Evil Ryu version 2013 wish list

Well lets think about this for a second. We know it’s not going to be a blockstring, because cr.mk has 14f of blockstun, and lk axe will hit on 17~18f. Assuming you’re not using it up close so that the opponent can mash throw, the only characters that won’t be able to reversal through it will be characters who depend on:
a) a low charge, because of the cr.mk (Blanka, Chun, Balrog, Deejay, Guile)
b) an armor-breaking reversal (Balrog, Elf, Makoto)
c) characters without any reversals (Sim, Vega)

Then possibly you would get around characters who need:
d) meter to reversal (Sakura, Rufus, Bison, Honda, Abel, Cody, Gouken, Guy, Ibuki, Juri, Rose, maybe Dudley)

So basically, eryu would have an easier time against charge characters. The buff itself is probably not that crazy, but that we should figure out what matchups we are trying to change. Not everyone has a dp.

This change is a bit crazy. I was less concerned about getting in with the move like with CW, but more about the safe-jump OS potential, and the fact that it will go straight through fireballs. There was a similar thing brought up about why doesn’t Rose’s EX-spiral have invincibility through startup, and the same reasons apply here.

Also, you can space EX-axekick to make it safe against most 3-4 frame normals.

I agree with Dannk about the lack of tools for E.Ryu to fight at a certain range, that range between s.mk and c.mk’s max range and point blank. I also agree Komatik that a faster c.mk could to turn E.Ryu into a monster.

Hes is also wise when he wonders if a move to fill that range where he doesnt have good options could to make him too strong, but I think that he is weak against most of the good chars in the game and the lack of a tool to use on such range is part of the reason for that. I think that if he gets a better tool to cover such range he would be just fine. As long as that tool isnt an instant poke taht leads to combos that deals 400dmg.

And Dannk, stop trying to break focus with c.mk xx dp, you are going to get baited even when your opponent didnt mean it. Its maddness.

I was just thinking about a move that could to be tweaked to cover that problem E.Ryu have, maybe to make cl. LK a command move, back + LK, and to remove the proximity requirement. It would to cover part of E.Ryu’s problematic range and give him a new trick like whiffed s.lk on crouched opponent into throw.

Increased damage when done alone, and allowing it to get cancelled ONLY when performed as a chain move (when in a chain move its damage should still be the v2012’s one).

um…don’t think that’s ever happened. Shouldn’t assume that because I post about something that’s it’s my only answer to a problem. I usually fadc backwards when I see someone focus…but when I need to break it, I c.mk xx dp. What do you use when you need to break focus? Only one thing is better and that’s a normal canceled into demon.

I’m not asking for full invincibility, just some. I didn’t make that clear though, but that’s what I meant. I don’t want to give him another reversal, maybe he’ll just have some when his foot is coming down. Maybe what I really want isn’t invincibility, just for the move to have more priority so that it doesn’t get stuffed so easily.

As for who can reversal a LK axe kick inbetween the special cancel from a low forward? Everybody can. Rog can EX headbutt, Sim can Ultra, Vega can do the EX backflip, etc. It may be kind of abusive, similar to Rose with cr. MP into spiral(don’t know which one is the safe one). But you can’t just do it whenever you want or you will pay the price.

I use anything xx hk tatsu, usually c.mk xx tatsu (there are some chars whose low pokes misses a lot when they are focusing: blanka, rufus, the release of cammy’s). All the focus spammers I play tend to hold focus and then do one out of the following 3 things: releasing it after seeing you doing something in order to get a lvl1 counter hit, releasing it to hit a lvl 2 focus, backdashing to cancel the focus. It happens somethings to me, I hit a c.mk when the guy is about to backdash, and then the hk tatsu hits his backdash (most of the times). I guess a c.mk xx dp would make you whiff the dp against many chars on such situation, depending on the distancies. I dont know how many frames takes for a lvl 1 and lvl 2 focus attack to become active after he loses the armor but Im sure its more than 5 frames, so if you hit the c.mk on an armored FA you definitively will to land the tatsu. If the opponent is near enough to eat a c.mk xx dp then he is near enough to eat a c.mk and all the hits of the hk tatsu, same damage. If the enemy bachdashes between your c.mk and your tatsu, he almost aways get hit by the tatsu.

