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Evil Ryu Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:12 p.m. PDT


Evil Ryu Ultra Street Fighter 4 Character Guide


Character Overview
NOTE: This guide is incomplete.

Evil Ryu is a character with a lot of powerful options at many ranges. He has a great approach game with his Hop Kick and Axe Kick along with an overhead to punish defensive players. He also has a fantastic zoning game with his quick-recovery fireballs and a good damage game, especially in the corner. Just like Ryu, Ken and Akuma, Evil Ryu has great reversal options with his Shoryuken.

Evil Ryu has a low stamina and stun rating though (same as Akuma) so you have to play him very carefully, leaving few defensive openings. His teleport move is poor, hurting his defensive strength. Characters with strong anti-fireball tactics also give Evil Ryu a rough time since it's such an important portion of his defensive game.

The best way to think of Evil Ryu as a character is Ryu with Akuma elements. The power of Evil Ryu lies in his Axe Kick and that move is what separates him from the other two characters.

Strengths
+ Powerful combos along with high stun.
+ Has amazing fireball startup and recovery.
+ Anti-air Shoryuken.
+ Has no problem comboing into either Ultra.
+ Incredible range on his Focus Attack.
+ Has great kara cancels into throw and Focus Attack.

Weaknesses
- Low stamina and stun.
- Slow low pokes.
- Short backdash.
- Teleport is extremely useless.
- No meterless combos to untechable knockdown.

Special Moves
or
Fireball (Hadouken)
Damage
Light
60
Medium
60
Hard
60
EX
100

Properties

This is a really great fireball and you'll want to be using it in blockstrings or a mid-range zoning battle. The startup is average, but the recovery is quick. The short recovery makes it much easier to anti-air jumping opponents if you have spaced your fireballs correctly.

The Light version travels the slowest, Hard the fastest. Because of the faster recovery, a blocked fireball is safer than normal, allowing you to apply safe pressure outside of the range of your Axe Kick.

EX Version: This version hits twice but does not knock down. It's okay for extra damage, but the real use for this is to perform an FADC combo into Evil Ryu's Ultra 2.

or
Red Fireball (Shakunetsu Hadouken)
Damage
Light
50
Medium
70
Hard
99
EX
141

Properties

Evil Ryu's red fireball is a complete copy of Akuma's red fireball. The Light version does one hit and recovers the fastest, while the Hard version is a three-hit fireball attack that recovers the slowest. You'll rarely want to use these unless you are:
  • Trying to win a long-range fireball war against characters like Sagat and Ken.
  • Chipping opponents as they stand up.
  • Tacking on damage to a Shoryuken FADC combo.
Because of the startup and recovery of this move, it's really easy to jump over on reaction. Don't throw these out anywhere but long range.

EX Version: The EX Red fireball is a three-hit projectile with the Light version's recovery. There's no reason to use this fireball unless you are trying to chip KO someone on their wakeup.

or
Tatsumaki Zankuukyaku (Hurricane Kick)
Damage
Light
70
Medium
120
Hard
160
EX
160

Properties

Evil Ryu's Hurricane Kick is similar to Akuma's in that it juggles the opponent for multiple hits in either the air or on the ground. The Light version is the most important, as it allows you to juggle into a Shoryuken for extra damage.

You can combo into this Hurricane Kick pretty easily and it knocks the opponent down. It also goes through fireballs while Evil Ryu is flying across the ground. Whether the Hurricane Kick is safe on block is currently unknown, but this version of the Hurricane Kick cannot strike a crouching opponent that is blocking.

The aerial version of the Hurricane Kick can cross up. The Light version drops at the steepest angle so it's the best version to use. Evil Ryu cannot do anything after a Hurricane Kick crossup since it knocks the opponent far away similar to Ryu's Hurricane Kick.

EX Version: This has Evil Ryu spin in place for a multi-hitting attack. It's a great combo ender and can lead to both Ultra 1 and Ultra 2 in the corner.

In the air, this stops Evil Ryu's jumping momentum completely while he hovers in the air, and then he descends. There is not much use for the Aerial EX Hurricane Kick unless you are trying to avoid a ground trap of some sort.

or
Shoryuken (Dragon Punch)
Damage
Light
100
Medium
100+30
Hard
90+60
EX
80+60+50

Properties

A great anti-air special move. The Medium and the Hard version hit twice and work well in juggles. The Hard Shoryuken has the most invincibility so it's the most reliable for anti-airing.

