Evil Ryu version 2013 wish list

I agree Rice.

If you are walking forward and wastes no more than 1 frame at neutral position, hit the mk at the first frame you crouched and hit the punch in order to cancel the first active frame of the c.mk after it hits, you will get a DP. Thats not speculation. You have to lose some time somewhere to avoid it in AE2k12.

I understand that you are telling us to only press the punch after the buffer of the forward is gone, but Im telling you that if you go for the fastest possible move, even hitting the punch in the last possible moment in order to cancel the first active frame of the c.mk will wont be enough, the forward will still be there, buffered.

I disagree.

I am getting confused DeathGun. Your saying there is a different cancel window on c.mk xx hadoken? a tighter one and a looser one.

the cancel window is huge, and depending on when you cancel it, there may be something buffered in the game’s memory. So you may to do the same motions and to get a hadoken or a shoryuken, depending on your timming inputing the commands. Me and Dannkk have different opinions about the time a command keeps buffered in the game’s memory.

I doubt he will get more buffs or buffs taken away from him, he was a faulty character in the first place. And the changes he got, only two of them was a buff, 950 health which was a necessary buff, and mp target combo which is a very nice buff, the rest was fixes. I would of liked Far Standing HP to be a 6 frame hit but I guess mp target combo is a very nice alternative.

Here is Kingblacktoof’s Ultra mod for Evil Ryu. Everything seems pretty accurate except for the target combo. Shinebox said the TC moves him forward, I’m guessing the reason for this is so the far HP won’t whiff during the TC. In KBT’s mod he doesn’t have this and Evil Ryu basically stays still while going from his far MP to his far HP. And because of this it whiffs a lot, even when done after only two light attacks at very close range against certain characters.

I did ask him if he could change that so we’ll see if he can get back to fixing that. But besides that it seems like a fine mod to give a taste of Ultra Evil Ryu.

The tatsu I saw in the announcement video goes a lot farther than that. I actually tested the version and you cant do anything with Kingblacktoof’s tatsu that you cant with the v2012 one. About the target combo, I guess the tc’s HP and the f.HP are different moves in the game, so we can at least to increase the horizontal size of the tc’s one in order to stop it from whiffing w/o changing the f.HP.

For other than OSing its pretty useless, as I expected. the new hk.AK is useless as expected, its only good to fuck up with E.Ryu’s existing setups. It doesnt matter anyway with the DWU.

The new U2 doesnt misses anymore after a DP FADC against blanka (it whiffes 99% of the time in v2012), but it still misses every time when only 1 hit hits a grounded opponent.

KBT’s LK tatsu mod does make a difference. For instance you can do MK axe kick, cr. MP, LK tatsu against Rufus and the tatsu doesn’t whiff anymore. You can also do cross up j. MK, cr. LK, cr. LP, cr. MP, LK tatsu against Ryu which didn’t work in AE 2012. But I don’t think it’s as good as the true Ultra version because it still whiffs against Blanka when you do those two and I believe the real Ultra version won’t. But I can confirm one thing, MK axe kick, cr. LP, st. MP, LK tatsu still won’t connect vs everybody. I asked Kim1234 to test that combo when he went to the Japanese loketest. He tried it on Bison and it didn’t work and Bison is one of the majority of characters it won’t work against in AE 2012.

As for the target combo, I think it will come in handy against crouchers. Instead of doing a DP combo, wasting meter on EX tatsu, or doing a LK axe kick combo. You can do this combo instead for similar damage, corner carry, knockdown, and with the push back it should be safe on block unlike the other 2 of the 3 I mentioned. The HK axe kick change doesn’t mess with set ups as far as I know. Shinebox tested it at the LA loketest and said the ones he tried work the same and what I’m testing in this mod works the same as well. So that’s all we can go by right now until we get the final version ourselves.

I Want to note something Capcom Needs to Fix, I wanted to upload it a while ago but forgot about it. Cr.LP xx St.HP doesn’t work on Blanka When he’s crouching. & THAT NEEDS TO BE FIXED.

He slides forward about 2 or 3 training squares and yes it’s for the very reason you mentioned. So HP will connect at max range

More updates today, Evil Ryu got one change

-L Tatsumaki Senpukyaku movement distance slightly increased; float on hit lower

To me that sounds like no tatsu sweep. If that’s true I’m a little baffled by it because they’re already going to have DWU in this game to weaken hard knockdowns already. I guess we’ll have to stick with max damage combos or maybe resets depending on the situation.

