Evil Ryu version 2013 wish list

One thing I’d like to see that I don’t think has been posted yet is for Evil Ryu to be able to do cl. mk on the whole crouching cast after a mk. axe kick. At least I think that combo’s character specific…
Well anyway if it is then I’d like to see that change, but if it isn’t, well, to all the people not using it after cr. mk xx lk axe kick fadc cl.mp xx mk. axe kick I’d recommend it. Pads up the damage on your crouching opponent bnb nicely, and on top of that you can land all hits of hk tatsu afterwards (on ryu at least, idk about other characters) which does the same damage as hp shoryu but puts you much closer to your opponent. There may even be potential setups, who knows.

EDIT: Thinking about it, that change might make cl. hp xx mk axe kick, cl. mk work on characters besides abel and seth. I wouldn’t mind of course, but that extra damage might be an issue…

The biggest buff with that change is not the damage difference, but the easier link. With a full jump in, damage would be 442 compared to 428 that we get against most of the cast. Pretty insignificant although more damage is always welcome. But having the ability to always link a plinkable 3 frame normal compared to a 4 framer would be a huge difference and make this combo pretty easy even for average players like myself. Personally I’d love it, I’m not in love with high execution. But it’s not possible unless they increase the range of cl. MK or the pushback from MK axe kick on hit. Both of which I highly doubt they would consider doing.

Pretty sure the damage is a lot higher on fadc combos. You can cancel cl.mk into lk axe kick. So against abel, you can do cl.hp, xx mk axe kick, cl.mk xx lk axe kick xx fadc, cl.mp xx mk axe kick, c.mp…

Yea, that’s what I meant by the extra damage being an issue. I mean it’s not like the combo doesn’t already exist, but even for this high damage character, making a combo like that too widespread would be tipping the scales too far. But what if they made it so that pushback on mk. axe kick was less on crouching opponents only? Like, only enough for cl. mk, but no other close normal (looking at you, cl. mp). Maybe that’s a possibility?

Ah well, it’s too late now, since Evil Ryu week is over. Would’ve certainly been nice, but I guess there isn’t a point in continuing this conversation any further is there…

the main difference is that evil ryu would to become a vortex machine of death.

it would be nice if we could to cl.MK after MK AK after every crouching character, but I think its impossible to implement that.

It’s actually still a valid conversation. Pretty sure everyone that’s followed this thread has learned a lot about the character.

I seriously do not understand why people wont let E.Ryu have a 6f start up sweep… it would be -12 on block which is VERY VERY bad. Can you guys think of a shoto that has less options than Evil Ryu on an opponents wake up? Because I can’t.

as of right now
Akuma, Gouken and Ryu easily have the best sweeps

Ken’s is average

Dan, Oni and Evil Ryu have the worst ones either because of their start up (Dan) or recovery (Evil Ryu) or both (Oni)

are u asking which shotos are worse than Evil Ryu when the opponent is getting up or which shotos are worse than evil ryu knocking down the opponent?

Which shotos are worse than Evil Ryu when the opponent is getting up

I want the 6 frame sweep, I want it more than the 6 frame low forward to be honest because it fits my play style better. I get a good chunk of damage from capitalizing off knockdowns. It’s just that most of us don’t think Capcom will give Evil Ryu both a 6 frame sweep and low forward. If he got both then the faster low forward will help him deal most of his damage and then he can finish the combo with a sweep for a hard knockdown and added pressure. I don’t think it’s too much because he doesn’t have a vortex behind that sweep, but I guess Capcom and most people are just afraid of the unknown that this could turn him into a monster.

I’d love for him to have both but it’s hard enough for Capcom to just give him one of these that both seem like impossibility. I would gladly lower his health and stun and some damage to get those two normals at 6 frames but it’s not up to me of course. Between the two I think Evil Ryu would benefit more from a faster low forward. I think top players would definitely get more mileage out of that then a faster sweep. That’s just my opinion though.

Ryu,Ken, Dan.

I dunno anything about Oni so Im not counting him as an option.

I wouldnt really count Ken on the basis he has lots of tastu mixups that link into combos and two different overheads plus kara throw (ryu has one too its just not as good.)

What options are you counting? I feel like I’ve got plenty I can do when I knock someone down.

Also, saying he has no mixups after sweep is a bit premature. I’ve found good setups in the matches I can tatsu-> sweep in. You can actually stuff Cammy’s cannon spike on the ground(meaning she’s not airborne yet and you can fully combo her) after a tatsu sweep combo. I’m sure there’s some juice there for other matchups that we don’t know about.

Sure he’s got mix ups, just not a actual vortex. I’ve come up with my own mix ups against characters I can tatsu sweep. I’d put him slightly ahead of Ryu, but behind Ken and Akuma for sure. Don’t know enough about Oni. He actually gets a fake cross up against a lot of characters in the corner if he could tatsu sweep more characters. That alone would be huge for him.

Secretly I’m hoping for this buff more than the 6f cr. MK. The only way I’d want a 6f cr. MK more is if LK axe kick was +4 on hit after FADC. Hit confirming from cr. MK > hado is too hard for me. Hit confirming from cr. MK > LK axe kick is very easy, but the link it too hard for me. My execution is ass so I’m naturally more geared towards the buffs that aren’t execution heavy.