If you land the Light Shoryuken on an aerial opponent or if you trade hits with the Light Shoryuken while anti-airing you can combo into Ultra 1 easily.

EX Version: This version of the Shoryuken has a massive hitbox that can intercept quite a lot of attacks. Evil Ryu also takes a huge step forward when performing this uppercut, just like Sagat. It hits three times which gives a lot of time to FADC, but whether or not this move has invincibility is unknown.

or
Axe Kick
Damage
Light
100
Medium
80
Hard
140
EX
160

Properties

Evil Ryu swings his forward leg up and brings it down for a powerful strike. The regular versions of this move do not hit overhead despite their appearance, and only the Hard version knocks down.

The Light version of this move comes out the fastest but is the most unsafe on block. It's tough to punish this move though because Evil Ryu pushes the opponent so far away. On hit it leaves both opponents at even frames and places you right in the opponent's face, which gives you the opening to land your Raging Demon.

The Medium version is a lot safer on block while starting up a little slower than the Light version, and if you manage to land it you can combo out of it anywhere on the screen. This adds big damage to Evil Ryu's combos and is definitely the choice version to use.

The Hard Axe Kick can't be comboed into, but if it makes contact with the opponent it knocks them down. The best way to use this version is to punish opponents who are mashing throw techs. Simply cancel into this move from a crouching Light Punch to counter-hit throw tech attempts.

EX Version: This attack is an overhead and it also knocks down while being just as fast as the Medium version. Use this in blockstrings to force the opponent to respect your high and low options. A popular tactic is crouching Medium Kick canceled into EX Axe Kick, since it's a long-range low poke into a long-range overhead attack.

or or
Teleport (Ashura Senkuu)
Evil Ryu's teleport is good for escaping mixups if you have your back to open space, but in any other scenario it's not a good idea to use it. It has slow startup, travels slowly and can be punished by almost every member of the cast if they can see it coming. The list below details each version.:
  • Punches, Forward DP: Almost full-screen towards the opponent.
  • Punches, Backwards DP: Almost full-screen away from the opponent.
  • Kicks, Forward DP: Half-screen towards the opponent.
  • Kicks, Reverse DP: Half-screen away from the opponent.
The only one that really has any use is the second in the list. Do not teleport if your back is to the wall. It might be tempting to abuse this move because the startup is fully invincible, but the recovery window is massive.

Super and Ultra Moves

Super — Raging Demon
Damage
Super
350

Properties

The Super Raging Demon is actually called a zero-frame grab, meaning that if the opponent does not jump before the flash of the Super's activation they will always get grabbed as long as they are in range. The range on this Super is very good but it has no startup invincibility, making it impossible to use as an anti-air.

There are several easy setups for this grab Super. Empty jumping is popular, along with intentionally whiffing a Hop Kick. Remember that since it starts up in zero frames, there's no way for the opponent to counter it with any move after the flash of the activation. If they do an invincible move before the flash, you will get hit out of the Raging Demon.

(Hold to charge)
Ultra 1 — Messatsu Gohadou
Damage
Ultra 1
341 /403 / 431

A fireball Ultra that is incredibly easy to combo into. It does low damage for an Ultra but there are so many situations where you can land it that it acts as a nice damage boost to a lot of combos. Here is a list of potential Ultra 1 scenarios.
  • Jumping Medium Punch air juggle
  • Shoryuken FADC
  • Light Shoryuken (grounded)
  • Light Shoryuken anti-air
  • Light Shoryuken trade
  • EX Hurricane Kick (corner)
You can charge up this Ultra by holding down the punch buttons. The longer you charge it, the more damage it does. Unfortunately, the only real way to land a fully charged Ultra 1 is after a Focus Attack crumple. If you charge it the entire way and you land it at point blank range, it does even more damage with an extra cinematic thrown in.


