of the evil ryu guide thread, but I can’t link to it cause I’m on my phone atm.
Thanks. I always have a follow up question +3 and +4 on hit or on block (I promise this is the last one for now lol)?
On hit. lk axe fadc is -5 on block and mk axe is -2 (it’s the same whether you FADC it or not).<br>
So after day 2 with e. ryu, i noticed a problem with his bnb from mk axe kick to lk tatsu srk juggle. im completely whiffing his srk quite a bit. Is there one srk that is more favorable than the rest? Linking the cr. mp is what i thought would give me trouble but its not. Its the day SRK.