I think the best way to describe it was a left right game on knockdown. Not a guessing game with ambiguity like Ken. His options are not really gimmicky like Oni or total bullshit I win every time like Akuma. It’s fairly easy to tell where E.Ryu is going to land, the only thing he has different from Ryu on knockdown is his dive kick unless you’re brave enough to go from an overhead having only 900 health/stun

That dive kick only works off axe kick knockdowns or throw, not sweep unless you’re in the corner. And then again it’s one of the easiest dive kicks to block since it’s slow, has a rather high height requirement(higher than Seth I think), and is very difficult or impossible to cross up with.

Most of his options are limited to what we see Ryu does. Trying to make jump ins look as ambiguous as possible, safe jumps, empty jump short, and so on. Off a sweep he can do all those things I mentioned, I found that timing a safe jump with a dive kick is easier than trying to wait a few frames. Also he can do empty jump hop kick > EX tatsu. That’s worked out well for me, you just have to show the empty jump short/throw first to make them want to tech immediately.

Like I said though, if he gets a 6 or maybe even a 5 frame sweep a lot of characters are going to be in trouble against him in the corner. Then he gets a real vortex, against some of the cast anyways. The biggest threat is the fake cross up. There is no ambiguity to it, it’s just a complete 50/50 guessing game as to which button he presses. Empty jump short is also frame perfect if he jumps immediately(fake cross up requires you to wait a few frames). Or if guys try to dash under you, dive kick will stop that escape to keep them guessing. I don’t have a complete list, but it works against a lot of characters. Just that tatsu > sweep only works on 5 characters, and of those 5 I think the fake cross up only works against Cammy.

Hi guys, I searched capcom unity threads and tried to compile a buff list for most characters, based on the sugestions posted there.
The idea is - stronger characters will receive less buffs, weaker ones more, and top tiers mostly nothing.
I will post the entire buff list on capcom unity on week 5.

This is Evil Ryu’s list:

Evil Ryu

  • Red Fireball: reduce the recovery for L and Ex by 2 frames, for M by 3 frames, and for H by 5 (51-58-64-51)
  • H Axe Kick: reduce the start up by 1 frame (25)
  • L Axe Kick: +2 blockstun (-5)
  • Ex Axe Kick: lower body strike invincibility
  • EX. Shoryuken: +1 invincibility frame (9)
  • L Tatsu: Increase its horizontal hitbox
  • Ultra 2: fix it so it doesn’t drop people out at times
  • cr MK: reduce the start up by 1 frame (6)
  • cr HK: reduce the recovery by 3 frames (so it is -8 on block)
  • Senbukyaku: reduce the start up by 2 frames (14)
  • cl MK: +2 blockstun (-5)

Explanations:

[details=Spoiler]

  • Red fireball: Just tweak his red fireball’s recovery to 1f slower than Akuma’s for all versions. That’d be enough to improve their usefulness from “marginal” to “situational,” which is all his red fireball really needs to be. Currently, E.Ryu’s red fireball is mostly relegated to tacking on a bit of extra chip after an Ultra or throwing the LP version as a gimmicky bait if the opponent jumps in thinking it was the slower HP version. In fireball wars, a well-timed red fireball by E.Ryu at the right spacing can, admittedly, turn the tide in his favor or even blow the opponent up completely. Still, there is very little justification for the move being so slow to recover.
  • H Axe kick: Right now the move is very slow and goes practically unused. This won’t solve its issue, but it will at least give us a little breathing room to combo it from close MP. Right now if you don’t special cancel ASAP then it won’t even combo. This helps alleviate that problem.
  • L Axe Kick: Right now it’s very unsafe and can be easily punished. This change allows him to use it more safely as a pressure tool although it can still be very unsafe. The move doesn’t cause too much push back so fast normals can punish it. And the move will be normally be used from a cr. MK which isn’t a true block string with LK axe kick so it can be punished during the special cancel. Although it’s safer it’s still very punishable.
  • Ex Axe Kick: Like the other versions of this move. It’s slow and gets stuffed easily by mashed jabs. This will at least force opponets to either block it or beat it with a invincible move. The Ex axe kick has almost no push back and is -4 on block so it’s very punishable. So this move even with this buff should still be used sparingly.
  • Ex Srk: A small buff to help against strong pressure characters like Seth, Akuma, dive kick characters.
  • L Tatsu: The LK. Tatsu wont connect in the MK Axe Kick, c.MP xx LK Tatsu against certain chars. Fix that.
  • Ultra 2: There are many times where ultra 2 will connect and the opponent will simply fall out of it (air or ground), punishing you for making a correct read and rewarding your opponent who will wake up far before you recover. Characters like Zangief are major offenders. Can this be adjusted so that this problem doesn’t happen anymore?
  • cr Mk: The cr. MK can now compete with other fast far reaching normals and gives Evil Ryu a fighting chance in footsie battles. This is his key to big damage, but it will still require two bars and can’t be combo’d from jabs which I think is enough to prevent it from being too good.
  • cr Hk: The sweep while still being slow, but safer and can be used without the fear of automatic punishment like it is right now.
  • Senbukyaku: This is supposed to allow him to get over opponent’s footsies and crouch techs, but right now it’s really slow. [/details]

Would you agree with this ? anything broken/ too strong ?

many useless buffs, one huge buff and one huge nerf.

keep the 6f c.mk, remove the HK AK nerf and throw everything else away to save the devs’ time.

Let me elaborate it a little more: one good buff, a few minor buffs that are bug fixes but are buffs anyway and then a lot of useless stuff and a huge nerf.

Keep the 6f c.mk, keep the fixes (lk tatsu, u2 and f.mk) and throw everything else away, specially the HK AK thing.