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

the c.lp is actually easy if you see properly. the timing is before the opponent you hit fully recover or after the opponent make the argh sound, thats the time you should hit the button. at first i also try to count the timing but its not as good as paying attention to the opponent animation.

for me is vega,bison,gouken,feilong etc those that can take big steps/‘blink’ infront evil ryu.

for me is vega,bison,gouken,feilong etc those that can take big steps/‘blink’ infront evil ryu.

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Bison can be tough if you’re playing a good, patient Bison, but I think it get pretty rough for him if you get a knockdown. Also, EX Tatsu beats wakeup EX Psycho.

Gouken I always thought was kinda free, just don’t get hit by his punish combos, ever. Once you get the knockdown, the match should be over. His wakeup defense isn’t that good without EX Tatsu.

Fei Long is pretty tough, but I think it gets evened out by Evil’s damage potential compared to his. I think you can lame him out a bit too. Chicken Wing is something you can react to, and you can neutral jump him if he gets predictable with Rekka. Still, this is one of the hardest matchups.

Vega I would say is similar to Bison in that the player has to be patient, but he can really outfootsie you. He doesn’t have great AA though (except possibly air throw and NK HK). Well-timed jump-ins can lead to a match in your favor easily, and I think this makes Vega winnable. Oh, and be prepared to punish backflips if you’re playing online warrior Vega. :slight_smile:

Otherwise, I think Akuma is tough as well, simply because he has more options (notably Zankuu Hadouken). I’d say hit and run here. You can keep up in the zoning game well enough to sustain your life lead if you have one. However, AFAIK Evil Ryu doesn’t have a good way of dealing with teleports apart from hard reads. Also, use Ultra II to punish neutral jump air fireball. A smart Akuma won’t allow this, but you can at least give him pause to throw out air fireball.

Bison can be tough if you’re playing a good, patient Bison, but I think it get pretty rough for him if you get a knockdown. Also, EX Tatsu beats wakeup EX Psycho.

Gouken I always thought was kinda free, just don’t get hit by his punish combos, ever. Once you get the knockdown, the match should be over. His wakeup defense isn’t that good without EX Tatsu.

Fei Long is pretty tough, but I think it gets evened out by Evil’s damage potential compared to his. I think you can lame him out a bit too. Chicken Wing is something you can react to, and you can neutral jump him if he gets predictable with Rekka. Still, this is one of the hardest matchups.

Vega I would say is similar to Bison in that the player has to be patient, but he can really outfootsie you. He doesn’t have great AA though (except possibly air throw and NK HK). Well-timed jump-ins can lead to a match in your favor easily, and I think this makes Vega winnable. Oh, and be prepared to punish backflips if you’re playing online warrior Vega. :slight_smile:

Otherwise, I think Akuma is tough as well, simply because he has more options (notably Zankuu Hadouken). I’d say hit and run here. You can keep up in the zoning game well enough to sustain your life lead if you have one. However, AFAIK Evil Ryu doesn’t have a good way of dealing with teleports apart from hard reads. Also, use Ultra II to punish neutral jump air fireball. A smart Akuma won’t allow this, but you can at least give him pause to throw out air fireball.

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Vs. Bison. You can throw him out of EX crusher. You can do this vs. a ton of moves, if you get a good read on when they’re going to use them. Learn the timing for them and you seriously mindfuck the opponent. Vs. Bison it’s great because it will force him to do wakeup headstomp, devils reverse, teleport, or like c.lk crouch tech. Only headstomp and the crouch tech will beat your throw. Headstomp will punish your throw whiff. C.lk will become active before you’re throw(Think you have to throw him on the fifth frame of startup and c.lk is 4 frames).

Vs. Fei long, learn how to use lvl one focus vs. his rekkas. Focus the first rekka and release right away. If he does the second, which they will if you let them abuse it, he’ll get counter hit and crumpled. Make sure you’re watching, though. You don’t want to dash in unless you hit them. If he doesn’t do the second rekka, backdash to cancel the focus after he blocks it.

Fuck Vega. I hate him. If you can’t knock him down, you’ll probably lose. You gotta work him to the corner. You don’t have a great answer for his pokes because he’s got to much range and you’re attacks are to slow to really whiff punish him.

With Akuma, yea, this match kinda sucks, too. Be careful with c.mk. He’ll try and walk back out of range and punish you big with his s.hk combos. If you have reactions, it’s easier to punish jump back fireball with metsu hado now. You can OS his teleport with hk tatsu.

I wonder if you can do something like Cr. LP OS throw on Bison’s wakeup? I gotta try that.

Throw, safejump os LK Tatsu. Beats everything

Wow just had a thought. If the Bipson player uses DWU, does it whiff or hit (and where does it hit)?
Gonna test this!

