Street Fighter Alpha 2/Evil Ryu: Difference between revisions

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'''STANDING'''
'''STANDING'''
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[[File:Lp.png]]-
[[File:Lp.png]]- Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.


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[[File:Mp.png]]-
[[File:Mp.png]]- Quick one arm uppercut, good anti-air and cancelable to a special move.


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[[File:Hp.png]]-
[[File:Hp.png]]- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable.


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[[File:Lk.png]]-
[[File:Lk.png]]- Good ranged kick to the shin, cancelable, good priority and range.


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[[File:Mk.png]]-
[[File:Mk.png]]- Ugly axe kick which can be used as a anti-crossup.


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[[File:Hk.png]]-
[[File:Hk.png]]- A roundhouse kick to the face. Good meaty to whoever cant crouch it, gives hella frame advantage, but despite look isnt a anti-air.


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'''CROUCHING'''
'''CROUCHING'''
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cr.[[File:Lp.png]]-
cr.[[File:Lp.png]]- Little jab to the shin, not really all that great range wise.


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cr.[[File:Mp.png]]-
cr.[[File:Mp.png]]- A straight punch with good priority and frame advantage, cancelable.


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cr.[[File:Hp.png]]-
cr.[[File:Hp.png]]- Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.


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cr.[[File:Lk.png]]-
cr.[[File:Lk.png]]- Quick kick to the foot, combo starter, cancelable


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cr.[[File:Mk.png]]-
cr.[[File:Mk.png]]- A good reaching low kick, probably overall bset poke, gives frame advantage, awesome meaty, and cancelable.


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cr.[[File:Hk.png]]-
cr.[[File:Hk.png]]- A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.


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nj.[[File:Mp.png]]-
nj.[[File:Mp.png]]- A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.


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nj.[[File:Hp.png]]-
nj.[[File:Hp.png]]- A fist to the face. Good jump in with good priority, especially when done early.


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nj.[[File:Mk.png]]-
nj.[[File:Mk.png]]-  


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nj.[[File:Hk.png]]-
nj.[[File:Hk.png]]-  


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dj.[[File:