Introduction
This is a collective effort from everyone in the Evil Ryu forums. This thread is consolidated information that was provided by many Evil Ryu players
Evil Ryu hasn’t been out that long, so there is still some exploring to do. However, we do have enough tech to make Evil Ryu a force to be reckoned with. Dieminion (best Guile on East Coast, if not America) said Guile loses to Evil Ryu. So there is at least a general sense of how to use the character efficiently.
E. Ryu is a mix of Akuma and Ryu, but he’s not necessarily mixed with the best parts of those characters. He doesn’t have a mixup game that compares to Akuma’s vortex and his zoning game isn’t as good as Ryu. That’s not to say that he doesn’t have mixups or he can’t zone, it’s just to say you can’t come from one of these 2 characters and play him exactly like one of those 2 characters.
Since his cr.MK is slower than Ryu’s, you can’t throw it out mindlessly. At 7 frames, if someone predicts this poke they can jump in on you for free. However, it has ridiculous range. Unlike Ryu, cr.MK into fireball combos from almost everywhere you hit it. In fact if you have 2 bars, FADC’ing the fireball can net you 300 to 450 damage. That’s just off of one poke. Just fucking nasty. cr.MK into fireball is a TRUE block string unless you hit at the very, *very *tip of it, making it very annoying for you opponents to deal with. Not to mention he still has a fireball that will make you consider jumping, and a 3 frame SRK to keep you on the ground if you do jump.
Akuma relies on getting a hard knockdown and running the vortex, a mix up game that’s one of the best in the game. He can turn the tide off of one knockdown. While ER’s mixup game doesn’t compare to Akuma’s, ER’s damage makes his mixup game as strong as ever. His frame traps can lead into 300-450 damage combos. He has a dive kick that, when done properly, makes your opponent guess which way to block, leading into another 300-450 damage combo. Mixed with the basics (safe jumps, option selects, etc) ER’s mixup game is a force to be reckoned with. Although being knocked down by ER is nowhere near as scary as Akuma, an opponent can lose a lot of damage if they guess wrong. Did I mention he has unblockables as well?
Now his Axe kick. This move is interesting. It serves as the foundation to his most damaging BnB. On block, MK Axe kick is at -2, putting opponents in a kara grab / SRK mixup. EX Axe Kick is -4 on block, but it’s an overhead (still catches people sleeping from time to time) with untechable knockdown. HK is +1 on block (!) with untechable knockdown if it hits. If Axe Kick is cancelled from some (not all) normals, it can be interrupted. But if you mix it up with fireballs, opponents will realize how risky it can be to try to interrupt it. This move has a lot of pushback as well, moving opponents into the corner before they realize it.
His learning curve is similar to Ryu’s. It doesn’t take much to learn the basics, but he requires a LOT to master. ER’s best asset is his damage output. You have to be able to hit one frame links for the best damage. You have to take advantage of every opportunity to get the best damage (zoning, whiff punishing, anti airing jumps) due to his low health. Can’t afford to make too many mistakes. Still interested? Well let’s get going…
Normal Moves
Evil Ryu Hitboxes
Spoiler
http://www.eventhubs.com/images/2011/jul/25/evil-ryus-hit-box-information-super-street-fighter-4-arcade-edition-image-1/
http://www.eventhubs.com/images/2011/jul/25/evil-ryus-hit-box-information-super-street-fighter-4-arcade-edition-image-2/
http://www.eventhubs.com/images/2011/jul/25/evil-ryus-hit-box-information-super-street-fighter-4-arcade-edition-image-3/
Couching normals
[details=Spoiler]
cr. LP - 3 frame jab. 3 frames, 2 powerful. Used for hit confirming and pressure. Can be cancelled into specials
cr. :mp: - ER still retains Ryu’s cr. MP. 4 frame start up, Can be cancelled. Great counter poking tool.
cr. :hp: - ER received Akuma’s cr. HP. Hits cross up attempts. Decent anti air move although it can trade with some jump ins if they jump from far enough. Forces stand in combos. Can be cancelled.
cr. :lk: - 4 frame start up. Hits low. Can be used for hit confirming. Decent amount of active frames to set up meaty attacks. Can be cancelled. Longer range than cr. LP
cr. :mk: - You need to know this like the back of your hand. Slow startup but very long range. Hits low. Can be cancelled. Very annoying to deal with as an opponent.
cr. :hk: - ER received Akuma’s sweep, although it’s a frame slower. Roughly the same range as ER’s cr. :mk: with less reward. Used mainly after Tatsu for hard knock down (only certain characters).[/details]
Standing Far Normals
[details=Spoiler]
:mp: - Ryu’s standing MP. Can be cancelled. Hits people that crouch to set up nice frame traps. More range than cr. MP. Good to counter poke with.
:hp: - ER received Akuma’s HP. Techable knockdown on counter hit. Hits people that crouch. Anti Air’s long distance jump ins that SRK can’t reach. Used for Kara grab.
:lk: - used mainly to fake fireballs. Can be used as an anti air, but there are better options.
:mk: - This move is so underrated. Similar to Akuma’s MK. If you look at the hitbox data, you’ll see that there is barely any hurtbox under this kick, making low and some mid attacks whiff. This is good if your cr. MK keeps getting stuffed. On counter hit you’re at +4.
