Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

The difference is that with c.lp xx hado, they block the hado. While with c.lp x2, s.mp XX whatever, they block the 2nd c.lp and then you do something else.

You’re not doing it on reaction though, you’re setting them up for it. The chances of them reacting to a 3 frame jab is low. You also have to consider the chance of dropping the combo and the risk of that (since it is 3 one frame links).

The advantages and disadvantages.

cr lp x2, st mp:

Easier to hitconfirm into, but harder to do, does slightly less damage.

cr lp x hado x fadc

Harder to do on reaction, but easier to perform the actual combo, does slightly more damage and forces stand.

Both have their uses, no need to write off either one.

Ahh, nevermind. I still feel there’s some miscommunication here, but this has gone on for too long.

You basically feel like one is less risky, I understand where you are coming from but there are advantages disadvantages to both.

I’m not saying to disregard either one, people can just use what they feel works for them. :slight_smile:

You don’t want to use a fireball to hit confirm from the range a c.lp will connect at. It’s -5. Even if you don’t get punished, your offense stops there. You press anything except dp and their button wins, and the fireball pushed you back to far to FADC the dp. After 2 jabs, you’re at +2. Lot’s, lot’s, lot’s more options when you’re at +2 and close. You want to do your best to remove any situations where you’re at negative frame advantage from your game. I’m a sucker for habit, so it’s been hard, but I’ve been trying to stop ending block strings with fireball or mk axe kick. Either one and you just can’t really do anything else. Trying to push them out with s.hp instead of c.mk fireball, since s.hp does the job and is +/- 0 on block. For axe kicks, I just want to hit confirm them better instead of being lazy.

edit: My point was really just that some stuff is easy, and some things are hard, but there’s a reason for every link he’s got. If you’re not learning them, and trying to figure out where they’re useful, you’re missing out on the characters potential, and your own. I tried to get to it with an example, but that’s what I was trying to say. Dropping something from your game because it’s difficult is understandable for a match with something on the line, but 99% of your matches are casual, and if you try the hard stuff in those matches, eventually it won’t be hard.

It depends on your style of play. Fireballs are more about being safe, and having a cr mk fireball blockstring keeps them out and makes it hard for them to retaliate. However, yes you will have to work your way back in. Mk axe is -2, and it puts your in their face which isn’t bad, the startup is just a tad slow. You have to be careful throwing out a lot of axekicks though randomly, which was more or less my point, because people were talking about how using lk axe is safe (it’s way less safe). I think people should really just vary their offense and not do the same thing over and over as it becomes easy to punish if you’re playing good people.

Every character has a ton of setups. I don’t think I said drop anything, I was just saying that it is generally a better investment to use a reset for damage and stun due to the games system. You also still end up at an advantage. That said, if you use an fadc and do a continued combo you do get most of your meter back, so if your execution is good go for it. Most people are going to use an optimized combo for each situation for what works for them and skip the stuff that isn’t as useful.

I’m not about getting rid of hard stuff though (impractical stuff is another story). I like it, but many people may find it too hard. If they drop 1 of the 3 one frame links, which is likely, they eat a ton of damage, but you’re right. The best way to deal with that is practice. You just have to do what is worth the risk, but Evil Ryu is all about being ballsy when it comes to links anyways, otherwise you might as well play his counterparts.

cl.mp xx mk axe kick, cr.mp xx hk tatsu gets three hits of hk tatsu on the following crouching characters:

Honda, Akuma, Dee Jay, Hakan, T Hawk, Zangief, Oni

Tested with the recording dummy. I recorded the combo j.hk -> cr.mk xx lk axe kick FADC cl.mp xx mk axe kick, cr.mp xx hk tatsu and manually put the opposing character into crouchblock.

No characters get hit by 2 hits of the hk tatsu while crouching. It whiffs or connects fully.

I will test cl.mp xx mk axe kick, cr.mp xx hp SRK on crouchers sometime when I feel like it.

[SIZE=22px][AE2012] Evil Ryu Max Damage/Stun[/SIZE]

[media=youtube]9nYhrko6Nn8[/media]

Oh yeah I completely forgot cl.mp was 3f start up! I’ve been doing cr.lp to cl.hp off of lk axekick which probably isn’t the best option because of scaling. :sweat:

If they’re crouching the cl.hp link is better. Otherwise it’s basically whatever each way.

