Evil Ryu's meterless combos into untechable knockdown (he does have some)!

So a common complaint I see with Evil Ryu is that he has no meterless combos into untechable knockdown (knockdown that can’t be awaken from fast (for lurkers or people who didn’t know).

I’m still relatively new to SF4. Got it last November, played it online in January, and on and off so I have about a month of real time online. Not a lot. I’m ok but I still have some learning to do. :slight_smile: I came here to keep this section alive and try to put up new stuff and learn.

Anyways, that said. He does have several combos, but they focus on one cancel. Cl. mp xx heavy axe kick. This is COMPLETELY untechable as far as I know (use it on the training dummy with quick rise). It costs zero meter, and cl. mp comes out in 3 frames (so it’s easy to land, like a jab with spacing)!!! Many people don’t bother with close mp all that much because it has different spacing and they go for cl.hp as it forces stand. But it can be done. If people already knew about this, I apologize, but if it helps one person it’s better than nothing. :slight_smile: Now, on to the mechanics.

Some combos with it:

  1. cl:mp xx heavy axe kick. This is a good move for people who like to crouch on wake up or turtle. If you catch them you score untechable knockdown. Works on crouching characters where your BnB tatsu would wiff.

  2. Divekick, cl:mp xx heavy axe kick. This is useful for your divekick mixups, you could always bnb, but if you find the need to do this it will work. Great to setup and confuse them.

  3. Any air attack works with this. cl mp comes out in 3 frames (like a jab!) of course, the lighter the attack, the closer you’ll have to land it because of hit stun and frame advantage. So use these off of light attacks when Cl. hp wouldn’t work since it comes out slower.

4.You can link this off of a crouching jab, it is good tech and it gives you some extra options. Nail them from high or low and they won’t see it coming. Don’t think this works on crouching short, but someone let me know. Anyways, this is a way to hit confirm from a light attack, for those who didn’t think it was possible.

  1. You can punish whiffed moves like divekicks with this if the cl hp would take too long to come out and would be easily punished.

  2. (With meter) FADC fireballs, cl hp, low forward, axe kick. Many options there, though this was focused on meterless combos.

That said, you’ll have to get used to the timing on this combo. Cl mp comes out fast and has a bit of hit stun so your timing has to be pretty spot on. That can be alleviated with practice and execution.

There will be more stuff to add if I find anything else, but those are the basics. If anybody else finds something cool, be sure to post it!

Let’s get out there and rep Evil Ryu and make people respect his might with a true high execution character. He’s worth it if people put in the time. Let’s make them see it.

Take care and keep frosty. :slight_smile:

The One and Only Big Daddy C-Master :wink:

Hey, dude. That’s a nice find and it really does work! Keep up the good work. :slight_smile:

First of all
Nail them from high or low and they won’t see it coming. **
what?
**

…what if they just block. None of these are hitconfirmed and like I said already. If they block the cl.mp. You are fucked. Using it to punish divekicks? Against the shittitest of Yangs and his nerfed divekick maybe. Hitconfirming from the jab is iffy and again, not really hitconfirmable without a jumpin and you risk far st.mp coming out and let’s not forget that cl.mp is -3 ie not safe. Next you’re going to tell me we should just use is cl.mp->hp tc. There’s a reason we all don’t use it except for maybe lk axekick fadc cl.mp xx mk axkekick etc except maybe to reset after stunning. Now for punishing moves that are -3/-4 on block and you don’t want to just DP and you want to optimize damage is really the only valid use. I’d rather just do c.lp/mp -> cl.fp etc in that specific scenario

What are you talking about?

cl.mp is -3 on block so its not THAT punishable, plus you are canceling into heavy axe kick which is +1 on block.

Which isn’t a true block string and anyone worth their salt can throw or DP right through and why disrespect your opponnent thinking they won’t punish let alone putting you at serious frame disadvantage ending your block string

When I meant high or low I meant crouching or standing. The whole point of this was to show that he can combo meterless into untechable knockdown in a number of ways. Yes if they are blocked you do face a chance of a counter attack, but you do many cases with characters who try to combo on a block, there is a chance they can be counter attacked.

I’m just trying to throw some new stuff into the mix, because I heard people say that he couldn’t meterless combo into untechable knockdown on several forums/websites, so I was just pointing it out. It isn’t a perfect failsafe against characters who dive in, but it is a more reliable counter than using cl. hp on many occasions since it is slower.

The divekick was a neat way to get a knockdown and confuse your opponent. If you divekick them in close then you can use the knockdown to gain advantage as the cl. hp won’t come out in time.

Are these instant win buttons? Lol, no, but they are ways to add some things into the mix, they also do heavy damage. You can net 300+ and get a hard knockdown without meter so it’s worth a try.

In my opinion however, I think the thing with Evil Ryu is, would you rather get a hard knockdown for 200-300 damage, or get a bnb for 350-450 damage? I think I would do the bnb in most cases, but this serves as a way to mix it up a bit. My thread wasn’t made to “prove you wrong”, I just thought it was something worth sharing. Gonna hit the lab and try some more stuff.

What if the Evil Ryu player decides to not do Cl.st Mp and instead goes for a kara throw? All this combo demonstrates is that you can get a hard knockdown. I think that is called Yomi?

Good point, I need to add that kara throw into my game, as well as option selects. This is just another tool to keep things interesting.