I’ll try that…but I think it’s gonna trade unless you’re close enough for the knee to hit.

for sure! he needs 6F sweep

You can get hit out of it. And Fei can backdash out. What I found so far. You will never trade with dp. They’re both good.

I see. It also misses vs Seth sometimes. I gotta try mixing c.mk xx hp and c.mk xx tatsu against him.

Reasonable requests for me
cl fp really should have a pixel or 2 more range for both e ryu and akuma imo… so many e ryu combos wiff if not perfectly spaced

Also add some distance on cr fp if hes gonna have 1 framers all day and no vortex at least reward people that want to deal with 1 framers by allowing fadc’s to cl fp or cr fp to connect

Make lk axe kick more useful as well as hk axe kick with frame data tweaks [mk axe has its role in combos and ex is that rando overhead so its fine the way it is]
Maybe more frames on lk axe kick [not sure how much] and either a [1. faster start up on hk axe or more frames on hit/block and less push back for more mixups]

Also they could make the hitbox on far standing lp a bit bigger its a bitch to get to hit consistently

Edit:
My prayer list is minus 1 frame on cr mk [damage is all e ryu has unlike akuma, buffing his cr mk to 6 frames wouldnt be rediculous to me.]

Wish he didn’t have a cl.lp

Wish he had a way to force st.lk instead of cl.lk

<font face=“Arial, Verdana” style=“font-weight: normal;”><span style=“line-height: normal;”>This is from the rebalance request thread in the main SF4 forum and my brief thoughts on each one</span></font><div style=“font-weight: normal; font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- </span><span style=“font-weight: normal; box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2); text-decoration: underline;”>Teleport</span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>: needs some improvement. Either extend the invincibility a few more frames, shorten the recovery, or increase the distance traveled. As it is, it’s not much of an escape tool, which is to say that it’s not much of anything. It doesn’t need to be as good as Akuma’s, but using E.Ryu’s teleport successfully should not only happen because it’s so terrible that the opponent never expects E.Ryu to use it, so he can actually, very rarely, get away with it. <b>Unnecessary IMO</b></span><br><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- </span><span style=“font-weight: normal; box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2); text-decoration: underline;”>Red Fireball</span><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>: reduce the recovery for L by 2 frames, for M by 3 frames, for H by 5, and for Ex by 2 (51-58-64-51) </span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b>I think that would make him on par with Akuma’s shaku’s. Which I wouldn’t mind seeing.</b></span><br style=“box-sizing: border-box; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- </span><span style=“font-weight: normal; box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2); text-decoration: underline;”>Axe Kick</span><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>: - H Axe Kick: </span><span style=“font-weight: normal; box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>hits overhead </span><span style=“box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b>Something I asked for so I like</b></span><br style=“box-sizing: border-box; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- L Axe Kick: </span><i style=“font-weight: normal; box-sizing: border-box; font-style: oblique; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>+ </i><span style=“font-weight: normal; box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>2 block stun</span><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”> (-5) </span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b>I asked for -3 on block, but this is probably better</b></span><br style=“box-sizing: border-box; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- Ex Axe Kick: gets some strike invincibility frames </span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b>Also something I asked for, not full invincibility, just some</b></span><br style=“box-sizing: border-box; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- +10 dmg for each version of Axe kick: 110-90-140-170. </span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b>Unnecessary IMO</b></span><br style=“box-sizing: border-box; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- H axe kick: +50 stun (200)</span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b> Don’t think he should get this</b></span><br style=“box-sizing: border-box; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>- </span><span style=“font-weight: normal; box-sizing: border-box; margin: 0px; padding: 0px; border: 0px; outline: 0px; font-family: Helvetica, Arial; vertical-align: baseline; color: rgb(34, 34, 34); line-height: 19px; background-color: rgba(0, 153, 255, 0.2); text-decoration: underline;”>EX. Shoryuken</span><span style=“font-weight: normal; color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”>: +1 invincibility frame (9) </span><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><b>Minor buff which I don’t mind</b></span><br></div><div style=“font-weight: normal; font-family: Arial, Verdana; line-height: normal;”><span style=“color: rgb(34, 34, 34); font-family: Helvetica, Arial; line-height: 19px; background-color: rgba(0, 153, 255, 0.2);”><br></span></div><div style=“font-weight: normal;”><font color="#222222" face=“Helvetica, Arial”><span style=“line-height: 19px;”>Any thoughts? Too many buffs, some buffs too good or unnecessary? I’d still like to speed up his buff to 6 frames(which Komatik should be thrilled to hear) in addition to the stuff I agreed with. With all that, I think he would be all set for the hypothetical final version of SF4. </span></font></div>

