I haven’t got safe jump setups on her…but you can punish that whiffed cannon spike with ultra 1. This is one of the only matchups I pick that ultra for.
The only safe jump I know is that after a EX axe kick, immediately back dash and do your jump in attack. It works against most characters, not sure about Cammy’s wake up timing though.
A question for the Divekick video in the op. How is the divekick able to combo from hitting at the neck? I thought divekicks weren’t comboable and were punishable above the waist level?
They’re hitting meaty. You can give yourself more frame advantage by hitting them on the first frame they stand up.
In the video Ryu is already standing up though, there’s no instance where hes waking up. Unless I’m missing something.(I probably am)
The deeper the dive kick, the more likely it will be able to combo. Meaty dive kicks work because there meaty. But normally E. Ryu’s dive kick against a opponent who is already standing won’t work unless 1 of 2 things. They’re really short like Honda(sine he’s always crouching) or you hit behind there neck. The one in the video I made works because E. Ryu’s foot avoided Ryu’s head and hit his back shoulder. The lower your foot hits your opponents body, the more like it will be able to combo.
But honestly, trying to do that in a match is pointless. The idea of trying to pin point where to hit your opponent with a dive kick only works if they remain completely still. But live opponents won’t do that. So if you throw a dive kick, just make sure you do it from a angle where they can walk under it and just hope for the best.
I plan on updating the guide with Essex the Sinner’s findings since he came through and crushed the buildings (© Jay-Z). I’m probably gonna have to rework the unblockable/fake cross up section now.
Now it seems E. Ryu’s game plan is to zone your opponent into the corner so you can run game on their wakeup.
Hey guys. I decided to focus on an alt for a little bit, and decided on eryu. Anyway, I checked this and the safe-jump thread and there doesn’t seem to be anything in there, so after a little bit of lab work, here is what I have:
All his untechable knockdowns seem to leave opponent face up. These seem to be the knockdown timings from his untechables (I will check techable knockdowns later, but they’re annoying to test)
Forward throw: opponent is up on 62f
Back throw: opponent is up on 55f
Sweep: opponent is up on 43f (need to double check this)
HK Axekick: opponent is up on 71f
EX Axekick: opponent is up on 67f
Super: opponent is up on 38f
Ultra1: still need to test
Ultra2: still need to test
From the frame data, you can figure out which moves last how many frames, and after a bit of math you get:
4-frame reversal safe-jump timing ~ Works on Guile, Dee Jay, Yun, Chun, Fei, Dudley, Guy, Seth, Yang, Adon, Ibuki, Gen, Dan
back throw -> cr.mp -> jump attack
back throw -> cr.lk -> jump attack
forward throw -> st.mp -> nj mk
ex axe kick -> far hp -> neutral jump attack (spacing dependent since you need far hp)
5-frame reversal safe-jump timing ~ Works on Sagat, Cammy, Chun, Fei, Seth, Yang, Adon, Ibuki, Gen, Dan
back throw -> stand lk (doesn’t matter which version) -> jump attack (difficult because you can’t plink the lk)
forward throw -> cr.mk -> neutral jump attack
EX Axekick -> back dash -> jump attack
**6-frame reversal safe-jump timing ~ **Works on Blanka, Sagat, Cammy, Chun
forward throw -> whiff throw -> jump attack
super->jump attack
I’ll post stuff as I test things and figure them out. I would expect there would be ways to do ambiguous crossup tatsus on wakeup similar to Bison’s psycho crusher, but that is speculation for me at this point.
Help me out here. I couldn’t find frame data for jumps, so i tried doing it manually. From a back throw it’s 55 frames knockdown, minus 16 for a cr.mp, means the jump+air attack lasts anywhere from 39 to 41 frames (due to the 2 frames you can’t block iirc).
So this means it’s just 1 frame out of being a perfect, ryu like safe jump after his sweep, right (mainly his tatsu, sweep)? Fuck you capcom.