Ultra 2 — Messatsu Goshoryu
Damage
Ultra 2
501

This Ultra acts as an anti-air for Evil Ryu, and it's also easy to combo into. This Ultra has invincibility during the first upward swing of Evil Ryu's dragon punch, and it starts up quickly enough to punish jumps on reaction. Due to how fast Evil Ryu's normal fireball recovers, it's a simple task to bait people into jumping towards you so that you can hit them with this. The different ways to combo into this Ultra are listed below.
  • Jumping Medium Punch air juggle
  • Shoryuken FADC
  • EX Hurricane Kick (corner)
  • EX Hadouken FADC (full cinematic)
The only way to land the full head-crushing cinematic of Messatsu Goshoryu is to make sure that the first hit lands. If it doesn't, Evil Ryu will merely juggle the opponent three times for a simple Ultra combo. Even in a non-cinematic state, this Ultra does deal quite a significant amount of damage.

Target Combos
   
Target Combo
The use of this target combo is unknown. It's not special cancelable, and it is not safe as a poke.

Combos
NOTE: Not every potential combo has been listed, just the ones that are noteworthy.

Cancel into Hard Punch Hadouken
2 Hits
Damage 120
A basic pressure and combo string. Use it to close the distance.


Cancel into EX Hurricane Kick
8 Hits
Damage 220
Another good link combo that does nice damage.


Cancel into Light Hurricane Kick, juggle with Hard Shoryuken
4 Hits
Damage 280
Meterless punish combo that is easy to do.


Cancel into Medium Axe Kick
Cancel into Light Hurricane Kick, juggle Hard Shoryuken
6 Hits
Damage 367
The Evil Ryu Combo. The damage is great and since the combo ends with a Shoryuken you can FADC it to tack on an Ultra at the end.


Cancel into EX Hadouken Focus Attack Dash Cancel
17 Hits
Damage 516
This will combo into the full Ultra cinematic. It's tough to do outside of the corner though.


Light Shoryuken Focus Attack Dash Cancel juggle Ultra 2
10 Hits
Damage 344
A standard combo into Ultra.
Notable Normal Moves

Crouching Medium Kick
This move has a crazy amount of range and it hits low. It's also special cancelable. Because Evil Ryu throws his body downward and forward to use this move, canceling it into a fireball actually places Evil Ryu closer to the opponent than before. This is important for getting into Axe Kick range.

Hop Kick (Senbukyaku)
Evil Ryu takes a slow hop towards the opponent, and during this time he can leap over low attacks completely. He can still be thrown, though. Also, this attack can be blocked high or low.It's only safe on block at the farthest possible range, so you'll want to space this move very carefully.

Whiffing this move intentionally to approach the opponent is a popular tactic. Canceling the Hop Kick into the Raging Demon is a great move to close the gap and get some damage.

Overhead Chop (Zugai Hasatsu)
A double-hitting overhead attack, just like Akuma's. Use this along with your Crouching Medium Kick to mix up the opponent.

Manual Dive Kick (Tenma Kuujinkyaku) [Air Only]
A quick dive kick that can change your aerial trajectory. The only way to combo from this move is to strike the opponent at ankle height. If you land too high with this move, you can be thrown easily.
or
Jumping Medium or Light Kick
Since Evil Ryu retains Ryu's crossup moves, both of these moves will still work. Jumping Light Kick is a more ambiguous crossup, but it's harder to combo from.
Evil Ryu Strategies
This section will be expanded on later in time. For now, it appears that the Axe Kick is the move that will determine Evil Ryu's competitive worth.

Raging Demon Shortcut
Taken from the Akuma section, this expounds upon the shortcut for the Raging Demon. Evil Ryu has the same Super Raging Demon, so this shortcut will work once more. Instead of inputting the commands to the Demon one-by-one like this:





You can shorten it to this!



You can input the last three inputs of the Raging Demon at the same time to get the same result. It makes canceling the Super from a normal move much easier and faster and also provides much less room for error.
Other Resources and Credit
You can find more information about playing Evil Ryu on the Central Character Discussion Forum once he is released to consoles.
Contributions to this guide by Nyoronoru and the AE cabinet at University Pinball.


Comments

EasyLoops said on May 1, 2011 at 8:45 a.m.

Great info and guide, as usual guys. =)

#1
YangLee said on May 1, 2011 at 9:04 a.m.

hmm not bad

#2
gam3fr33k said on May 1, 2011 at 9:28 a.m.

I'm not quite sure how his teleport differs from Akuma's. Any vids to show why Evil Ryu's is so much worse?

#3
sojiki said on May 1, 2011 at 9:53 a.m.