Oh lord. I can’t believe what I’m reading.
When I meant high or low I meant crouching or standing.
You block them both high. Not that there is any reason to block high after a jump attack anyways.
**The whole point of this was to show that he can combo meterless into untechable knockdown in a number of ways. Yes if they are blocked you do face a chance of a counter attack, but you do many cases with characters who try to combo on a block, there is a chance they can be counter attacked. **
A bunch of useless or completely impractical ways is what I’m saying. Also what the hell do you mean by counter attacked when dropping a combo on block? The hell am I reading yo. You mean a punish? You’re going to punish with this? You mean hitting cl.mp through their frame traps? What? Combo on block? When people say can’t combo into sweep, they don’t mean it literally. They mean it’s so impractical and useless that it’s not worth bothering.
You can net 300+ and get a hard knockdown without meter so it’s worth a try.
You better not be adding jumpins when you got that number.
**What if the Evil Ryu player decides to not do Cl.st Mp and instead goes for a kara throw? All this combo demonstrates is that you can get a hard knockdown. I think that is called Yomi? **

  1. You can react to the h.axekick with dp. You don’t need to guess.
  2. There is a huge delay after cl.mp, and you’re negative by -3. If they push anything else, they’ll get a counter hit, you going to risk a dp? If they take one step back you won’t be able to FADC that.

Cl. mp is fairly good after a knockdown in which you can go into mk. axekick after jumpins or cross or even meaty because it’s a true block string. But hk axekick is just disrespectful. It’s one of those things that should only work once

No, I’m talking about hitting a crouching or standing opponent with the combo, when your tatsu would whiff in bnb. Is that cleared up for you.

No, you were saying a person who tried this on a blocking person could be punished. I was saying that many combinations can be punished on block. Never said it was a true blockstring, just said it was a way to have a meterless combo into untechable knockdown in a variety of ways. You said there wasn’t. Now you’re saying that it isn’t a blockstring, and other things I never implied. cl.mp comes out fast, timed right you can get a hard knockdown from divekick, jumping attack, or jab. It was another tool to add to his game, nothing else.

I was including all ways of attacking since I made the list. The plain way is 200, and the other ways tack on more damage depending how you land them.

I’d use the bnb in most cases, but if you want a safe blockstring, simply use cr mk xx hadoken. This thread isn’t about blockstrings, this is about meterless combo into untechable knockdown, which Evil Ryu has ways of putting in.

I wouldn’t use it but once a match anyways, considering you could just bnb for 350 damage +. It was just demonstrating a tool he has. Whether or not you think it’s useful or for you is your business. They are available to those who want to try them.

I correct my previous statement, there aren’t any useful or relevant combos into untechable knockdown. Should have been implied but ok. But I give up. Seriously, I’m tired of correcting you. Even that post up there would take me to long to correct and I’m just going to play casuals at a friends. You 'll learn as you play the game. If you don’t get that I’m saying this is almost completely useless because it’s totally disrespecting the opponent. Then you can just be another American E.Ryu player that does ex axekick on someones wakeup and feels good when it lands. There’s a reason no one uses cl.mp xx hk axe kick.

What the hell does American or living anywhere else have to do with it? I only partially agree with you in that E. Ryu isn’t about scoring untechable knockdown anyways, he’s about doing the damage. I think you’re better off doing the damage with the bnb more often than not than trying to go for the knockdown. So I wouldn’t rely on it much myself.

I’ve been playing fighting games for a while with more depth than this one (Capcom vs SNK 2 comes to mind), so I’m not close to clueless on fighting games. I actually prefer the classics a bit because this game is just based on knocking down and jumping around the opponent more often than not, but whatever. I’m new on this one though, I’ll admit that, but it is something that can be looked into and tried out, and if you don’t like it simply discard it. Simply shooting it down because you don’t agree with it is another problem entirely.

That said, I’d go for the damage and not the knockdown, but it is there if you want to try it. You keep saying that nobody uses it, but people in the thread are disagreeing with your stance, or at least feel you’re exaggerating. But whatever. Do what you feel works for you.

That said, damn the timing on the PS3 is different. Landing cr mp after mk axe seems a bit off.

Well you can hit confirm it after a jab, but you have to be very close to your opponent. I use it sometimes in my matches after landing a dive kick. Here is a example

skip to 1:08
[media=youtube]C4-C_6MFWIE[/media]

Right, it’s about the same distance as this jab to cl hp combo. It just takes some strict timing to do, but it can be done off of a light attack (a 3 frame one at that). :slight_smile:

i can’t get this to work outside of doing cr.lp linked into cl.mp. The cl.mp has to be meaty so the only way it combos into h.axekick is if you connect the cl.mp on it’s last active frame. the most consistent way of getting that is doing it meaty off an oki situation or doing cl.mp at max distance. like i said the only way i could do it consistently was doing cr.lp first because it usually puts you at the right distance. has anybody found a better way of using this yet?

You don’t have to make it a meaty, it will connect on a normal hit, the timing is just strict for it. The lag on that hk axe kick makes the timing tough especially since cl. mp has a limited hit stun.

You just have to cancel the Axe Kick faster.

This man has it. :slight_smile:

cl.mp doesn’t have the same range as his other close normals. I assume this is to prevent an infinite of cl.mp xx mk axe kick -> cl.mp xx mk axe kick. So for example crossup j.mk cr.lp cl.hp will work, j.mk cr.lp cl.mp will give you far mp.

I think so. I haven’t experimented on crossups.

Although you should be able to do crossup cl mpxx mk axe kick> cr mp xxlk tatsu xx shoryuken for hefty damage. The cr lp would just reduce the damage due to scaling, especially if you are starting with jumping mk. Not sure, I’d have to see and make sure.

Edit: Yep you can. It does 368 damage. No linking cr lp but that isn’t necessary anyways.

The untechable knockdown combo does 244.