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

That’s obvious, Rice…but when you’re talking to new players you tell them never jump knowing they will anyway lol. For real, though, it is the fastest way to learn how to play. Normals. Ground game. Hit confirms. That’s the stuff you need to learn to play SF. Any time people spend jumping around and doing random ultras is wasted time. Once they learn some fundamentals they’ll notice stuff like “Hey, if I touch Vega with the tip of j.hk he can’t do shit about it…”

How much of a frame gap is there when you do cs.MP > HK Axe kick on block?

6 frames, as cl.mp xx mk axe kick cancel is a true blockstring but cl.mp xx EX axe kick isn’t. Will be 5 frames on USF4 due to start up buff.

If you really want to make your opponent frustrated, switch it up between dive kicks, J. HP/HK, and crossup air Tatsu. But yeah, I go to dive kick as a standard jump-in probably too often, and it is easily stuffed if the other player’s expecting it. You can delay it so that the anti-air fails, but either way it’s not a solid strategy.

Been playing evil ryu and I noticed mk axe kick cr.mp lk tatsu whiffed and he falls out of ex. What’s the replacement here? Hk tatsu? Anything better?

Who? if Rufus, replace cr.mp with cr.lp and it should be fine

Yeah. Rufus. I was sure I typed that. I’m gonna blame my phone and take no responsibility for my actions. Thanks.

Be careful, on Rufus the mk axe kick, c.lp is a 1frame link, but if you master it you can do a great combo (“sako combo” on youtube :D)

Don’t know about you guys, but when it comes to that Rufus combo(aka Sako Combo), I don’t go for the axe kick loop. Instead after MK axe kick. I’ll just do cr. LP > cr. HP(or far MP to be safer), LK tatsu, SRK. My reason for this is because if you drop the first 1f jab link, at least you can stop yourself before committing to a unsafe tatsu. But you can’t do that with the 2nd 1f far Jab link. You either commit to it and hopefully hit the link or do the less damaging far LP, far MP, LK axe kick to be on the safe side.

Just to compare the damage and stun values, this is what you get from all 3 starting with cl. HP

cl. HP, MK axe kick, cr. LP, cr. HP, MK axe kick, far LP, LK tatsu, HP SRK = 406 damage/645 stun
cl. HP, MK axe kick, cr. LP, cr. HP, MK axe kick, far LP, far MP, LK axe kick = 392 damage/665 stun
cl. HP, MK axe kick, cr. LP, cr. HP, LK tatsu, HP SRK = 389 damage/610 stun

For me I even hesitate to do the bottom combo. If I see that I drop the jab link I won’t go for the tatsu, but I’m unable to stop myself from doing cr. HP which is -10 on block. Far MP is -2 on block with plenty of space between you and Rufus so you don’t even have to worry about counter jab. Basically if you have the execution, go for the Sako combo. If you’re not that confident in hitting that link, no need to force yourself just because it’s possible, just do what you’re more capable of.

@Rice_Eater

Nice evaluation, seems like the numbers don’t differ that much considering the increased difficulty. A nice followup for the second combo would be a karagrab. Then you’re one mixup away from stun I think, I should test that :wink:

Delay the Tatsu.

~Lucifer v

Hi im fairly new to sf4 and chose e.ryu and im having a hard time linking cr.lk into tatsu all the time, do you have any tips?
Cheers.

Practice practice practice. A crouching normal canceled (not linked) into a special is one of the easiest most fundamental steps of learning a good street fighter game and there’s no shortcut to mastering it. The only secret is to practice, there’s nothing anyone can tell you that will make it instantly ‘click.’

Do the Tatsu motion right when you do Cr.Lk.
So when you do the Cr.Lk while holding down, finish the motion. Press kick as soon as you go right or left. Or just hold down kick after you press it & do the motion & release the Kick button.

hi guys,
can someone please tell me how to perform evil ryu’s crmk kara throw? even when it registers as a plink input, the kara throw doesnt come out.

Its pretty hard, you need to cr.mk then do a standing throw, so you need to do c.mk ~ s.lp+s.lk. Many guys find this useless, but i think its pretty cool as it opens new ways to tick throw.

It’s not useless, just way too hard for most of us to do reliably. Myself personally I probably get it 8 times out of 40 or 50 tries. And that’s me sitting there concentrating as hard as I can. My execution is nothing special, but at the same time I could probably hit Evil Ryu’s MK axe kick > cr. MP 1f link 8 out of 10 times in the training room. And you see a lot of Evil Ryu’s dropping that link in a real match, imagine trying to do this in a real match let alone the training room.

If you can do it reliably and on the fly, then that’s a huge deal. That kara throw is right behind Ken’s in range and probably tied with Vega’s for 2nd in the game. But I don’t know any Evil Ryu player who can. Any idea if Sako is using it? I just assumed he was using the cl. HP kara because I’ve never seen him land a throw with the kind or range that would normally see from Ken or Vega.

It’s insanely tough to do. I was literally giggling when I saw how far he moves during this kara, but I never go for it because I’d rather do the Sako combo than this beast.

BTW, you mean Far HP, right?

Its so sick how good it is… 3 crouching jabs chained, tick throw is so gnarly “Balrog voice No escape”

I think its only worth using after chained jabs as you have time to mentally prepare and are already crouching but its still hard as gallstones. I would never EVER try it in footsies personally and i still am leaning towards not using it ever.

His other cr mk karas on the other hand are godlike

he does it at 1.25 and zhi even briefly talks about the extra throw range.