@ its slower and the run away one its very easily punishable the opponent does not even need to os the teleport he has that much time to just react and walk ujp and do whatever lol

#4
TheShotokan said on May 1, 2011 at 9:57 a.m.

(This user was banned.)

#5
xoverlord1022x said on May 1, 2011 at 9:59 a.m.

sounds like he kinda sucks but who am i to say that i havent played him yet

#6
gammabolt17 said on May 1, 2011 at 10:27 a.m.

I'll definitely be spending a lot of time with him. I am not that great with shotos except for Ken and I don't even play with him anymore, it's all Cody now. I'll try E. Ryu though, no use of getting AE to not play the new characters to death.

#7
Links said on May 1, 2011 at 10:48 a.m.

There's a small error in the Shoryuken section. The EX version of Shoryuken hits 3 times, not two.

I main Ryu now, and I'm definitely going to play Evil Ryu as well. Axe Kick is too sick.

#8
JanTheMan said on May 1, 2011 at 12:54 p.m.

Is lp. SRK -> U1 (uncharged) possible?

#9
Izagaia said on May 1, 2011 at 7:27 p.m.

I would like to know if Evil Ryu's shoryuken behaves more like regular Ryu or if it leans towards Akuma in that Akuma'a HP version does not knock-down on the first hit. A FADC into ultra one is useless until the second hit which is the one that knocks-down and propels the opponent upward. Unlike regular Ryu whose first shoryuken hit knocks down and propels with the second hit being a juggle.

#10
hitmanr92 said on May 1, 2011 at 11:29 p.m.

Does Evil Ryu perform a backflip after shoryuken trade?

#11
Virtua_Kazama said on May 2, 2011 at 11:13 a.m.

Both of his Ultras breaks armor? Oh man... when is it a good time to use the Axe Kick?

#12
darko_p86 said on May 2, 2011 at 4:37 p.m.

E.Ryu is cool and will be an interesting new addition to AE. Im sure there will be lots of fun with this character.

Yet...

The undeniable fact remains that both E.Ryu and Oni are 2 more clones of many other shotos. In fact, they are both similar copies of Akuma. It shows just the lack of ambition and laziness on Capcom's part. There are several other characters they could have gave us instesd of clones of other clones, like Rolento; Sodom; and Birdie.

#13
Nyoronoru said on May 3, 2011 at 7:36 a.m.

In my personal opinion, Evil Ryu is simply a melded version of Ryu and Akuma.

Oni is very unique as a character though. You'll like him if you're looking for something new.

#14
D3T0X said on May 3, 2011 at 9:12 p.m.

I got that Evil Ryu combo down

cr.LK, cr.LP,st.HP,MK axe kick,cr.MP,HP hadouken(FADC)cr.MP or cr.MK,LK tatsu,EX shoryuken

Even if you only have 2 EX meters you can just do a HP shoryuken(only 2 hits)but it's still pretty good

There are other combos but if you have a chance then use this one
That's just my opinion though

#15
TheShotokan said on May 7, 2011 at 2:35 p.m.

(This user was banned.)

#16
TheShotokan said on May 7, 2011 at 2:37 p.m.

(This user was banned.)

#17
DK_Brawler said on May 14, 2011 at 7:27 p.m.

Very fun character to use, but his health and stun is his downfall. And the axe kick is only a QCF+K motion, played him yesterday. I should've tried Ground LP SRK into Ultra to see if it works. His Ultra 1 charge is about 110 frames or less than 2 seconds.

#18
Scorpion said on May 18, 2011 at 1:55 a.m.

(This user was banned.)

#19
Mrb20028 said on May 22, 2011 at 5:20 p.m.

@Scorpion No guide is 100% perfect. People make mistakes. I've found plenty in the SSFIV guide. That's why these people are allowed to edit and revise things, in case they make a mistake. There's a lot to be discovered about these fairly new characters, but that doesn't give you the right to put someone down. Be thankful someone is using their time to help you and other SF players out there.

#20
Scorpion said on May 23, 2011 at 4:01 a.m.

(This user was banned.)

#21
Hamish said on June 4, 2011 at 7:09 a.m.

i have been waiting for these moves to come up cheers event hubs

#22
DxEggman said on June 8, 2011 at 9:38 a.m.

Combo 3 does 290 dmg, not 280.

