Evil Ryu version 2013 wish list

Dudley could blow up fireballs but against Evil Ryu, he risks too much to attempt to even do so. Just put up your wall and use your fireball carefully if it’s really necessary. Otherwise keep Dudley at bay and confirm into big damage o.o

e ryu is fine, this game does not really need an update
but i can still wish for stuff? sure.

-usable teleport

thats it.

2:06 - why does he plink his fierce dp with mk?

Kara DP to guarantee 2 hits.

My only wishes for Evil Ryu:

  • Improve Ultra II’s hitbox/float state so that it works when used as a max-range anti-air. I have lost matches because I hit with it, then the last few hits miss, leaving me open.
  • Make LK Axe Kick -4 on block. When spaced properly it will actually be difficult to punish.

Otherwise, I think Evil Ryu is fine.

give HK axe kick an overhead property

edit: oops

Been a month since I accidentally posted in this thread but we finally got some new info. Dev blog just got updated

**Fundamentally, I feel like he’s a pretty complete character. One thing, however, is that his crouching HK, despite the graphics of it looking like it reaches further, has the same range as his crouching MK. Normally, characters with a strong crouching MK can use it well during footsies, but since it has such long start up it’s hard to utilize well. With that in mind, if you could make his crouching HK have longer reach, I think he would be a lot more fun to play during footsie situations. That’s why I’d like to see his crouching HK reach as long as it looks like it does.

Ayano: For Evil Ryu, we’ve gotten to hear a lot of “Make his crouching MK come out faster”, “Make his Hadouken stronger” and “Make his Ashura Senku reach further”. He’s already pretty different from Ryu, but we’ll be working in our adjustments to make him feel even more different. **

I don’t like the sound of it. It looks like most of us won’t get what we want. It sounds like we’re in for another round of minor insignificant buffs just so we can tell everybody “see, can Akuma or Ryu do that?”.

There is nothing wrong with the cr.HK range, it’s the total frame count, the start up and recovery need a total of 4 frames removed from it, I don’t care where they take the frames from but it doesn’t make any sense that a shoto sweep that cannot be combo’d into is -11 on block, it’s retarded.

And now Combofiend’s suggested changes for Evil Ryu and my thoughts in bold

Evil Ryu
-f+mk to have lower hitbox because it currently whiffs over some people crouching It’s for going over lows, but when it whiffs you’re at a big disadvantage. So good buff, I like it.
-sweep to be better (didn’t specify how, either reduce recovery or startup) Myself personally I want a faster sweep, but that won’t be necessary as long as cr. MK is faster
-cr. mk to be better (blockstun increase implied) This is a situational buff against characters who can reversal cr. MK > hado. I’d prefer it to be faster, but that won’t be necessary if sweep is faster
-lk tatsu to travel forward further** Unnecessary IMO but I’ll welcome it if it happens**
-Axe kicks to be better Yes, especially LK axe kick. Make is safer, the rest can stay the same for all I care.
-Make his U2 better Unnecessary IMO but I’ll welcome it if it happens

They want to buff his U2 so opponents do not fall out of it, I agree that is pretty annoying

LK. tatsu further range is nice, it misses against a lot of chars after small combos.

where did u get these informations about CF’s opinions Rice Eater?

From the rebalance thread in the main SSF4 AE forum.

+1 to all those. Sweep is not too great right now, so at least a speed increase on startup, recovery, or both would be amazing.

And I agree, if LK Axe Kick had more pushback or block stun it would be much better. If it were safe (like -1 or so) after an FADC forward that would be awesome.

Main thing is, fix Ultra II so that characters don’t fall out of it. That’s just a glitch and should definitely be resolved.

Trailers for Ultra Street Fighter 4

They released info on many characters, Evil Ryu wasn’t one of them. But he was one of the featured characters in the video above. At first it looks like nothing has changed. But if you take a closer look it looks like his LK tatsu moves further forward. It could also be that they just extended the hit box. But I had the video side by side with my game(thank you dual monitor set up) and tried to space it out exactly the same and it looks like Evil Ryu’s LK tatsu does move farther forward now.

I think Deathgun was one of the guys asking for this. good shit you got what you wanted lol(forgive me if I’m wrong though). It looks like this buff was to ensure you can MK axe kick, cr. MP, LK tatsu everybody in the game because the combo won’t work on some characters. I guess this means that MK axe kick, cr. LP, st. MP, LK tatsu might work on everybody as well. Personally I didn’t care for this buff. But if it’s what we get, then I’ll take it. I’m just worried that this may be as good as it gets because he has bigger issues that need to be addressed. But lets cross our fingers guys that the best stuff is yet to come.

Well it was picked up in combofiend’s suggestion list, so that makes sense. It’s not a big or obvious change like Yang’s j.mk though, so I don’t know why they decided to put that in the trailer.

Can’t wait for the developers blog to release all the planned changes so we can start modding the PC version.

The biggest thing I want is obviously a better cr.MK or cr.HK

cr.MK to start up in 6f
cr.HK to start up in 6f with the same recovery or recovery adjusted to 4 frames faster (Ken’s AE and potential USF4 sweep)

Sadly, if these changes are not that good, I’m going back to Ken

my suggestion about the LK tatsu was for it to combo correctly in his bnb against the whole cast, they did it but not in the way I suggested, they did it in a much better way. In 2014 you will be able to hitconfirm properly against the whole cast. I never bothered about it too much, but after playing a bit more against chars like Feilong and Makoto, whose can be hitconfirmed into tatsu properly, you start missing it for his other matchups.

Small buff anyway, if thats all Evil Ryu gets I will be a little frustrated.

I just watched the video looking for it in particular. The first time I saw it I tought it was the MK tatsu, but them he DPed hakan fully after it. Its going so much further… We now must to know if its going to hit a farther opponent aswell, and if its harder to DP after it if you hit the opponent in the tatsu’s first frame or if the move’s total duration is still the same.

If its last kick is an active frame, maybe we get able to land an Ultra after it, just like when you hit HK tatsu meaty.

edit: theres just one forward kick in the tatsu, I just saw it wrong, when I downloaded the video I saw it properly.

air fireball and a better teleport and give his U1 some Denjin properties as well