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

Here is a question I’ve always been curious about. When Evil Ryu FADC’s his LK axe kick, he’s +3 on hit. If you mash DP right after dashing, chances are you’re going to get a DP like 90% of the time. Only time you don’t is probably your own failure to some how mash incorrectly as far as I could tell. When he hits his MK axe kick he’s +4 on hit. But you can’t mash out a DP, you have to correctly time it. Can anybody tell me why mashing with one works but not the other?

This also seems to apply to his LK Tatsu -> HK Tatsu combo. You have to time it correctly rather than mashing out HK Tatsu. Idk why, just wanted to point that out.

Is there any list of safe jumps for E. Ryu here? Failed to find any. :3

How exactly do you hp xx hdp xx h-hadoken? I feel like you have to do all 3 moves at once, it’s ridiculous. (not sure of the abbreviation for hadoken :/)

I don’t think people abbreviate Hadoken. They might say fireball instead, but that’s all I know. And what are you asking? Hard punch, HP Shoryuken, h-hadoken? What do you mean H-Hadoken?

What does everybody here use f.mk for? Aside from jumping over c.mk’s.

I guess I should have left out the h. I ment hard. I want to hp xx SHK xx Hadoken. I’m not sure how to go through the motions with a stick.

Where are you seeing a combo like that? The only Hadoken Evil Ryu has that hits during juggle is EX Hadouken, so you would need to Shoryuken FADC EX Hadouken (in which case EX axe kick would be a better option).

OK, just so we’re on the same page…

HP = Heavy (hard) punch
SHK = St. HK? = Standing Heavy Kick?

Not sure what you’re asking. St. HK is not cancelable.

Maybe jumping HP, St. HP, HP Hadoken? In which case it would be

up-forward, HP, (land), HP xx D DF F + HP

Best way to do it is to focus on each part separately first. That is, make sure you can link the HP after the jump-in, then ensure you can cancel the HP into Hadoken. Then, put it all together, and don’t mash. Focus on doing the motions cleanly. And it will feel like you’re doing one fluid motion by the time you have it down. If this isn’t the combination of moves you were talking about, let’s not use abbreviations until we get it right.

Is Evil Ryu’s EX tatsu throw invincible?

No, just airborne from frame 6 or 7 to ~ frame 25.

Is Evil Ryu close stand HP a good anti-air like Cammy’s close standing HP with dealing with crossups and neutral jumps?

No. Not really. You’ve got C.hp and sorta cl.hk for crossups or stuff on top of your head. And you got s.hk or u2 for the neutral jumps.

i think he meant shoryuken

Yeah, it was kinda hard to make sense of it when that isn’t actually a combo. Moral of the story - write stuff out if you don’t know how to abbreviate!

If I want to do the SRK FADC Axe Kick combo, which strength of SRK should I be using, and which version of Axe Kick?

HP SRKxxHK Axekick

if you LP SRK anti air you should use MK Axekick because its faster.

Of use EX if you hit the SRK from farther out.

when doing the one frame link cr.lp-s.mp is it redundant to plink? from my understanding, plinking gives you two inputs, so it allows you to input the command on the frame you recover or the frame before that frame, but because you’re plinking with light punch, if you input the command before you recover, i believe it will chain a s.lp instead of linking s.mp.

It will only chain s.lp if you misstime the st.mp input or misinput (press lp before mp)

I think chain attacks cancel active frames, not recovery frames. So it’d link a s.lp, if anything.