Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

I was comboing axe kick off of c.mk last night.

It was probably counter hit and it was probably just light axe kick, but it happened.

Does his BNB (c.mp cl.hp axe kick tatsu 9001 meterless damage shenanigans) force standing anywhere in there? Or do I need another BNB for crouching opponents?

c.mk->lk axe combos on regular hit, and cl.hp forces standing.

c.mp, c.fp, m.axe kick, l.tatsu, f.srk works on everyone except Blanka.

A good followup after crossup mk (on standing opponent) is cl.lp, cr.lk xx lk tatsu.
A good followup after divekick is cl.lp, cl.lp, cr.lk xx lk tatsu.

I don’t think anything else than a standing jab is even possible after the dive kick…and that one seems pretty strict on timing as well.

If you wanted a meaty FADC combo try this. I know it works on Hakan and Blanka.
lp srk>>FADC>>Ex Axe kick
lp srk>>FADC>>hk tetsu
If you dash out fast enough, the ex axe kick will land on the last frame. I cant seem to:
lk tetsu>>lp srk>>FADC>>Ex axe kick
Though I can pull off an Ex tetsu instead but it only hits once, maybe twice.

Why would you ever waste 3 meter to do this combo?

What a harse comment. I though it was an interesting test of practice. Why is there a part of the list on the main page dedicated to 3 meter combos? Inquring minds want to know. Sorry to edit this again like a spaz.

I think you might be able to do mk axe kick -> close s.hp. This means you can probably do mk axe kick -> s.hp xx mk axe kick -> cr.mp xx lk tatsu -> hp srk. I will test this tonight, it would be a good crumple combo.

Edit: Also I don’t think it’s useful probably, but hp srk fadc mk axe kick combos too and it’s funny. It might be untechable? I don’t know.

After an EX Shaku you can combo into an EX Axe Kick. 301 damage, 440 stun, good for catching people who love focus attacks. Distance seems to be character specific, but I think it would work on everyone in the corner. The sweet spot midscreen is about the range of cr.MK. Also I believe you can combo into EX Shaku after a close MP.

Also after EX Fireball in the corner you’re +3 at point blank range, you can combo cr.lp.

It’s techable. The opponent recovers near immediately. EX stomp is untechable though. It’s not worth FADCing into, but you can land it off of an anti-air jab SRK for big damage and a mixup if you’re close enough.

Also, what’s up with E Ryu and Oni having medium moves that do less than the light versions and juggle?

My bad came out harsher than I meant.

Are there changes in evil ryu console? My friend told me he can’t combo close st.hp xx m.axekick anymore. He uses st.mp instead… Is that true? I have problems with psn dlc I can’t download yet… Thnx

its still there he just isnt hitting it right

Actually, there’s a few things that can combo after the dive kick. You actually land a lot earlier than it seems. In fact, any normal that isn’t f.mp or f.mk can be linked into, the hardest being cl.fp. The more I mess with it, the more I appreciate this move. You just have to remember that if you’re not connecting into something after the kick, then you’re underestimating how quickly you land.

Damage, why else. If you’re in a situation where you want to throw out a safe DP by burning 2 meters to FADC, that’s the best follow up afterward. This is the total damage you get with each follow up after a LP/MP dragon punch.

MP SRK 130
HP SRK 160
hop kick 170
MK Dragon kick 180
Shaku 199
EX Shaku 241
EX Dragon kick 260

EX dragon kick does quite a bit more damage then any of the non-meter follow ups. So if you’re opponent is close to death or you just want damage, I think it’s a good use of meter.

Good to know about the damage, plus, it’s also a hard knockdown, so the damage bonus plus the safe mixup option is really good.

As for people saying his dive kick is crappy; you’re not doing it right.

The dive kick is really good for a few reasons;

  • It messes up people’s anti-airs because it delays his fall and changes his trajectory
  • Because it changes hit trajectory, you can jump a fireball and then dive kick down and gain space really well
  • If the opponent went for a big anti-air DP at that point it can easily whiff and lead to big damage
  • As a basis for using it, go into cr.LP after it, because it’a his only 3 frame normal, or cr.LK, because it’s 4 frames and hits low
  • Just like when you get a knockdown and jump onto their front, do an air tatsu and hit them in the back, with the dive kick you can jump on top of their corpse looking like you’re going to crossup, do the dive kick and A) stay on the front and get a combo, and B) stuff reversals, as it has a good hitbox. By mixing up fake dive-kick cross ups with real crossups, and tatsu crossups with front hitting safe jumps you can start to build a potent offense
  • The dive kick rapes Yun’s and Yang’s dive kick air-to-air (that’s enough reason to use it on its own…)
  • You can frame trap using it also, if you dive in high and then SRK immediately, you can catch any DP your opponent has because you’re probably -2 or -3, so their DP will come out first, then yours will and your invincibility will out overlap and out last theirs

And so on.

Right, on to my own issue;
I can combo very well and MK AK to cr.MP isn’t a problem, but I’m having a lot of trouble with LK Tatsu to SRK. For some reason I’ll drop it about 1 in 5 times and eat a big punish. Are there any techniques people are using to increase their frequency of hitting it?

I usually don’t buffer the dp motion while the tatsu animation is still occurring, I wait until it is finished and then immediately SRK. Works for me.

Anyway, damaging combos:

Midscreen
cr.mp, close st.hp xx lk tatsu -> hp srk (321 dmg / 480 stun)
cr. mp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> hp srk (383 dmg / 580 stun)
cr.mk xx hp hadouken -> fadc -> close st.hp xx mk axe kick, cr.mp xx lk tatsu -> hp srk (387 dmg / 595 stun)
cr. mp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> mp srk -> fadc -> hp shakunetsu ( 400 dmg / 572 stun)
cr.mp, close st. hp xx mk axe kick, cr. mp xx hp hadouken -> fadc -> cr.mp xx lk tatsu -> hp srk (405 dmg / 640 stun)
cr.mp, close st.hp xx lk tatsu -> mp srk -> fadc -> ultra 1 (457 dmg / 410 stun)
cr. mp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> mp srk -> fadc -> ultra 1 (465 dmg / 530 stun)

Corner only
cr. mp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> lp srk -> ex srk (402 dmg / 570 stun)
cr. mp, close st.hp xx hp hadouken -> fadc -> cr. mp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> hp srk (425 dmg / 715 stun)*
cr. mp, close st.hp xx mk axe kick, cr.mp xx hp hadouken -> fadc -> cr. mp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> hp srk (430 dmg / 715 stun)

*The mid-screen variation of this replaces the second “cr.mp, close st. mp” with cr.hp, which seems like it might whiff against certain characters and definitely at long range. Midscreen version is 422 dmg / 710 stun.

All the combos listed above can be substituted with a j.hk/jhp or j.mk at the beginning instead of cr.mp for more damage and stun. I consider these his staple jump-ins for damage:

divekick, cr.lp, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> hp srk (367 dmg / 545 stun)
j.hp/hk, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> hp srk (423 dmg / 680 stun)
j.hp/hk, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> mp srk -> fadc -> hp shakunetsu (440 dmg / 672 stun)
crossup mk, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> mp srk -> fadc -> ultra 1(475 dmg / 530 stun)
j.hp/hk, close st.hp xx mk axe kick, cr.mp xx lk tatsu -> mp srk -> fadc -> ultra 1(505 dmg / 630 stun)

(some of these combos may be listed already, but I added the damage and stun values)

everything where you go into close st hp you can go into mk axe kick cr mp lk tatsu hp srk and do more damage.

You are right lol, I just figured that out and was going back to edit.