Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

Don’t know if it’s been mentioned already, but you can connect st. MK after MK axe kick against Abel anywhere on screen. It’s a 2 frame link which you can plink, so this should be the preferred link against Abel when attempting the axe kick comb(don’t know if it works against anybody else). Damage difference is pretty small as you can imagine, but why not. There is no downside to it if you face a Abel.

Some numbers for you guys to crunch

j. HP, st. HP, MK axe kick, st. MK, LK tatsu, MP DP, FADC, U1 = 519
Same combo, replace LK tatsu with EX into U1 = 557(corner only)
Same combo, replace LK tatsu with EX hado, FADC, U2 = 585

Another thing, I think cr. LK, st. LK should be the preferred link for cross ups with Evil Ryu. If you do cr. LK, cr. LP instead you can’t special cancel tatsu afterward and normals will whiff against most of the cast. You can link into SRK, but if your opponent is standing, you’re missing the opportunity to end the combo with LK tatsu into SRK or a reset.

But with cr. LK, st. LK, you can chain it and still special cancel the st. LK into SRK or LK tatsu. Of course you can just do jab, jab, whatever instead. But if your opponent blocks the cross up and stand blocks/techs, then you’re missing the opportunity to start a combo. Just something to keep in mind.

I’m kinda lost here.

Are you saying instead of c.LK, c.LP, c.LP xx Tatsu go for c.LK, s.LK, c.LP Tatsu since the former combo whiffs on some characters?

If you chain into s.lk you can still cancel it into specials. This is a unique property of his s.lk.

cr.lp -> cl.hp or raw cl.mp xx mk axe kick seems better to me.

No, but what I’m saying is specifically about cross ups only. If you jump in from the front, you can figure out the spacing on your own. If you do a cross up instead, you’ll always be spaced out a bit too far to do a LK tatsu combo against a lot of characters if you do a long hit confirm. For example, if you did cr. LK, cr. LPx2, LK tatsu, the 2nd LP will whiff against a lot of characters. If you do cr. LK, cr. LP, cr. MP, LK tatsu, the LK tatsu will whiff against a lot of characters.

A lot of people like to start there hit confirm with a cr. LK. So doing cr. LK, st. LK allows them to do that and always end it with a LK tatsu that will hit. BTW, don’t go for the cr. LP link after st. LK. It’s a 1 frame link that you can’t plink and like the other hit confirms I mentioned, the push off will make something whiff. In this case it’ll probably be the cr. LP.

Why the hell are you playing evil ryu if you’re not going to go for a hit-confirmed mk axe kick combo?

Basically I play the character just because I like him. But my execution is ass. I still have trouble dashing when doing SRK, FADC, Ultra even though I’ve been playing this game since day 1 vanilla. It’s just something I guess I may never over come.

Didn’t know you could cancel s.LK from a chain combo. That was what was throwing me off about it.

But yeah, confirming into Axe kick is the better option. With his low health he needs to get the most damage from every opportunity.

Rice you just gotta sit and grind it those combos out in training mode. If I can do it you can.

I don’t know if that’s pretty usefull but in this video the guy link a hk tatsu from a lk tatsu :


can’t try it right now don’t know if it’s character specific, and in wich situation we can do that

It’s not character specific but it’s only really useful if you want to give up damage for positioning.

My BnB combos are whiffing on blanka…

What combos? If you’re talking about the mk axe kick, c.mp link, that will not work on Blanka(or Rufus). The c.mp pushes them to far away. Need to use c.lp or c.lk instead.

I think he’s talking about cr. LK, cr. LP, cr. MP, LK tatsu. I’ve run into this problem many times. This is the BnB I use against the entire cast, but against Blanka the cr. MP will whiff unless you’re very close to him when you start the combo. Instead of trying to judge how close you are to him, I think you’re best off just doing cr. LK, cr. LP, cr. LP, LK tatsu, SRK(or whatever). Better to be safe then sorry.

This is a Evil Ryu combo from AE 2012. When you dizzy someone, land a focus crumple, or land a random hop kick near the corner, you can special cancel into EX tatsu and land MK axe kick for a hard knockdown.

Damage and stun is

334/430: From a raw hop kick
324/465: From a level 2 focus
384/515: From a level 3 focus

This is assuming the air EX tatsu actually gives you 200 damage and 250 stun like the normal air EX tatsu currently does. Maybe they’ll give the special cancel version different damage and stun, but regardless I think this is the best bang for your buck when it comes to damage, minimal meter usage, and gaining a hard knockdown in the corner.

