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

I think I don’t quite understand your question.

The input in training mode will look different since the select button is a button sending no command try doing your plink with a direction like forward when using the select button and see if it helps you visualize what I’m trying to tell you

Yeah I know, it looks:
LP
LP

I don’t know if I’m using the wrong technique, fingers or what? I really want to learn how to back plink consistently so I can punish things like Rog’s dash punch which isn’t usually not punishable otherwise. I’ve been watching this video trying to use this as a reference:

How are you’re buttons setup? I have the select/back button on the L1/LB, which means the plink goes in reverse.

Look at you’re fingers when you plink, plinking regularly means ring finger first then index finger. With the back/select plink its index first then pinky finger. See if that helps.

I’m also in the proces of learning and this is helping my muscle memory!

That’s exactly what I’m doing.

Then you’re timing must be off. Can’t think off anything else!

Maybe it sounds stupid but what’s the purpose of 6MK? It doesn’t hit high, throw vulnerable, sometimes whiffs on crouching opponents and can be cancelled only into Tatsu which can’t be juggled with srk. I mean, is it really useless or I just don’t know something?

The main purpose of it is to blow up crouch tech’s. It doesn’t whiff on crouchers, it’s just that some moves can low profile it like Ryu’s low forward. But it’s getting buffed in Ultra so that won’t happen anymore or won’t happen as often. The pay off is huge if you land it, especially in the corner. Using meter you could get as much as a 334 damage and 430 stun if you land MK axe kick in the corner. This can also lead to fake cross up set ups depending on your opponents character.

Everybody is always crouch teching so I find it very useful. If you land a bnb combo and then this they’re basically stunned or just one overhead away from it. The draw back is that all versions are unsafe on block, especially the EX tatsu version when done against crouch block(though it seems safe against stand block). Many characters can land Ultra on Evil Ryu after that.

Thankfully it seems like nobody knows how punishable it is because I’ve never been punished for using it when it got blocked. It’s a double edged, so against a better opponent you have to make good reads and not spam it. Against your typical online opponent it’s basically free damage.

I really struggle with the c.lp s.mp to light axe kick after a medium axe kick I can never connect the s.mp after the c.lp is there an easier link to get to the light axe kick or has it got to be medium axe kick, c.lp ,s.mp to light axe kick?? And Is this a one frame link?? Any help on this appreciated

I think you can also s.lp s.mp but obviously not if you caught them crouching (and not with c.hp/cr.hp to force stand)

c.lp, s.mp is a one frame link. There is no easy way to do it, but if it is just for style just go to the basic bnb. If it is for the sako combo, its hard to do, so deal with it.

He’s airborne on the fifth frame, which means he can’t be thrown. Just need to use it correctly. Either meaty, out of range of throw, or when you have frame advantage. If you use it right after they block your c.mp, you’re at +2. Throw is 3 frames, which puts you at 5 frames, at which time Eryu is airborne and can’t be thrown.

Hey fellow e.ryus I’m having trouble with anti-air normals like Sakura c.hp and akumas c.hp. I’ve heard dive kick can stuff these but it’s not workin for me. what’s the secret is it to leave it really late or do it early??need some help with this

Don’t jump in.

You need to delay the Dive Kick. Do at a later time.

No. Dive kick won’t stuff either of those if they’re active. What you can do, is jump in and dive kick so they end up anti-airing early, and their AA whiffs. This doesn’t work to well anymore. People have found AAs with enough active frames to hit a normal jump or dive kick. Like Sakura’s or Cammy’s cl.hp.

^ This, it’s not worth it. Even if you get in on them one time, it will probably not happen again.
Better off playing footies and kapitalize on you’re hitconfirms.

Yep. Won’t even be able to combo off it 90% of the time it hits. It can even be punishable on block. Can mash throw on Eryu’s dive kick just like you can a bad one from Yun or Yang.

I don’t think the idea should be to never jump, just don’t jump too often. Try to make a good read and jump in when you think your opponent is going to throw a fireball or fire off a low(assuming they don’t have or can’t DP from it consistently). Sometimes certain characters can’t anti air you from a certain range like Bison who has no answer when you’re over the top of his head. As for dive kick, a jumping delayed dive kick will at least get you in if they try to anti air you too early. It may not combo but now you have frame advantage to pressure. Again, same rules apply, don’t use it too often. Nobody’s perfect, you can catch people off guard sometimes and force them to block instead of DP. You just can’t be hopping around like a bunny.

I know telling people to not jump is a popular answer to people asking when to jump, but at the same time I don’t think telling someone to remove that option altogether is a good idea. Study the match up, know your opponents anti-airs and what’s the best range for them. Go for baits, sometimes I’ll do a far empty jump against Sakura and their cr. HP will whiff which gives me a chance to punish. But that’s how I feel about it. Don’t jump a lot, but don’t throw away the option altogether.