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

The kara off of cr.mk has the furthest range by far.

Cr. MK by far, I think it ties Vega’s kara throw as having the 2nd best range in the game only behind Ken’s. But like others said, it’s kind of impractical. You have to have your stick down(not held down, just down at some point) and then let go right before your go for the kara throw inputs. In the training mode it’s not that hard to do just to show it off. But in a actual match, those type of inputs can be very difficult to apply. Only guys with good execution will be able to use it, the rest of us will stick with st. fierce as it’s much easier.

i just came back from testing it, and WOW!! it’s even BETTER than vega’s. vega’s kara throw is 2.9, evil ryu’s kara throw is 3.5 from cr. mk!! took me about 20 times to get it right.

Works great for kara fireball, dp, focus…but throw is pretty hard. lol

in terms of online, I play other characters
Ken, Guile, Rose, Ryu, Juri, Dhalsim and even Gen.

I don’t know why but for the life of me, Evil Ryu seems to be the hardest character to use online. I don’t know if it’s just me, maybe.

No it is not just you. It really is kind of frustrating to play E.Ryu online, but i am doing it nontheless :wink:

I have an execution issue when performing cr.MK to hadouken. Normally I can do fine but when I move forward, Evil Ryu usually use Shoryuken instead of Hadouken. The input in the training mode is also like this:(I still displays my input is Hadouken motion but E.R keeps using Hadouken :()

6,1MK,236+HP.

Seems the game recognize the forward input at a part of shoyruken. Is there any way to do move forward, Cr.MK into Hadouken fast without overlap with Shoryuken ?

From 6, go to neutral first.

@tetsu1984 What I trained myself to do is throw hadoukens by doing a HCF+P. So, if you’re walking forward go into DB + cr. mk, then complete the motion into the fireball. Using the HCF motion is also useful when you’re walking back-and-forth and want to throw a hadouken without whiffing a shoryuken instead.

Ok I’m relatively new so bare with my stupidity. I use E. Ryu in casuals and I love him. I want to use him competitively in tournaments. What are the basic I need to know? I’m willing to work my ass off to main him.

Spacing and AA, proper defense. Punishing people who make mistakes with cl.hp xx lk tatsu, srk. The basic ways to land ultra (j.mp, lp srk that hits high in the air, ex tatsu, srk fadc u1)

it’s not full potential, but it’s the basics that get you going.

Can I lock in the fact that cr.MP/MK are my best friends?

Tried a combo in practice mode just to get something else down and it worked. Tried it in casuals and it flopped each and every time. After said casual set, I went back to practice, tried it again & flopped… again…

cr.LP(x2), cr.MP xx Fireball, FADC, cr.MK, LK Tatsu, SRK.

They are your best friends. Also add jab to the list. Jab is godlike.

You should add standing mp (both close and far) to your list of best friends.

cl mp lets you cancel into shakunetsu hadoken (EX shaku, ultra 1 is so hype and works everywhere) and is your combo extender off light axe kick FADC. Not to mention it leaves a much smaller blockstun gap when used after a meaty divekick (not sure of its true blockstring potential however, either into or out of the move, haven’t tested it). Unfortunately, it is hard to combo into without an FADC, so you won’t see it used too often, especially not cl mp xx EX shaku, since, after an FADC, that would make the combo 3 bars.

far mp not only does more damage than cr mp (use it instead of cr mp in hit confirms), it has more range so you can do more lights, it lets you cancel into light axe kick, makes hado FADC combos both easier than cr. mk and more consistent than cl. hp, and on top of it all it can be used instead of cr mk in frame traps to leave a 3 frame gap after cr. lp or mp, which keeps crouch tech mashers in their place. It has its downsides as well though; it has more pushback than cr. mp, it won’t hit people out of low profile moves, so it’s not the best poke (still really good though), and the 5 frame startup means that its both harder to link after certain normals compared to cr mp, and impossible to link after mk axe kick (since that’s only +4).

Any tips on using the tatsu on wakeup?
i never really got from watching vids which version to do and how to time it :stuck_out_tongue:

Don’t.

I meant for air tatsu :stuck_out_tongue:

Then say “as oki” or something.
on wakeup = your character is waking up
oki = what you’re doing to the opponent’s character while it is waking up.

I just woke up so shut up!!!
(get it?)

Does close mp link into anything?
normal or counter