
sounds like he kinda sucks but who am i to say that i havent played him yet
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.
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.
Both of his Ultras breaks armor? Oh man... when is it a good time to use the Axe Kick?
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.
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
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.
@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.
I wasn't hating, nor trying to be an ass, but the fact remains, i understand trying to get the information out there, but you can't post false information, better be last to get it out there and be correct, than to be first, and make an ass out of yourself.
U2 doesn't break armor, it can be seen in the video where they first introduce Oni and E.Ryu to us Americans... Oni goes to focus, E.Ryu wake up ultra's and he absorbs the first hit... Oni and time to not only back dash, but, also to release and possibly hit and or trade with E.Ryu...
That was my point....
jump hard punch or kick medium punch then red fireball heavy or ex your choice, :P red fireball does have a use HA lol
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).
@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. :)
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?
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.
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.
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.
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