Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

Yea you have to be at max range with a lp hado if I’m not mistaken. I do max range lp hado anyways. The timing is a bit tighter than the ex version (which I was mentioning as some might have a hard time with it at first).

The damage is heavily scaled on the last version (for clarification of Rice Eater), the previous version with cr mk does 516 if I’m not mistaken.

[Opponent Standing]** Ryusokyaku(MK),cr LP,far MPxxHadoken,[FADC forward],Ultra2 List**

30/39

  1. Ryu
  2. Ken
  3. Honda
  4. Ibuki
  5. Seth
  6. Gouken
  7. Gouki
  8. Gen
  9. Dan
  10. Sakura
  11. Oni
  12. Yun
  13. Dhalsim
  14. Viper
  15. Dictator
  16. Sagat
  17. Cody
  18. Guy
  19. Hakan
  20. Yang
  21. Evil Ryu
  22. Guile
  23. Blanka
  24. Zangief
  25. ElFuerte
  26. Boxer
  27. Fei Long
  28. T Hawk
  29. Adon
  30. Rose

Those who dont work against are

1 Makoto
2 Dudley
3 Juri
4 Chun Li
5 Abel
6 Cammy
7 Rufus
8 Claw
9 Dee Jay

Note for Hadoken i used Light version i dont know for the others.

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cl MPxxRyusokyaku(MK),cl MK List

Opponent Standing List

6/39

  1. Seth
  2. Gouken
  3. Dhalsim
  4. Abel
    *5) El Fuerte
  5. Rose

*****NOTE: Against El Fuerte due to his hitbox sometimes far MK comes out instead

Opponent Crouching List

20/39

  1. Ryu
  2. Ken
  3. Honda
  4. Ibuki
  5. Dudley
  6. Seth
  7. Gouki
  8. Dan
  9. Sakura
  10. Oni
  11. Juri
  12. Abel
  13. Viper
  14. Dictator
  15. Dee Jay
  16. Cody
  17. Guy
  18. Evil Ryu
  19. El Fuerte
  20. Claw

I know that Crouching List may have been posted or mentioned somewhere to this thread before,i just did it to have them both gathered

Fun little character specific combo, first 3 combos work on
Ryu
Ken
Dan
Sakura
Chun Li
Last one that costs 4 EX meters only works on Sakura as far as I know
[media=youtube]Zcj9GM-zkDE[/media]

That’s a tough combo. Need to make the jab hit on the last active frame for it to work.

Honestly its really not that difficult of a combo, if you delay the jab enough it works like clockwork :slight_smile:

Rose character-specific combo (kinda silly, but nice looking)
close HP xx MK Axe Kick, cr. LP xx MK Tatsu, HP/EX Shoryuken

The MK Tatsu’s second hit whiffs, but the third hit hits, allowing you to juggle afterwards.

@ Links, that’s a pretty sick combo.
Here’s a couple more combos that may interest you :slight_smile:
[media=youtube]zBkQS5iVNig[/media]

wtf st. LP -> cr. MK is linkable? I have AE vanilla frame data and it -1

It’s like a meaty. Hitting it on the very last active frame gives you frame advantage to connect it.

I understand the meaty concept, but what about the combos in the corner?
If you do this setup in the corner several of these still work like st lp xx cr hp and st lp xx cr hk. ha
These 2 combos I found you do not have to delay the jab at all, you can simply jab right after you fadc the hadouken and the two normals will still link.
Can you provide some explanation as to why these work?

Well you do get frame advantage on counter hits and meaty attacks. The corner can have things like pushback which make certain combos work, but generally you just delay the hit. Although you can just cr hp off of a hadoken. You are at a large frame advantage from it. Neat find though and great vid. Now if only it could be done normally. :slight_smile:

Those combos were disgusting. I really like the use of LK Axe FADC.

Practically, I only ever do so to do cr. MK xx LK Axe FADC Cl. MP xx HK Axe (for hard knocks) or MK Axe into usual bnb. .

Lk axe adds onto the damage, but it’s best to do it on a real punish when they really mess up. It’s a -7 on block so you don’t want to throw want to throw it out willy nilly.

Of course, that’s true. I like it in the Makoto matchup… Cr. MK tends to keep her out, so just by buffering a mix of Hadoken and LK Axe, you can land a lot of damage from “stray” Cr. MK. Add an FADC and you can deal heavy damage. (Of course Hadoken is more reliable to FADC in this scenario.)

Edit: I thought it was -6 in 2012? I could be wrong… Not that that would make it safer to a degree where I would consider it safe.

Lk axe is god for piling up the damage though if you can time it.

I think they were changing it to +1 but changed it again. A +1 would have been incredible lol.

In vanilla AE lk axe kick was +0 on hit, -7 on block. In 2012, they added 1 frame of advantage to both making it +1 on hit, -6 on block.

This also explains how you can now combo from it!

Just enough to link it into a 3 frame normal. Which is good.

That was the entire point of that buff, so that you can link from lk axe kick FADC.

Capcom never made lk axekick +1 on block, that would have been ridiculous. It was just a mistranslation of the patch notes, which there a bunch of. The only moves I can think of that move forward and are + on block are Sak’s ex shunpu and Cammy’s backfist, and one costs meter, and the other has horrendous startup. Even Yun’s ex-lunge in AE cost meter, at the very least.

lk axekick is still -7 on block in 2012. I have the 2012 frame data mook, so I can look stuff up if you have any questions.

Yea, that’s what they said. Moving up to that amount of hitstun would be massive. It would have been godly pressure too. Funny to think about though. You could advance from a cr. mk from almost half screen! Would have been too cool.

There are more moves that are plus on block. Heavy axe kick is, although it is slow. So it is easy to react to.