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

Short axe kick is +1 on hit…<br><br>Was wondering whats the best way to apply pressure post hit?<br><br>I understand that hop kick will beat most crouchtech mashers, and go over some low forwards. <br>A DP guess will beat nearly anything (decent to try if you have meter to make it safe).<br>Low forward gets stuffed.<br>Crouching strong is good, and then if you get a counter hit you can link into low forwards canceled into axe kick and restart the mixup.<br>Kara-throw them post hit, and get them crouch teching and then you stuff it with hop kick or something. <br>

Crouch tech can beat the hop kick after lk axe kick on hit. It’s airborne on the 5th frame, so you need to be at least +2 before you do it.<br><br>Dp is cool but mostly only if you have them cornered. Otherwise they’ll backdash out, which a ton of people do as soon as they figure out it’s a mixup situation.<br><br>Crouching strong and kara throw are good. Kara demon is good, too. <br>

I can’t get the dive kick reliably -_-<br><br>Any tips or suggestions? <br>

Honestly just practice it. Im only a few days into E. Ryu but you can hit it really deep, aim for the knees or almost aim for the middle of their neck. Those spots work for me.<div><br></div><div>Edit: Wait, are you talking about doing the dive kick or comboing off it?</div>

I’m talking about the input, i don’t understand why i cant do it at will.

If i do get a dive kick input correctly, i’m usually good on confriming it. Since i play Yun a bit.

Back in ae, i could get eryu’s divekick all the time, but i have a new stick now not sure if that affects things.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/44452/Ramma">Ramma</a> said:</div>
<div class=“QuoteText”>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.</div>
</blockquote>

I have this problem on occasion. Usually what happens is that I’m doing the SRK and pressing the button too fast (during the end of the tatsu animation) and holding the button just long enough that when I release it negative edge causes the move to come out and whiff. It’s really easy to check to see if this is happening to you - do LK tatsu, then SRK and hold the button down. If it doesn’t come out at all, you’re too fast; if it comes out and whiffs, you’re too slow. Too slow is just an issue of doing it faster, while too fast I find is best dealt with by immediately releasing the punch from the SRK after you do it.

^ Yeah it’s strange. Seems like it has a much smaller window than Akuma’s SRK follow up and I don’t get why. Either way, I’ve been timing it better. <div><br></div><div><br></div><div>Been looking at the frame data and it doesn’t seem like E. Ryu has many frame trap possibilities. </div><div><br></div><div>cr. LP > st. HP seems like his go to frame trap (3 frame gap, or more if you do a slight delay), and cr. MP > (delayed) cr. MP (2-4 frames depending) seems like a good option as well. </div><div><br></div><div>Am I missing any other possible set-ups, whether it be on wake up or other ones that work?</div>

cr.mp, cr.mk and cr.mp, sweep seem like pretty nice ones. Good payoffs, 2f gap.<br>

cr. MP > cr. MK/HK is a 5 frame gap isn’t it? cr. MP is +2 on block, and cr. MK/HK have 7 frame start-ups.

Asd. Confused block and hitstun. Solution: More coffee.<br>

I wish E.Ryu had more fans…people might explore him more [-O<

I want to try playing him with a Sim-style mentality. He can play footsies from farther away than most with sweep ranged cr.mk, his st.mk is just sweet, the focus and fireball+AA game and so on. It might not be optimal in a sense, but I feel there’s something in there. Something viable. Similar to how most Akuma players were all vortex vortex vortex and dismissed playing fundamentals-based as having too low payoffs. Then Infiltration happened. ERyu might be good for something similar. Don’t work to get in obsessively, just zonezonezone. Zone some more. Opponent makes a mistake, well… you’re playing Evil Ryu? >: )<br><br>Or to put it another way: WTF are you to do vs. a Sim that you don’t want to get in on?<br>

Its safe to said no one is going to finish the Evil Ryu Guide…huh???

Is the corpse hop character specific?<br>

Overwhelming

Hi guys, quick question: I am a new E.Ryu player who has been dabbling with him on/off casually. I’d like to learn more about him as I find him very fun to use - who are my go-to E.Ryu players to seek match videos of?

I’ve only been watching Sako videos which I feel isn’t a bad place to start as hey, it’s Sako. Any other recommendations though? I believe Naruo uses him? Poongko also?

hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s evil ryu’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.

eryu’s best kara throw is off of cr.mk. Realistically though, it’s probably off stand fierce.

Those are the big ones.

Test f+mk, s.hp and c.mk. C.mk is a bit impractical, but I have seen people use it.

which one has the best range out of the three?