Street Fighter Alpha 2/Evil Ryu: Difference between revisions

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'''STANDING'''
'''STANDING'''
<br>
<br>
[[File:Lp.png]]
[[File:Lp.png]]-


<br>
<br>
[[File:Mp.png]]
[[File:Mp.png]]-


<br>
<br>
[[File:Hp.png]]
[[File:Hp.png]]-


<br>
<br>
[[File:Lk.png]]
[[File:Lk.png]]-


<br>
<br>
[[File:Mk.png]]
[[File:Mk.png]]-


<br>
<br>
[[File:Hk.png]]
[[File:Hk.png]]-


<br>
<br>
'''CROUCHING'''
'''CROUCHING'''
<br>
<br>
cr.[[File:Lp.png]]
cr.[[File:Lp.png]]-


<br>
<br>
cr.[[File:Mp.png]]
cr.[[File:Mp.png]]-


<br>
<br>
cr.[[File:Hp.png]]
cr.[[File:Hp.png]]-


<br>
<br>
cr.[[File:Lk.png]]
cr.[[File:Lk.png]]-


<br>
<br>
cr.[[File:Mk.png]]
cr.[[File:Mk.png]]-
 
<br>
<br>
cr.[[File:Hk.png]]
cr.[[File:Hk.png]]-
 
<br>
<br>
'''JUMPING'''
'''JUMPING'''
Jumping [[File:U.png]] (Neutral jump)
Jumping [[File:U.png]] (Neutral jump)
<br>
<br>
nj.[[File:Lp.png]]
nj.[[File:Lp.png]]-
 
<br>
<br>
nj.[[File:Mp.png]]
nj.[[File:Mp.png]]-
 
<br>
<br>
nj.[[File:Hp.png]]
nj.[[File:Hp.png]]-
 
<br>
<br>
nj.[[File:Lk.png]]
nj.[[File:Lk.png]]-
 
<br>
<br>
nj.[[File:Mk.png]]
nj.[[File:Mk.png]]-
 
<br>
<br>
nj.[[File:Hk.png]]
nj.[[File:Hk.png]]-
 
<br>
<br>
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)
<br>
<br>
dj.[[File:Lp.png]]
dj.[[File:Lp.png]]-
 
<br>
<br>
dj.[[File:Mp.png]]
dj.[[File:Mp.png]]-
 
<br>
<br>
dj.[[File:Hp.png]]
dj.[[File:Hp.png]]-
 
<br>
<br>
dj.[[File:Lk.png]]
dj.[[File:Lk.png]]-
 
<br>
<br>
dj.[[File:Mk.png]]
dj.[[File:Mk.png]]-
 
<br>
<br>
dj.[[File:Hk.png]]
dj.[[File:Hk.png]]-
 
<br>
<br>
===Special Normals===
===Special Normals===

Revision as of 00:56, 21 February 2019

Ryu-evil-stance.gif


Introduction

Essentially a non-canon version of Ryu with some new moves, and slight differences on some existing moves. A mix of Akuma and Ryu, in other words.

EvilRyu Alpha2 colors.PNG

Evil Ryu is fun to use, IMO better than good ol’ Ryu though no one will agree with me.

Differences from Ryu

Multihit Dragon Punch: This sucks IMO. Why? Cause the fp version hits anything but wont knock down unless close, leaving you open to get your ass kicked. Lp version is one hit, good for anti-air but low attacks beat it clean.

Hurricane Kick: They all knockdown now doing 1, 2, or 3 hits depending on strength.

Teleport: Pretty dope to have, allows for some nice set-ups or just to get the hell out of dodge on wake-up.

Juggle ability: This is nice to have, thing like sweep xx hurricane juggle.

Supers: Though supers play a minimum role in SFA2, he gets Akuma’s uppercut super, a welcome addition to his arsenal, hurts too.

Infinite Blowout CC: At any range your opponent will get blown back by CC. This is too good, allows you to cc thru any pokes string, things like rolento’s walking jabs etc, as well as combo into cc off mp, jabs etc. To see how good this is have E. Ryu be full screen away and have rolento slide, he will et blown back. You can reversal wake-up with out any fear of being stuffed. Only specials move will not get blown back, to include supers.

Life: Sucks ass.

Dizzy: Happens fast.

Though Im not sure, his f+mk seems better to me.

Moves List

Normal Moves

STANDING
Lp.png-


Mp.png-


Hp.png-


Lk.png-


Mk.png-


Hk.png-


CROUCHING
cr.Lp.png-


cr.Mp.png-


cr.Hp.png-


cr.Lk.png-


cr.Mk.png-


cr.Hk.png-


JUMPING Jumping U.png (Neutral jump)
nj.Lp.png-


nj.Mp.png-


nj.Hp.png-


nj.Lk.png-


nj.Mk.png-


nj.Hk.png-


Jumping Ub.png Uf.png (Diagonal jump)
dj.Lp.png-


dj.Mp.png-


dj.Hp.png-


dj.Lk.png-


dj.Mk.png-


dj.Hk.png-


Special Normals

Special Moves

Super Combos

Strategy

Match-ups