Actually, I think the buffs are a bit underwhelming compared to the rest of the other characters in that thread.  EX axekick getting some invincibility is an improvement, but it would just be a glorified ex hazanshu.  Really the only material buff in there is the lk axekick being safer on block, and it’s not even that safe.<br><br>6-frame sweep would be a buff, but it’s pretty unimaginative.  I rather have less recovery and more range on the sweep and leave it at 7f.<br><br>Throwing ideas out:<br>f+mk -> tatsu safer on block.  Might make him a bit strong at neutral against shotos though.<br>Dive kick more hitstun, but same blockstun.  I think eryu needs to be rewarded better for this move, but not make it derpy.<br>

I commented on the hop kick tatsu earlier in this thread and I agree. It’s too unsafe and their is no way to space it, you will always be right next to them. The light is the safest at -4 with the medium being -6, don’t know about the high. But I think it should be changed to -2, -4, and -6 for the light medium and high tatsu’s when canceled from a hop kick. <div><br></div><div>As for the dive kick, how much hit stun though? Every dive kick in this game(except Gouken and Akuma’s DF dive kick and Cammy’s EX CS) can’t be combo’d into unless landed meaty from a wake up, against crouchers, or at knee/waist level. Are you suggesting he could combo off a raw dive kick when landed at chest/head level or what or we just talking about a few frames so it’s not too significant? Just wondering. </div>

Unrelated, but I’ve found you can hit confirm f+mk -> tatsu. Instead of watching for them to get hit or block, watch for a whiffed throw or c.lk. Can see that a few frames earlier. Offline only.<br>

all these buffs from the thread in the main forum seems meaningless to me. None of them are going to mitigate Eryu’s problems in determined matchups, they are just some tweeks that someone throwed out randomly, and most of then, with the exception of the ones related to damage wont help on nothing against good players that knows E.Ryu. That -5 on lk AK is totally random and quite useless. I cant think on any char that will have to act differently after blocking the -5 move, only a few akumas, that tend to prefer to sweep than to punish with a combo.<br>

You’re right, but every character has to have bad matchups. Makes the game more interesting.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/7828/DeathGun">DeathGun</a> said:</div>
<div class=“QuoteText”>all these buffs from the thread in the main forum seems meaningless to me. None of them are going to mitigate Eryu’s problems in determined matchups, they are just some tweeks that someone throwed out randomly, and most of then, with the exception of the ones related to damage wont help on nothing against good players that knows E.Ryu. That -5 on lk AK is totally random and quite useless. I cant think on any char that will have to act differently after blocking the -5 move, only a few akumas, that tend to prefer to sweep than to punish with a combo.<br></div>
</blockquote>

It definitely helps quite a bit IMO. The move would definitely see more use which is good since it does a lot of chip damage and builds a lot of meter. And if spaced decently many characters either can’t punish it on block or will only can only do a 1 frame punish, which is somewhat similar to what we see with Cody and Yun players canceling into jab tornado and jab shoulder despite the fact that both moves are -5 on block. It’s not a game changer but it helps. <div><br></div><div>But about what you said, I agree. That’s why I wanted a 6 frame sweep, because it would be close to being a game changer. Most of the changes listed aren’t very significant. It would be like going from AE to AE 2012 again when we got a lot of minor buffs(like 10 extra damage to HP SRK and sweep) that didn’t really help at all. </div>