Does anyone know what the frames are after his hopkick? Advantage, disadvantage?
On hit you’re even. On block you’re something like -2.
Either that or +2 on hit and even on block, I forget which…
Edit: Tested it again, -1/2 on block and even on hit.
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.
It only works on standing opponents.
The Hop kick is safe only if spaced properly. If it was safe it would be great to blow up crouch tech but right now it seems the best normal for that is c.mp, everything else is too slow. You could use target combo but it isn’t special cancelable.
You I hate to be a scrub but does anyone have a list of frame data for Evil Ryu? I’m curious specifically on forward and roundhouse Axe Kick is on block. I’ve heard different things. Some people say -1, -2, some say even, and some say heavy is even advantage. I’d like to not be guessing at the frame s of my moves in general so a list of frame data would be very cool if anyone has one.
I have two questions:
Im getting shit on by pure rushdown characters(yun, mak, ibuki,etc.) and dont know how to keep them off of me, any help? (is there a rate my evil ryu video thread? so people can tell me what im doing wrong?) or a shorter list may be what im doing right lol…
My 2nd question is (a sorry if its already been asked kuz im sure it has): Why Ultra 2?
you should ask yourself, why Evil Ryu?
Just stay patient and hold your meter for DP FADCs to stop the pressure and turn the tides.
I use ultra 2 a lot because in a combo it’s only like 30 less damage than ultra 1, and after a crumple or for a big punish it’s much, much more damaging.
I posted some early frame data on the 5th page of the general discussion thread. Regardless, on block;
LK AK is -7,
MK AK is -2,
HK is +1,
EX is -4.
What are the frames on his Cr. MP, Target combo MP > HP, Cr. MK and standing far HP on block?
Not a clue. Cr.MP is probably +2 or something. After the target combo you’re probably -2 or more, I’ve never used it because it’s useless on hit. Cr.MK I have no idea because I’ve never used it up close. st.HP is the same as the target combo.
If you really wanna know, go into training and record the moves you want to test for E. Ryu, and then try to punish with moves you know the startup for. Fei is quite good for that as he has a lot of moves that cover the frames, his cr.LP is 3 frames, cr.MP is 4, cr.MK is 5, Super is 6, LP Rekka is 7 and so on.
If you want to find out how positive cr.MP is though you’ll probably have to guess, you can do that by recording a cr.MP and then holding up. Play it back and then block it, and hold up. Watch how closely together they jump and guess from that. It’s possible that cr.MP is +3 on block, if it is you could record cr.MP > DP or cr.MP > cr.LP, if it’s a true block string and you can’t get out of it then you know it’s at least +3. After that you would try cr.MP > cr.MP to find out if it’s +4, but I’m certain it’s not that positive.
Anyway, the point is, I’ve told you how to work this stuff out and now you can gather the info yourself.
There’s no framedata for Evil Ryu yet on srk.
How many frames is the link c.LP , c.MP?
Sorry, but there isn’t any available yet for his entire move set, we just have bits pieces. And I believe that the answer to your question is it’s a 2 frame link. Start up for both are the same as Ryu so it’s pretty easy to hit that link as you may already know.
Yeah, seems easier than other 2 frame-links. Thanks.
I’m having trouble plinking for evil ryus bnb he needs to link medium axe kick to cr medium punch. Its a one frame link making it fairly difficult. I play pad just so you know making plinking in general a difficult thing to do.
I can’t seem to plink from the axe kick into Cr. M, idk seems it’s not plinkable at all.
Cr. LP into St. H punch on the other hand is very easy for me to plink
its plinkable keep practicing I would suggest you replace cr mp with cr lp but if you can plink it then it defeats the purpose
Wow Thanks guys. My Evil Ryu play improved i’ve been too impatient and wasting meter saving meter for momentum turning combos in the later rounds are very useful.
And I now use u2 100% of the time, because it makes ppl think twice about jumping in on you. they might not fear an anti air fierce/roundhouse, or srk when u have no meter but when u got that full U2 501 damage stocked up they back away for a second giving me a chance to take the fight to them.
what is the input for the hopkick kara demon?
I would like to know this as well its proving to be very difficult for me.
F+mk+lp, F+mk+lp, DF+lk+hk. That’s how I do it, anyway.
where do I find the frame data on here?