Hello all,

A Fei player here looking to pick up E Ryu. I think his combos are fun, his damage is great, and if I’m not mistaken he might be a good addition to my arsenal (as far as bad Fei match ups go).

What do y’all think about my reasoning? I’m thinking along the lines of practicality, such as when should I switch to him? Personally I struggle against Gief and Guile, so would counter picking with E Ryu be a good call?

I understand his links are tight, but I’m not a player deterred by tight links, especially if I can get dat damage from hitting them all. Any help would be appreciated, especially from those of you who perhaps play Fei as well :slight_smile:

Thanks!

The USF Don
"We’ll meet again, someday soon"

Evil Ryu does great against Gief and Guile because of his range and damage. Fei Long is top tier though and really good all around. The good news is that you are already used to footsies and controlling space. Evil Ryu is very footsie based and is about getting in to land big damage.

Evil Ryu has good fireballs and a powerful Ultras that he can combo into. Just switch when you want to try something different. You will work hard to win with him and his normals will take some getting used to.

Get used to crouching medium kick and spacing it. Evil Ryu has a great dash and that is how he will get his combos off at a higher level.

Get used to his bnb, because if you can’t do the big damage you’re just better off picking Ryu and Akuma. Take it slow and break the combo down. He can also land it off of a close hp, cr hp, cl mp, cr lk, and cr lp with no meter. Get used to doing these but they have several 1 frame links.

You’ll also have to get used to doing combos off of other things depending on the situation. Say you do a cr mk xx fireball, you can FADC into far mp xx tatsu xx shoryuken. If you are close use the main combo.

Your cr hp has more range than your cl hp for certain situations.

Get used to mixing things up with dive kick, air tatsu, ex axe, forward mp and mk, use the far mp for pressure and far mp for frame traps.

Cr mp is 4 frames and is good to throw when they get closer, since cr mk is slow.

He has some good kara stuff to when you get into that. Read the threads and see if it works for you. Also have fun.

Awesome, I was hoping Guile and Gief could be dealt with using ERyu. I’m not worried about his 1F links, I know he’s got some that are pretty hard but thats cool. Just gotta grind it out to get em down!

I enjoy using E Ryu a lot, his combos are entertaining for me, so having fun won’t be an issue :smiley: thanks for the advice and tips!

That’s the spirit!

He is fun as hell to use, and he isn’t used too often so you get to be a person who uses him properly. I think he has a lot of undiscovered potential too! Maybe we’ll discover great things along the way!

Wow this character is a lot of fun! Axe kick combos aren’t too hard and are entertaining, cr.mk is a great poking tool, and I even found a few uses for teleport (like 2 really lol).

My only real question is ultra. Which one? I guess it’s matchup specific from what I’ve been reading, so I guess I just have to play more and see which one to use for each character :slight_smile:

The USF Don
"We’ll meet again, someday soon"

I’ve been thinking a lot about the ultras lately.

Ultra 2 honestly seems pretty lackluster. The main way of landing it is off a FADC with EX-Fireball but that’s 3 meters, none of which you’ll gain back. You won’t gain any stun either. You also don’t get a reset and you don’t even get a safejump afterwards. Basically this combo just sucks unless your ultra is fully charged, and even then you can’t confirm it before the fireball so you might as well do his c.MK L Axe Kick FADC bnb for a net loss of less than 1 EX-meter and a ton of stun and a good reset opportunity afterwards(For just about 100 dmg less you get to keep your ultra, gain 2 EX bars in comparison, 600ish stun and also gain a reset opportunity). When you also consider the fact that doing a double FADC combo off that does close to the same amount of damage and gives you a safe jumpable knockdown(for about same net loss of bar and opponent being 1 hit from being stunned)I’d only use this combo if it’s to finish the very last round.

Ultra 2 deals less damage in comboes without animation as well, and its hitbox sucks as an antiair. It’s a better punish against something like a whiffed Shoryuken, though. I think that Eryu’s ultra comboes in general are pretty worthless(insignificant damage increase, no stun or meter gain) so this isn’t exactly a negative in my opinion. It’s probably matchup specific, because you can use ultra1 in things like fireball wars. It’s also good for when the opponent times their Fireball to chip you out if you’re at incredibly low health, and can even win hopeless matches in that situation.

Off a focus crumble Ultra 2 is better but then again the meter- and stunbuilding and reset opportunities of your standard BnB are in my opinion better anyway, the ultra’s going to be pretty scaled too. The only place I’d use this, again, is to finish a round, and again the difference between the ultras isn’t big enough to make you choose ultra 2 instead of ultra 1 in the matchups where ultra 1 would be superior(fireball wars).

With all that said, being able to trade SRK -> Ultra1 against jumpins is incredibly useful and something you can’t accomplish with standard comboes, and this fact alone is enough for me to want to use Ultra 1 instead of 2. In addition to that, the ability to combo fj.MP into EX-Shakunetsu into Ultra 1(its about 85 more damage than fj.MP straight into ultra2) in the middle of the screen, and the ability to use EX-Shakunetsu into ultra as a finisher for your frame traps(You will be frame trapping with cr.HP here and it comboes into EX-Shakunetsu) both again make me feel like Ultra 1 is superior in just about every matchup. Then consider that ultra 2 is sometimes really difficult to combo into and requires precise spacing and it’s almost impossible in the corner, whereas ultra1 you can even charge a bit if you use it too early … I really don’t see any use for Ultra 2. The only things it beats Ultra 1 in is Focus crumble and as a punisher when it’s nearly fully charged. Ultra 1 on the other hand is probably going to find a use in almost every set.

Yeah from what little I have gathered and from what seems to be the consensus around here, it would seem U1 is the way to go.

Of course if I find a use for U2 I might use it but I think I’m going to stick to U1 cuz of all the ways to combo into it. That and I don’t look stupid doing shoryukens in place if I wiff U2 :slight_smile:

The USF Don
"We’ll meet again, someday soon"