:hk: - Retains Ryu’s roundhouse. Anti Airs long distance jump ins that SRK can’t reach. Good zoning tool.[/details]
Standing Close Normals
[details=Spoiler]
cl. MP - 3 frame move. cl. MP xx MK Axe kick is a true block string. cl. MP xx HK Axe Kick can be combo’d into a untechable knock down. Definitely has its uses.
cl. :hp: - 5 frame start up. FORCES STAND. Part of the most damaging BnB. Has deceptively far reach for it to be a up close move. Can be cancelled. Very limited use as an Anti Air. You’ll be using this a lot in combos and hit confirms.
cl. :lk: - Has the special ability to cancel from chained lights instead of linked, making it easier to combo on crouching characters. Worth noting.
cl. :mk: - 3 frame start up. Can be cancelled. Hits crouching characters, making it easy to combo non standing characters[/details]
Jumping normals
[details=Spoiler]
j. :mp: - Retains Ryu’s jumping uppercut. Best air to air normal. Hits twice. Juggles into whatever if you hit them airborne. Can serve as a mixup since you have to block both hits.
j.:hp: - Retains Ryu’s jumping HP. Nice angle on it that can stuff some anti airs if the opponent mistimes it. From certain spots on the ground it can be used as an fake cross up.
j. :mk: - The shoto cross up move. Easiest move to use when attempting a cross up due to the hitbox. From certain spots on the ground it can be used as a fake cross up.
j. :hk: - ER received Akuma’s j. HK. Downward angle on it. Unblockable setups use this move.
nj. :mk: - Not a lot of block and hit stun, but good at controlling space.[/details]
Command Normals
[details=Spoiler]
f+:mp: - Retains Ryu’s overhead. Frustrates opponents. Pretty quick. It can combo into SRK but it only works while their standing, making that combo pretty useless. Used for kara demon.
f+:mk: - slow startup and recovery, but the lower half of this attack is strike invincible. To make this move effective you must space it properly. it’s -2 on block, even on hit and +2 on counter hit. Used for kara demon.
(in air) d+:mk: - This is the move that will open people up on their wake up. Very quick recovery. It doesn’t have a lot of hit or block stun. In order for this to combo into lights and be safe on block, it has to hit on the lower portion of the opponents body. When done properly your opponent won’t know to either block a cross up or block the dive kick. Can be done later than Akuma’s, which makes it even more ambiguous. Good for altering your jump trajectory to avoid anti airs as well.[/details]
Special Moves
[details=Spoiler]
:qcf: Punch - Hadoken
Standard zoning tool. One of the hardest special moves to master. Controls horizontal space. :lp: is the slowest speed, :mp: is in the middle, :hp: is the fastest. EX is faster than all 3 and recovers quicker. Experience is the best teacher when learning how to throw fireballs. (need more data) Can be FADC’d.
:hcb: Punch - Shakunetsu Hadoken
Akuma’s fireball. More startup and recovery than regular fireball. :lp: recovers the quickest, :mp: in the middle, with :hp: being the slowest. You get 1,2 or 3 hits respectably. This allows you to have more durability on your fireball without bar and win fireball wars. EX gives you 3 hits and the recovery time of LP Shaku.
:dp: Punch - Shoryuken
In conjunction with the rest of his moves, this becomes a powerful tool. 160 damage if you hit them with both hits. It’s 3 frames, so no safe jumps or mistimed cross ups. It can be FADC’d for extra damage.
:qcb: Kick - Hurricane Kick / Tatsu
He has Akuma’s Hurricane Kick. It’ll put you in juggle state, but it’s not armor breaking. Best used in combos. LK Tatsu into SRK will end your combos when they are standing, MK or HK Tatsu will end if they are out LK Tatsu range. It has projectile invincibility from frame 7 and can hit crouchers within frames 1-4. ER still has Ryu’s offensive air Tatsu to get around fireballs.
:dp: or :rdp: :3p: or :3k: - Teleport
Horrible. Recovery is longer than Akuma’s and it doesn’t travel as far as Akuma’s. Use it sparingly if at all. Some characters can see it and just walk to punish it on reaction.
:hcf: Kick - Axe Kick
This move is best used in combos. Be aware of what normals can combo into it and what cannot. :lk: has the fastest start up. It is +1 on hit and -7 on block. Although the push back is far, some characters can still punish this move. It can be FADC’d to be made safe or to extend your combo. :mk: is -2 on block. Normals won’t punish it, but some supers and grabs can. it can also be FADC’d. :hk: is the slowest, however it’s +1 on block and gives you an hard knock down on hit, allowing you to pressure opponents.[/details]
Super Move: Raging Demon
[details=Spoiler]
:lp:>:lp:>:f:+:hp:+:lk::
0 frame grab that does 370 damage. Though you may not have super stocked from landing FADC combos, don’t count this out. It can be kara’d with :f:+:mp: and :f:+:mk:, setting up nasty tick throw setups that they won’t expect.[/details]
Ultra Moves
[details=Spoiler]
:qcf::qcf::3p: - Metsu Hadoken
Ryu’s Ultra with a little twist. It can be charged by holding down :3p: for extra damage. Has a lot of versatility.
:qcf::qcf::3k: - Messatsu Goshoryu
Just as good as U1, even better in some matchups. While SRK xx FADC xx U2 doesn’t do as much damage as SRK xx FADC xx U1, adding a Shaku fireball to chip opponents on their wake up will even it out. You also have the ability to take 500 points of damage to someone thinking it’s cute to jump at you. If you hit the ultra from too far away, they can fall out of the rest of it. Just a heads up.[/details]
Evil Ryu Frame Data
Spoiler
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