It does slightly less damage and slightly more stun. That combo video that neville posted, if he did the same thing with two cr. LP into st. HP, damage would be 498, but stun would be 950. Meaning you can stun characters like Viper or Ibuki with just one combo. Finding yourself in that situation with full bars and landing a jumping high attack isn’t likely, but it’s possible if you ever stumble upon it.

I pulled off my first ever Cr.mp St.hp xxM.AK cr.mp tatsu into cr.mp dash behind into the exact same combo. Had a boner :slight_smile:

Hey guys, I don’t know if this has already been discovered, but you can do srk xxfadc, EX Shaku, mk axekick. I know it’s 3 bars but it’s also the most damage I’ve done from a srk fadc that isn’t ultra, on top of it being untechable kd. It also puts you back about as far as srk xxfadc, hk axekick so maybe you could do the same followups for both? Though I don’t know any followups after hk axe kick, eryu is farther away on the srk cancel compared to when you do cl mp xxhk axekick for example…

EDIT: derp grammar
EDIT2: the mk axe kick is extremely wonky, unfortunately. It works all the time in the corner and when you do his bnb with light punch, but it whiffs when you do it in his bnb with mp… maybe it’s char specific? I’ve done all my testing exclusively on ryu so far so idk…

lol idk why but e ryus combos are so satisfying. got a cr mk hado xx cl fp -> BnB online for the first time and its was felt so good. i think the only other combo that feels as good it a N jump fp, f+mp, cl mp cr fp xx CU with cody :S. Iv yet to try a reset with him but i cant wait till i get one :frowning:

PS: thats another hidden reason fight sticks rock. when you pop a boner from that combo you can hide it from everyone else haha

They can only tell if your stick is now rested on a 45 degree angle :stuck_out_tongue:


I think what makes Eryu’s combo’s so satisfying is that the Cl.hp + Axe Kick + Shoryu actually look, sound and FEEL like big damage is being delivered. It’s like Ryu’s solar plexus into cr.hp, that just looks and sounds like it hurts(lol). I’m guessing oni players would say the same thing. When you look at someone like Ibuki(another big damage character) she hits hard but it doesn’t seem like it.

I do that combo a lot in my video. Check it out :slight_smile:
[media=youtube]FAeV1NKBb3o[/media]

Dude, I don’t know if you have already, but put that in the video thread right now. That was sick!
NINJA EDIT: I see that you did, excellent :smiley:

Though just for a frame of reference, if you’re gunna use a bar doing an EX move, you get more mileage out of EX shoryu than you do EX tatsu, so try to only to EX Tatsu if you know you’re gunna ultra.

Also, no footage of Ultra 2? Except for guile and that lols antiair one. I really wanna use that ultra but I don’t see it’s purpose beyond the EX hadoken FADC combo (speaking of which, if you know you’re gunna use 3 meter in a hadoken FADC combo, do EX hadoken instead of any other EX move, does more damage), which I can maybe do 1 in 20 times in training, let alone a real match. Tell me, why do you pick it?

I didn’t have any good footage but I can usually combo with the EX Hado FADC into ultra 2. Plus, as you can see… because i stun folks a lot once the mixup starts, it is the best damage potential after stun :D. This was all kind of stuff from when I was just starting to play so I will def post some more vids and I can definitely include situations where Ultra 2 is used/relevant :D. Thanks for the props!!

Oh P.S. I usually use Ex tastu in corner after for ultra or for the extra SRK. The one i used in midscreen is just for spacing… I like to reset sometimes otherwise you’re right, just a regular SRK is far better placed :slight_smile:

That’s why you need to be using the resets more. With them, you’ll usually stun a lot earlier in a combo. Land a combo, reset on the second one and if the reset lands, you’ve basically won. They’ll get stunned at the start of the third combo instead of at the end of the second.

Found of a video of Evil Ryu’s max stun combo. I talked about this combo before, I would have posted a video of it myself but I lack the execution to pull it off.

[media=youtube]Z5l72jbXT0I[/media]

It requires a full stick of butter and you have to hit five 1 frame links. But you can stun characters with 950 stun or below in one combo. Of course it’s not something you should want to do as the scaling would destroy the follow up. But it’s cool to show off in casuals.

Against characters with 1000-1050 I’d say it’s something you should go for if you ever somehow find yourself in this situation and have the execution to pull it off. Depending on the character a simple mix up like a cross up tatsu or overhead will get you a low scale stun and you can do another 300+ damage.