Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

f.mk is -2 on block. Which means it’s basically safe.

In corner: EX Tatsu -> f.mk juggles, but only if you’re a bit away from the corner.

s.mk xx lk tatsu jab dash crossup seems to work on almost every single character midscreen.

I believe safe jump OS lk tatsu catches all backdashes in the game. Works on Chun and Makoto for sure. Not safe if they reversal, of course. You get a hp uppercut off it too. Which means you can get ultra off an OS.

On Rufus, lk tatsu lp uppercut fadc j.mp f.mk combos. I like ending combos w/ f.mk because you get a left/right crossup situation.

When you hit jump M punch, wait till the character almost hits the floor then do U2, you will hit the full animation

I’ve been trying to find an easy hit confirm bnb off of a crossup vs crouchers. In the past I’ve been doing j.mk, c.lp, c.lp xx hp.srk which does 229 dmg. I learned though that ending with hk.tatsu deals 236 dmg and it works on most of the cast. Here’s who it whiffs on:

Cody
C. Viper
Dee Jay
El Fuerte
Evil Ryu
Ken
Ryu
Seth
Vega

I don’t get really read up on many character/matchup threads on srk, but I have to say this one is reaaaallly nice. Superb organization, and information. Simple and Super effective. Hail to thee, champ. Keep up the good work.

Does Evil Ryu still have j. cross-up tatsu? I can do it with normal Ryu but Evil Ryu has a different timing on it orsomething

yeah you can cross up tatsu with any of his tatsus, pretty weak damage and positioning though. unless there is a juggle I don’t know about.

His air tatsu is weird. I explained this somewhere else, but I’ll do it quickly again. If the opponent is grounded, the tatsu will send them across the screen, just like normal Ryu’s does. However, if it counterhits or they’re airborne, they’re put into a juggle state and you can followup with anything that juggles. Ultra, ex fireball, dp, ex dp(maybe red fireball, too…not sure if it’s fast enough, tho). This sounds goofy, but remember that if they attempt to reversal dp your xup tatsu, they’re hit while they’re airborne, allowing you to follow up with ultra.

i suppose i could just test this myself but, why not ask instead: does sweep juggle after airborne tatsu in that situation?

i was LITERALLY about to post this, i went to look to see if anyone beat me to it lol. I tried it randomly and was like “holy crap that’s 300 damage!” I think you’re right about the focus, i can’t see catching people with this very often outside of that, but that’s some BIG damage if you happen to get lucky :slight_smile: And since ex shaku hits for so long, you have hours to land the ex axe kick heh.

Hey I have been having trouble with medium axe kick into crouching medium punch I can get it some times but for some reason i drop it i have practiced it. So im not sure if its my timing or if its just execution error.

It’s a 1 frame link, so it isn’t easy. In terms of 1 frame links it isn’t that bad though. Plinking it helps too.

I play on a normal ps3 controller so plinking can be difficult at times but at least i know it is not an execution error I will have to continue to practice it until i can get it to come out consistently

Hi guys, I’ve been using E. Ryu for about a week and wanted to contribute a confirm able way to hit Ultra II after Fireball FADC. Overall I spent 6 or so hours testing every character and here’s what I have come up with so far:

E. Ryu’s fireball, when dash cancelled via FADC can give enough frame advantage to combo into Ultra II, it is a simple matter of spacing one’s self correctly to do so. Recently I have been working on spacing setups to allow a full animation Ultra II to combo after a fireball FADC, both for standing and crouching opponents. It is
important to note that these combos are highly character specific because they utilise the opposing character’s hit animations in order to combo. As such, some will be easy to combo more so than others

From being as close to the opponent as possible the combo that achieves optimal spacing is:

===============================================
||Cr.Jab, Cr.Jab, Cr.Jab, Cr.Strong xx Jab Fireball FADC Ultra II||

This combo inflicts 270 stun and 367 damage with a full Ultra meter. Requires 2 EX meters to FADC. You can achieve point blank spacing with E. Ryu Dive Kick, If you begin a combo with the Dive Kick it will inflict the same damage (367).

Note during testing, I did not use the Dive Kick to start the combo, instead I walked as close as possible to the opponent and began with Cr.Jab. This method works on the following standing opponents:
Honda
Gouken
Akuma*
Gen
Dan
Oni
Yun
Chun Li*
M.Bison (Dictator)
Dee Jay**
Hakan***
Yang
Blanka
El Fuerte
Fei Long

*Akuma and Chun Li can also be combo’d so long as the first Cr.Jab is Cr.Short instead(Cr.Short has less pushback).
**You can combo Dee Jay with 2 Cr.Jab instead of 3.
***You must combo Hakan with a Fierce fireball instead of Jab fireball.

This works on the following crouching opponents:
Ryu
Ken
Seth
Gouken
Gen
Dan Sakura
Yun
Juri
Chun Li
Dhalsim
C. Viper
Sagat
Cammy*
Cody**
Yang
Evil Ryu
Zangief***
El Fuerte**
Vega (Claw)****
Fei Long***
Adon
Rose***

*You can combo Cammy with Cr.Short, Cr.Jab, Cr.Strong xx Jab Fireball FADC Ultra II.
**You can combo Cody & El Fuerte with 2 Cr.Jab instead of 3.
***Will only combo so long as the first Cr.Jab is Cr.Short instead.
****Vega can only be combo’d after a deep dive kick.

Through collection of the above results, the following are vulnerable to this combo both crouching and standing:
Gouken
Gen
Dan
Yun
Chun Li
Yang
El Fuerte
Fei Long
Adon

While it didn’t work successfully on:
Ibuki
Makoto
Dudley
Guy
Abel
Guile
Rufus
Balrog (Boxer)
T.Hawk

The Pros of using this combo:

  1. Hit confirm able
  2. Hits from Crouching or Standing positions.
  3. Higher damage (397) than Shoryuken FADC Ultra II.
  4. More meter efficient than EX Fireball FADC Ultra II.

Cons:

  1. Character specific.
  2. High level execution.
  3. Correct spacing.

Edit: After further testing I found I could combo standing Ryu with a Dive Kick, Cr.Jab, Cr.Jab, Cr.Jab, Cr.Strong xx Jab Fireball FADC Ultra II. This leads me to believe that the characters I did not list on the standing list can still be combo’d but only from a Dive Kick.

Character specific: Hawk, Gief, Abel (big characters basically)

cr.mp cr.mp st.mp xx lk/mk/hk/ex tatsu. hp.DP doesn’t link but EX dp does. does not seem consistant on lk.tatsu link. could use some verification.

can ryu combo his over head on crouching opponents? i’ve been experimenting with this i can only combo standing opponents i’m plinking it too

nevermind, I misread

No, he cannot. He gets +3 if they’re standing, +2 if they’re crouching.

I think Desk showed one exception with Chun Li but it calls for precise spacing.

Which makes absolutely no fucking sense.

Meh…makes sense to me. Ultra off an overhead would be pretty overpowered. Only character I know of that can do that is Ibuki and hers scales down a lot in combos like that.