It should only work with LP SRK from mid screen, HP/MP SRK should only work in the corner. Be careful when you use it against high priority jump ins though. I tried doing it very early but without Evil Ryu actually getting high off the ground against Sagat’s j. MP and I would get stuffed or trade with Evil Ryu doing the bounce back. If you try to time it really deep then you’ll win out right or trade with the opportunity to follow up with Ultra or F+MK.
Since you have to do it very deep, it just seems really risky as a anti air. On wake up is a different story, if you’re going to say “fuck it, DP baby”, then you may as well keep a eye out for the trade with there standing or crouching attack.
Maybe someone can help me out here? I’ve been trying to get my E.Ryu as solid as possible but my problem is i don’t feel as “in control” of a match as i did with O.Ryu. I have decent footsies, decent punish game but i feel loose when it comes to pressure with E.Ryu. I really want to main E.Ryu so it’s frustrating to feel “out of control” of the match when i have the meter lead the knock down and the momentum. If anyone could give me some advice on what to pressure with or what habits to lose when transitioning from O.Ryu to E.Ryu i would highly appreciate it.
dunno if anyone responded to you, but yes the cr. lp reset dash under works… well it DEFINITELY works with sagat… im jus messin around in training mode so not sure if it works on everyone
I am new to SF when do you actually input your OS? like you did your dive kick and then it changed to a Shoryuken, what happens if he doesn’t shoryuken and he blocks your divekick? And you Shoryuken, your open for a punish right?
I think you are not comfortable with Evil Ryu yet. At the same time you are still trying to learn his move set and the timing of his attacks. His low forward is slower than Ryu’s so you have to time it differently and get use to it’s use [even though it pushes you forward]. His Axe kick needs to be figured out along with his footsweep being weaker than Ryu’s. it’s very suspect in terms of speed and recovery so you have to adjust and learn when to use it.
Ultimatley it is just like learning a new character again from your original main Ryu. So it’s only natural that you aren’t going to feel in control with a character you have to learn. My best advice is just throw yourself in battle and lean the timing of the attacks during battle and mix it up with going in the training room [learning the normal move sets].
any idea where each axe kick leaves you frame wise advantage/disadvantage, from limited experience for combo’s and pressure, i’m finding medium to be better. i can’t be certain but it feels like the light axe kick as more recovery?
LK Axe kick is -3 or more on block since Ryu can Super Fireball on Reversal.
MP Axe kick is safer than LK on block, but if you use it in a block string, you can get hit during the start up frames.
If I’m not mistaken, LK is the worst on block, MK is better and HK is 0 or +1. Ex is also a disadvantage on block. The best to use for trapping is HK. As far as damage/stun, LK is 100/200, MK is 80/100 and HK is 140/200. Presumably LK should be used if you are close to stun. Vs Ryu, BnB combo deals 423 damage and 680 stun (j.HK s.HP Forward DS xx c.mp lk Tatsu HP Srk) If you successfully land the MK crossup and manage j.MK s.HP lk DS you can land a total of 673 damage and 1140 stun which will stun the entire cast.
I can get the link: Forward+MP, MP> Hadouken on a standing opponent fairly consistently. But I can’t seem to do it on a crouching opponent. Is it just my bad timing or is the hit stun less when they are crouching? It’s not really a practical combo unless their crouching.
To the best of my knowledge right now both cr.LP/cr.MP to cl.HP are 2 frame links. I wrote up some frame data early after AE release but I think I may have made a mistake with cl.HP so I’ll have to re-investigate tonight maybe.
Note though, cr.LP, cl.HP is the more consistant link because cr.LP doesn’t push you back as far as cr.MP so you can get cl.HP more consistantly.
@Buttered, yeah a combo-able overhead isn’t much good when you can only properly combo after it if it hits the opponent standing…