#23
oliver51090 said on June 13, 2011 at 4:12 p.m.

jump hard punch or kick medium punch then red fireball heavy or ex your choice, :P red fireball does have a use HA lol

#24
Fiscal said on June 14, 2011 at 11:54 a.m.

Evil Ryu's overhead chop is not "just like Akuma's." He can combo after it as evidenced in Desk's video http://tinyurl.com/6yzjeme, where he links it into low strong (1:10) as well as SRK (1:53).

#25
Ryux4 said on June 17, 2011 at 7:32 p.m.

WHY IS IT SO HARD TO PLAY WITH HIM!!!!!! IM 4WINS - 25LOSES WITH E.RYU SOMEONE PLZ HELP ME IM STARTING TO GIVE UP ON SF!!!!!

#26
Links said on June 20, 2011 at 11:48 p.m.

@Ryux4 - I had trouble playing with Evil Ryu initially as well. He has to play a very careful game. Just make sure you are making safe choices. For example, if your opponent likes to Focus, don't use cr. MK xx Axe Kick, as they will just Counter Hit your Axe Kick with a Focus and get the free crumple. You just have to use cr. MK xx Hadouken instead.
Evil Ryu's difficult but fun to play. Just don't make any big mistakes. Leave that to your opponents. :)

#27
makncheese said on June 28, 2011 at 5:57 p.m.

Help with doing the dive kick: I suck with execution so it's no surprise that I can't do the d.kick consistently. Can anyone provide advice for the motion?

#28
makncheese said on July 3, 2011 at 10:23 a.m.

nevermind - i figured it out.

#29
SeQuarnD said on July 7, 2011 at 7:42 a.m.

Fireball (Hadouken)DMG is 75 on my game

#30
RaptorJesusDesu said on July 8, 2011 at 7:37 p.m.

One has to always remember when playing a character like this: their hp is crap because of their tools. The tools are supposed to make the difference. So what is it for E.Ryu? Evil Ryu is so fragile, just as with Akuma you need to abuse his safer options to survive and get the most mileage out of him. To that end, Evil Ryu has a great fireball (better than Ryu's), shoryukens (he basically gets Ryu-like shoryukens + a Ken-like EX), his focus attack has good properties, and he has an extremely long range l.mk. As with most fighters, resist the urge to jump. Zone with fireballs as much as you can, and keep a mid-ranged footsie game. Evil Ryu has the ability to do some long block strings (if you can link) and in general can move forward across the ground pretty well before retreating back; he has a great dash too. He also has two solid overheads for the occasional surprise. But you don't really want to be taking too many risks as he won't win a slugfest. Between hadouken, axe kick, and his 3-hit hadouken, he can actually do a lot of chip.

#31
Mr_Sancocho said on July 19, 2011 at 8:24 p.m.

Was just messing around with evil ryu in the training room. just discovered that if you hit a guy out of the air with an air tatsu on counter hit, you can juggle full ultra 2 cinematic out of it.

#32
evilnais said on December 17, 2011 at 7:17 a.m.

Evil Ryu can combo after the hop kick(forward medium kick) wiht the hurrican kick. and even the EX-version. and the opponent will fly away even higher as with normal Ex-Hurrican.k. so you can combo into Ultra1 even quite far from the corner. cool stuff. most people are very surprised.

#33
Links said on January 21, 2013 at 1:55 p.m.

Damage on Raging Demon, HP Shoryuken and H Axe Kick should be updated for ver. 2012. Raging Demon now deals 370 damage, HP Shoryuken does 100 + 60 damage, and H Axe Kick now does 130 damage.
Also, the M Shoryuken now has the most invulnerability.

#34
AlanJLS said on March 23, 2013 at 6:54 p.m.

Apparently Capcom changed the Messastu Gohadou to Metsu Hadoken. Wow

#35
xMessatsu said on July 19, 2013 at 6:35 p.m.

When you guys going to update all these?!!!!.

#36
Sonneillon said on July 9, 2014 at 9:44 a.m.

UPDATE!!!!!

#37
nickthestick said on July 17, 2014 at 8:47 a.m.

update for love

#38
Links said on July 17, 2014 at 2:05 p.m.

I guess these never get updated...

Also, there IS a reason to use EX Shakunetsu - you can use it to juggle into Ultra I for one meter. You can do this off a J. MP, anti-air LP Shoryuken, or a Cl. MP.

#39


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