It’s a little disappointing even knowing that DWU will be in the game but I think Evil Ryu will still be pretty good in Ultra. As for why it was removed, even if his pressure game after a sweep isn’t that scary it’s just the threat of him being in another position to make you guess and essentially kill you in two combos that they don’t want.

What i dont like in Ultra ,related to mechanisms is Delayed Wake Up,and skeptical about Red Focus

Delayed WakeUp:because it ruins set ups,and this game is not blablue or guilty gear in aspects of how fast gameplay is,so u work for spacing/zoning[am not saying that u dont do that for games as kof blazblue guilty,its just different].If they want to nerf gouki’s vortex or ibuki’s then they should find different ways,cause this affects offensive game------>set ups in general.
Am thinking of ryu(the ordinary guy) taking an untechable knockdown and throwing hado all day,instead of going for a safe jump…

Red Focus:I like the idea but i’m afraid of how annoying faster charging focusers as Fei Long or Gouki could be(i know that its not abusable since u use meter,but i think it coulb be round winner :/).I dont like the fact that LvL 2 is an unblockable but ill have to play the game first and see how it goes i suppose.

Now for E.Ryu i would like him to have:
cr LP: being a 2flink as it is supposed to be on everyone after MK Ryusokyaku, and not a 1flink(cough rufus cough)
Cr MK:xxHado true blockstring against all chars,and be able to be used for tripguard
Cl HP: what dude mentioned 2 messages above me,plus on every1 this happens against(if there is any1 else)
Cl HK: same as Ryu’s

Hadoken: i would like him to have one more EX version which would be as ryu’s.Seriously,gouki has that air hado which makes him versatile.Evil ryu should be the master of ryu’s most effective signature move…(could be performed by having HP in 2punches,and the regular one with MP(HP+MP results as ryu’s hado obviously)
Shoryuken:EX Shoryo to be able to go though gouki’s air hados,as ryu does.Invincibility wise should be as gouki’s or at least as ryu’s(i dont get it,how is he the most evil form of ryu,and still the signature moves are worse…?are u fucking kidding me capcom?-_-)
Shakunetsu:Same as gouki’s
Tatsumaki: EX version to be armor break,and hitting all hits(at some chars as guile,blanka it “resets”).Also MPXX LK Tatsu to hit blanka and rufus after MK Ryusokyaku combo
Teleport:one version of 3P or 3K to be as good as gouki’s.
Ryusokyaku:I liked rice eater idea.It has a point,think it as oni’s slashes,his MK slash goes through fb’s if i remember correctly,and also can be used as fake cross up(HK/EX slash cross up and LK is used in combos).Anyway this should be carefully changed,if it was about to be changed.

Ultra 1: When tapped(not held),to have invurnibility as ryu’s Metsu Hadoken.Its so freaking annoying when u are reacting inside untrue hado blockstringto be hit by it and just dieing x_x.

Ultra 2: Fix the problem that opponents fell from it ON HIT,Against blanka it even happens after srk fadc U2 juggle…da fug 0_0.

Imo they shouldnt give him 50+ health,just 1 good teleport,and the shoryo as it should be.
And if they want to give him cr HK,then they should reduce his damage or/and stun output,IF they rethink the stupidity of Delayed Wake Up and determine that they’ll remove it

I cant understand why in minor things E.Ryu is worse than O.Ryu?
I dont want E.Ryu to be better in every aspect,nor to be a Ryu exact clone[technically] but at least do logical and reasonable things capcom :@

Nor i’m saying that E.Ryu should be made in a way that could be easily picked or shouldnt work to win,but the same time pls dont tell me Sako did this or that,cause:
1)He is an excecution master/artist,who is the reason that the chars he playes seem more powerfull than they are or are getting nerfed…
2)He is a pro player
(and yes i’m a sako fanboy who tries to bring facts here)

P.S:Soz for my english,but its not my native language people =)

I’m not too put off by E. Ryu not getting Tatsu sweep; Akuma’s already taking big nerfs, and giving E. Ryu another of his tools would make that disparity even bigger.

Overall I think E Ryu is in a really good spot going into Ultra; barring any more huge changes I think he’s gonna be the second best shoto behind Ken this time.

No tatsu>sweep and more important: probably the crossunder resets are gone aswell.

I can’t help but chuckle at the suggested changes by ][gognito. “please capcom, make a character who is already getting great changes, into a SS+ tier for me!” is about all i got out of it

SMFH, Damn shame there doing that to him. & Gognito they need to fix on Blanka Crouching (Cr.Lp xx St.Hp)

That’s twice they’ve given him tatsu sweep in betas and twice they rescinded it. Maybe Capcom’s testers know something we don’t know.