Counter Hit Follow Ups

For cr MP

cr MP>cr MK(has been mentioned already)
cr MP>cr HK
cr MP>cr HP

For Ryosokyaku(MK)

Ryosokyaku(MK)>cr HP
Ryosokyaku(MK)>cl HP(on crouching opponents)

Trade Option Selects

For cl HP

cl HP>cr HK
cl HP>EX Tatsumaki
cl HP>Ultra1
cl HP>Ultra2

For cr HP

cr HP>cr HK
cr HP>EX Tatsumaki
cr HP>Ultra1
cr HP>Ultra2

A couple more new AE 2012 combos.

dive kick/j. HP/j. HK, cr. LP, cl. MP, HK axe kick.

I think it’s important for Evil Ryu players to add this combo to there repertoire. Even if you have the opportunity to land the axe kick combo. If you land this, it gives you a hard knockdown and you can attempt another dive kick or something else.

Another thing to mention is that you can replace HK axe kick with a EX shaku and follow up with MK axe kick mid screen. This nets you 58 more damage for the same combo I mentioned above and you still get the hard knock down. Don’t know if it works yet, but if it does then I think it’s worth it for one bar. It’s just kind of awkward to do since you can’t hold forward or you’ll do the over head.

SRK, FADC, HK axe kick

This is confirmed to work now according to the dev blog. Total damage is 230 with stun being 300. It does quite a bit more damage then MK axe kick, but it’s not really something I’d recommend unless you have good reflexes. You have to do it as early as possible or it won’t connect. Any hesitation because you want to take a longer look to see that your SRK hit and it will be too late. If you got quick reflexes then it’s worth it.

I think Evil Ryu is looking very good in 2012. His damage is only getting better with more options to combo into a hard knockdown. Hell, he can combo into Ultra 1 with just one bar. I really hope a high level player can pick him up and show off his true potential.

SRK, FADC, EX shaku, MK axe kick

If you’re just throwing out a random safe SRK and have an extra bar then I think it’s worth spending on this combo. You may be spending 3 bars but you’re getting a lot of damage(305) and stun(470) and you still get a hard knockdown. Land one of these and you can stun your opponent in the next mix up. Again, we need the actual AE 2012 to find out if it actually works.

*(opponent standing) *Ryusokyaku(MK),crMP xx EX Tatsumaki Reset List

8/39

1)Juri
2)Guy
3)Hakan
4)Guile
5)Blanka
6)Zangief
7)Rufus
8)T.Hawk

*[Tried also with cr LP after Ryusokyaku(MK) instead of cr MP but it doesnt reset any1]


*(opponent standing) ***Ryusokyaku(MK),cr LP,far MPxxTatsumaki(LK) List **

1)Makoto
2)Seth
3)Chun-Li
4)Abel
5)Zangief
6)Rufus
7)Vega(Claw)
8)Balrog(Boxer)
9)Fei Long
10)Dudley
11)Juri
12)Sagat
13)Cammy
14)Cody
15)Guy

**9 Chars listed bold are those that comboing Shoryuken(HP) after Tatsumaki(LK),both 2 hits connects and is more damageing than comboing **cr LPxxTatsumaki(LK),Shoryuken(HP)**or cr MPxxTatsumaki(LK),Shoryuken(HP) *after Ryusokyaku(MK)

6 Chars listed without being bold are those that comboing Shoryuken(LP,MP,HP) after Ttatsumaki(LK),only 1 hit connects and< does less damage and stun than comboing cr MPxxTatsumaki(LK),Shoryuken(HP) **after Ryusokyaku(MK) but > more damage and/or stun than *cr LPxxTatsumaki(LK),Shoryuken(HP) after Ryusokyaku(MK)

*(opponent standing) *Ryusokyaku(MK),cr MPxxHadouken,[FADC forward] cr HPxx List

33/39 chars

**Exceptions are: **Ryu,Evil Ryu,Ken,Dan,Ibuki,Sakura

Note1: Against Sakura cl HP can be comboed while cr HP cant
**Note2: **Against Seth and Abel u can combo both cl HP/cr HP,optimal cl HP for more damage

*For Hadouken i used LP,i dont know if other versions make any difference

*(opponent standing) *Ryusokyaku(MK),cr LPxxHadoken[FADC forward] cl HP/cr HPxx List

38/39

**Exceptions is:**Deejay

**Note:**Against Deejay cr LP after Ryusokyaku(MK) whiffs,so it doesnt connect,due to hitbox and range?(i guess)

*For Hadouken i used LP,i dont know if other versions make any difference

That combo with the cr.lp to far mp xx lk tatsu is important versus Rufus because otherwise you can’t connect lk tatsu after mk axe kick.

Check it again cause im comboing Tatsumaki(LK) normaly after cr LP without far MP

Yeah I forgot about that but the damage is worse. The difference is, instead of getting lower damage with the cr.lp xx tatsu you get higher overall damage with the far mp xx tatsu.