need a good evil ryu trainer trying to learn good ways to use him xbox 360 only please send me a message in game my gamer tag is TB Hells Demons
Can you combo from his MK AXE kick option select? Meaning do you have enough range for an cmp
http://www.youtube.com/watch?v=ml4cXZ74ypI&feature=player_detailpage#t=23s
There’s a vid showing what i mean… I don’t have a system to test it on
Sup guys. Picking up e ryu now. I wanted to ask what are the best footsie tools and pressure options to open up opponents. I am an akuma main and all of e.ryu’s combos are like akumas standard bnb’s, I only had to spend a short time in the lab to get everything down because all the combos are so similar. However, in the footsie and ground game department i am lost. I usually do cr.mk into axe kick or hadouken for footsies, I like axe kick more because of the insane meter building ability but god his footsies are so slow and sluggish and axe kick is not really a safe option all the time (can be srk’d in the middle or lk can be punished).
His dashes are great and i guess his footsies are half ryu half akuma but I don’t know what would be the safest/best way to put on pressure. Do you guys usually just zone out opponents or try to open them up. From me playing so far i find it insanely hard to open up people with decent defense which makes it seem like learning all these combos pointless, as Akuma I have so many more options but with E.ryu all you really have is divekick/crossup or empty jump low as potential mixups after a knockdown or throw.
However I think things will change after 2012 now that we can tatsu > sweep everyone akuma can and a variety of other nice buffs.
P.S. is there a separate thread for his option selects?
Who is the best Evil Ryu for now? Looking for some great vids.
Cr.mp, fireball, far mp, far hp, far hk, cr.mk, and sweep are all important to Evil Ryu footsies. If you are close to the opponent, you want to hit cr.mp over any other button besides maybe jab or cr.lk. His cr.mp is even better than Ryu’s if that’s possible.
His kara throw is amazing and when you mix it up with cr.mp and far mp xx mk axe kick (ch combo) you can open people up pretty easily. Assuming you’re not playing online, where cr.lk mash beats everything.
You should play somewhat safe when at neutral and abuse Evil Ryu’s good range (but slow) pokes and his impressive fireball trap. Use his divekick to make jumps safer when jumping over fireballs. His FA is really good.
He can use most of O Ryu’s jump in option selects off of throws because they’re exactly the same. Uh I haven’t seen an OS thread for E Ryu but there might be one. Besides jump in OS’s the only other offensive one I think is worth using is OS sweep.
Is there a command for dash>demon? fadc>demon?
Is anyone trying to train for a bit? I’m really trying to get competitive in the SSFIV scene. Just PM me, when you can.
I’ve been testing an option select in training mode against a few characters (I’m somewhat new to options selects). I’ve been trying forward throw, fake crossup hp OSed with U2, and I have found it to be very useful against some characters. For some reason, when I try it against characters like Honda or Ibuki, I get hit by his/her respective EX reversal before my U2 even comes out. I’ve tried re recording the same situation and blocking, so it seems like I am timing my safe jump properly. Am I just getting hit before the ultra has time to come out? I’ve tried it with EX shoryuken too and got the same results.
You have 2 frames as you land where you can only block and tech throws. You cannot OS during these frames. However, if you input the OS early and hold back, you will block.
For Ibuki this is actually good. You can OS her backdash with lk tatsu and if she does EX DP then you can block, dash underneath her, and get a full punish combo. For Honda, you just need to time your safe jump better. His EX headbutt is 8 frames. You should be able to OS the shit out of that. Try backthrow, whiff cr.mp, hold uf. You should get the OS to come out easily.
You input the demon during the dash? Derp. The forward input has to be after the jab.
You were right about the Honda thing. I just realized that I’m horrible at safe jump timing. I am having the hardest time learning how to safe jump 5 frame dp’s off of a forward grab. Any tips?
I’ve seen fwd throw > back dash > j.HK OS’d with SRK to trade with Psycho Crusher. I haven’t tried it out to confirm but that may work.
My bad, I should’ve been more specific for my reasons. I wanted to use SFADC (saving FADC) off Eryu’s cr.mk. because the kara range is huge and might catch people from surprise. After research and practice I came up with…
df mk~plink LP~plink (mp+mk=focus), forward (resulting in the dash)~LP~forward+LK+HK
If you want to use kara cr. mk SFADC, you cannot input the demon regularly because the “df motion” from cr mk.
Now, I don’t know how useful it is to other players…but I luv the range of the actual focus attack, the kara range for his FADC, and the dash. So it could be a neat trick.
I’m also not 100% sure if there’s an easier way, I just started getting into Eryu. I took me 2-3 weeks to get to 6000bp, so I’m just looking for ways to expand my game.
You can use any forward input to do a demon and you just have to have switched to a different forward if you were holding forward already. So if you were holding :df: when you started your inputs, you can finish the demon with :f: or :uf:.
How do i kara fireball?
:d: :df: :f: :df: :mk: ~ :hp:
Inputs have to be perfect, or it won’t work.
humm that’s what I thought but doing this for a while I didn’t really notice too much. Probably cause its not as noticable as kens.
You did notice it’s kara canceling c.mk and not f+mk, right? With c.mk, it’s just as far as Ken’s. You’ll see it when you do it. It’s possible to do consistently, but like I said, the inputs have to be perfect. If the directions are sloppy you’ll get axe kicks, kara uppercuts or normal fireballs. Just one extra input or one missed input, and it doesn’t work.
Oooo i thought it was f.mk. Will try it now!
Also has anyone tried to use f.mk to catch tech throw attempts? so basically do 2 cr.lp and then f.mk immediately and their cr.lk should come out and your f.mk should hit them. Against characters like Bison though they manage to recover in time from the cr.lk sometimes, but its no biggie because its really hard to punish on block anyway. Its a bit slow but it goes over crouchers which is a huge plus, so if it hits I can see this being huge in 2012 when f.mk is tatsu cancellable. f.mk + ex tatsu for beefy damage since they said it is an air ex tatsu right?
Air EX tatsu and regular tatsu.
It seems a little too slow for me at the moment. I’m still playing around with it. As far as blowing up throw teching, c.LP, c.LP, s.MP xx MK Axe kick will give you a counter hit s.MP that will allow Axe Kick to combo into big damage. I haven’t tested it on people with low 3 frame shorts (like Bison) yet, but it beats the shit out of Rog
It’ll trade or get beat by 3f low attacks. They’ve just got to lower their hitbox a little bit and the s.mp whiffs or hits late.
I agree with the normal frame trap instead, though. F+mk is good in some situations, but not so much that one. It’s unthrowable in that setup(+2 from c.lp, airborne on frame 5), but they could still mash a light punch or something and hit you out of it. Even if they don’t, and they block it, you gave them frame advantage cuz you’re at -2. It hits you only get +1. Try practicing c.lk, c.lp -> f+mk kara demon. That’s the best application of f+mk I’ve found so far. It’s also good for avoiding attacks that hit on the ground, like viper siesmos.