Also, i’m not sure how much of a hassle it is, but if you have some spare time could you check the frame data for his dashes? It’s not avaiable anywhere afaik. Maybe walkspeed comparison too…lol sorry.
eryu’s jump is 36 frames + 4 pre-jump frames for a total of 40 frames. This means on the 41st frame, eryu is grounded and in landing recovery, and all jump attacks cease being active. The landing recovery differs depending on if it was a jump attack or an empty jump.
cr.mp actually lasts for a total of 15 frames, not 16. The listed startup frames includes the first active frame, so the duration of all moves is startup+active+recovery-1. This means that the cr.mp setup is a perfect 4 frame safe-jump like ryu’s sweep setup, except ryu’s is much easier execution-wise.
eryu’s forward dash is 18 frames, like ryu’s, and his backdash is 28 frames, 1 frame slower than ryu’s. his walk speed is equal to boxer/dudley/guile in both directions. you can look up the walk speed number’s by googling shodan’s movement speed comparison post here on srk. i would link to it but i am posting from my phone atm.
Nice! Thanks a lot. Do you also happen to have the frame data for his focus attacks (on block)? Would save me the trouble of doing it manually heh.
Guess the safe jump from sweep is just one or two frames off depending on the opponent, that sucks.
Evil Ryu has an 18 frame dash, so he’s -2 on FA1 block/hit, and +4 on FA2 block.
For the most part, block advantage is based of dash speed. So if your dash is 1 frame faster, you get +1 to your frame advantage. The exceptions to this were changes made in 2012: Dudley’s and Gen’s FA1 advantage were buffed, but their dash speeds were not.
Also, here’s the link to the walk speed comparison:
Character-specific combo for Seth:
M Axe Kick, Cl. MK xx L Tatsumaki, H Shoryuken
Tested it out multiple times in matches, and it’s an easy plink-able link.
Also works on abel
Oh nice, I was not aware.
Quick question also… In what circumstance, if any, is using F+MK to reset worth it?
Almost never worth it. F+MK is usually used to bait stand techs in the corner into big damage (i.e. f+mk ex tatsu mk axekick).
The f+mk reset kind of sucks. Takes to long to recover. Reseting with other normals while you’ve got them cornered can be worth it though. Can be tough to open people up with his corner resets. I’ve found that on a lot of people if I reset into f+mp overhead the first time, then the next reset I cross under and hit with c.lk, it’ll usually open them up. Then you can start doing fake crossunders or reseting into a dive kick…or baiting if you need to.
Im having problems doing certain OS against 4f reversals with the b.throw setup and Im not entirely sure of whats happening. If I do a fast db HK OS the move comes out and Im hit by the reversal, ok. When I do an EX DP OS, Im hit by the reversal aswell, my ex dp wont even come out. The first thing I tought was that it was an execution problem, but after a hundred tries the db HK aways comes out in the first possible frame (resulting in Evil Ryu eating the 4f reversal) and the EX DP never comes out. I cant be hitting the c.mp late every time I tried the EX DP OS and hitting it at the right moment every time I tried the db HK OS. The most plausible possibility is that Im not doing the ex dp command fast enough and Evil Ryu is hit by the 4f reversal simply because he is at neutral in the first active frame of the reversal, but Im sure thats not the case, Im quite confident about my execution.
Anyone else could to test it and tell me if Im the only one having such problem?
btw, the f.throw, sMP nJ is also safe against all the 3f reversals I tested so far, nice stuff, Id not lose the oportunity to do a ambiguous/unblockable j.LK to do it i think, but it may have its uses.
edit: Just noticed that when I hit the s.MP in the first possible frame, the nj.MK whiffs against Ryu and the others with the same wake up.
I’ve played E. Ryu like 5 times, so I don’t know for sure, but with Sakura (my main) you can pretty easily OS a jump in the direction that you think Akuma will teleport in and punish when you land. I would be kind of surprised if you couldn’t punish with a cr. fwd xx whatever after OSing a jump.