Satsui no Hadou ni Mezameta Ryu: Evil Ryu Combo Thread

Dudley, Balrog, Chun-Li are characters that come to mind (can be very damaging off an overhead).

To be fair, two of those examples use slow special attacks. In my opinion Evil Ryu doesn’t need the overhead other than to KC to Super and even then, Hop kick can be used for the same purposes.

Hop kick is actually a lot better than overhead for kara demon. He travels farther and you get the benefit of going over low attacks. Lot’s of times I’ve used it, he hops right over a crouch tech.

Messed around a bit with his f+MP combos. It’s not that there’s different frame recovery (it’s always +4) but rather the combination of the opponent’s crouch reel animation and pushback putting their hitbox out of range.

His f+MP > cr. LP > LK Tatsu > Shoryu combo is character specific. The wider the character hitbox, the more likely it is to land. I’ve been able to land it on Dictator with no trouble, and some characters require tighter timing. Most importantly, however, is that this works on the twins (!!) so if you land it in the corner, you’re looking at something close to 300 damage off an overhead, potentially more if you manage to land his reset mixup.
Unfortunately the cr. LP whiffs on shotos and thin hitboxes, while some characters might be 1-frame links due to pushback, but you could just use Shoryuken straight after it.

I hope someone fully tests this out and makes a list on exactly who it works on.

I’m more interested in possible frametraps though. Since E. Ryu’s schtick looks to be ‘punish everything’, I figured they might be vital. I only know the Akuma cr. MP x2 > HK Tatsu trap though :stuck_out_tongue:

Try to do the same combo with the opponent crouching.

It will whiff thanks to aforementioned reel and pushback, sadly. Not that useful in the end, but at least it’s something worth remembering. You do have an eternity to confirm whether they’re standing or crouching when f+MP lands.

But now that I look at the thing again, it might be possible to do with cr. LK. Can’t exactly test that now though.
EDIT: My bad. Even if cr. LK does land, the Tatsu does not because, surprise, the opponent is crouching! I feel so stupid.

Overheads such as Ryu’s/E. Ryu’s actually do inflict less hit stun on crouching characters. That is how it’s coded.

That’s kind of disappointing. Any idea how much frame (dis)advantage we’re looking at though? The SRK Wiki lacks any additional notes for E. Ryu including shoryuken startup invincibility.

I’m pretty sure I saw a -2 at the end of the overhead’s row in a scan from the japanese mook with E. Ryu frame data.

Oh, and startup invincibility for E.Ryu’s shoryus go L/M/H/EX = 2/4/4/8

Found a new combo last night.

ex srk(1 hit), fadc, cl.mp xx mk axe kick, c.mp xx lk tatsu, hp srk 373dmg

Found it interesting because it works on people crouching. The first hit of ex srk forces stand.

Messed around more with f+MP to sate my curiosity on frame advantage difference. Turns out it’s +1 or +2 on crouchers since SPD and Chun’s super can’t hit him out on reversal and Shoryuken gets blocked. This pretty much makes all f+MP combos valid only on standing opponents.

Shouldn’t we have a note on the combo list for that? It’s pretty important because although it’s situational, it’s something that can also be hitconfirmed with a little practice.

It might be new for the newer players, but it’s something that’s been discussed heavily in the Ryu and Akuma subforums. Didn’t come as a surprise to many of us.

Why the hell would you use his overhead on a standing opponent? Those combos are not worth mentioning anywhere and might just confuse people into thinking e. Ryu is some secret s tier.

Frankly speaking, there is absolutely no point to any of them, considering overheads are meant to catch crouch-blocks. Best you’d get is a frametrap and the odds of trading in the process is kinda…eh.
But, if for some exceedingly stupid reason, your opponent just magically decides to stand without blocking and gets hit by it, you follow up with what E. Ryu does best: punish dumb mistakes. It helps that the overhead is easy to hitconfirm by itself, so you’d be able to easily discern both his standing and blocking state and adjust your followups accordingly

Speaking of which, overhead combos are right there on the first post. I just ask if it’s possible to add a note that it only works on standing opponents since I don’t see any and have no experience with Ryu’s overhead.

I don’t think this information would make him any more viable though. I apologize if I make it sound like something amazing, since I have a tendency to get focus on a specific subject a bit too much.

Somebody standing and not blocking it almost never happens, but them trying to focus as you do it, is a situation that comes up sometimes.

It’s not easy (at least for me) but you can fadc this mk axe kick, wich can result in pretty damaging combo, and a lot of stun.

Just a little sidenote: If you have the bars to spare, it’s always better to punish mistakes with an SRK xx FADC xx EX red fireball xx U1 instead of only SRK xx FADC xx U1. The first combo does 419 damage, the second only 367. Works anywhere on the screen. Beware of it in longer combos though, the Ultra does not connect mid screen, only near the corner.

Close medium punch is 3 frames as well, might as well cancel that into EX Shaku and then combo to ultra 1. One bar for that amount damage is quite good.

Not saying EX Shaku after SRK FADC is bad but personally I’m quite picky when it comes to 3 bar combos.

Oh, I didn’t even know you can cancel cl.mp into EX Shaku. Thanks!

found out it’s better from close range after 2 jabs to do c.LP c.LP or c.LP c.MP xx HK tatsu

also which characters does Lv 2/3 focus > fully charged U1 whiff on?

maybe its just online but it just whiffed on ryu / ken