Adon and Sim are definitively tough match ups.

i never won a gouken lol its not free for me. the gouken i met are fireball abuser, play fireball get punish by his flip and try to close in=no chance the moment you jump he will fireball, and the moment you focus forward and again the punch to the face.jump air to air, he focus atk.=.=

i totally have no idea what to do.even after the game, the player will pm me and say sry they cant do close combat with evil ryu therefore they keep on play range.(fireball and run).

will post video soon.:slight_smile:

I don’t see either of them mentioned, but I think Rose and Ibuki are Evil Ryu’s two worse match ups now. Besides that he still has a bunch of matches that I feel are slightly against him(like Gouken, Viper, or . I personally feel Vega, Bison, and Fei Long are even now at the highest level. It’s just harder at lower levels because most of us don’t have great fundamentals and lose to those characters basics.

I think Cammy has a advantage against Evil Ryu because he doesn’t get guaranteed mid screen unblockables anymore. And the Akuma match up is close to even because he doesn’t get guaranteed pressure after hard knockdowns. Just the personal opinion from a fairly average player though.

hi all, here is the video vs gouken and everytime i met this guy gouken i got crush real hard. And im very bad against player like this, if i cant close in i sure lose as my good point is only executing combo/BnB.

please help me out. how do i play against player who always trying to keep a distance.

Be more patient. There’s two things I saw that let him just throw fireballs all day. First…you didn’t throw any. Not one the entire first round. You just tried to bulldog him(walk forward and block all attacks). That’s cool and all, and it’s something you have to do, but you gain ground on your opponent much faster if you neutral jump fireballs. This is a little tough vs. Gouken as he’s got high fireballs, but you just have to be careful, and walk him into the corner. If you’re at fullscreen and neutral jump a fireball, you should be able to throw a red fireball as soon as you land and follow that in to get in on him. Don’t be scared of a fireball war. If you’re on the other side of the screen and not getting hit at all, he has to come at you. Chuck fireballs and most Goukens will get impatient and switch it up trying to rush you down. Against any character that is going to keep you away, you have to show them that you’re comfortable with that. Sim, Rose, Gouken. You have to show them that you can chill at full or mid screen and not get hit. This forces them to try something else, which usually isn’t in their favor.

The only guys who can really do that walk-up stuff are Dudley and Zangief. But don’t try to focus through fireballs too close to Gouken, because he has quick recovery and a stupid-fast sweep.

When do people throw red fireballs? Is there a reasoning behind knowing when to throw them?

Only full-screen or near full-screen. In the Sagat matchup Red Fireballs are important if you get the chance (such as when he throws a high Tiger - you can crouch under it and throw red fireball as his Tiger goes over your head). I think they also help to keep Sim off-balance, but they are very unsafe since he can teleport to punish them. Also obviously they are good for chip, especially EX.

Oh, and if Gouken uses sweep to counter your focus, he’s asking for a counter hit crumple or even a level 2.

I was imagining Ryu’s focus attack for some reason.

I do wish I could get the divekick out on command. I don’t know if my timing is off or if I’m doing a slight diagonal, but presumably both.

ok thanks will try it next time i fight him.

I have made it a bad habit to (un)safely divekick. How does one utilize such a tool? Is this really just for oki game?

He was talking about Gouken punishing you when you fadc through his fireball, which can be an issue when you’re close to him.

You kinda want to most times it feels safe to throw one. If you’re losing a fireball war, find a way to sneak one in and you’re winning it again. If someone is just running away from you and using focus to build their ultra meter…start using red fireballs. They get bored fast, lol. Sorry. That’s not much, but there are to many situations.

I feel like I understand how frame data works pretty well except when it comes to FADCs.

I know E. Ryu’s lk axe kick is +1 on hit, and from reading this forum that it is +3 after an FADC. However, mk axe kick which is +4 on hit (three more frames of advantage) clearly isn’t +6 after an FADC.

How does this work? Also, how does one go about calculating frame advantage after an FADC using frame data? Thanks in advance.

you need to know how much frames of hitstun or blockstun the move causes and how much time your forward dash lasts. I dunno if theres at least 1 frame of FA, I guess there is.

MK Axe Kick has 2 active frames and 20 frames of recovery. If it hits on its first active frame, it’s +4 on hit, and in such a case 21 frames are left.

21 + 4 = 25 frames of hit stun.

So, if we FADC forward, seems like the following should be the case:

25 frames of hit stun - 18 frames recovery during dash = +7 on hit

From my testing, I believe it is only +4 on hit in this case. You can connect a Cr. MP or Cr. LK afterwards.

I’m pretty sure this isn’t right. I’ve poked around with Ono! and I didn’t see any different dash or FA specifically for this move.

I think cancel-able frames are not always immediately after the active you hit on. so you may only be able to fadc after so many recovery frames or until the active frames you that are left over run out for certain moves but we dont notice it because of the buffer window.

I might be completely full of shit but i think this is whats up.

Then again you have ono so maybe you can check it? :slight_smile: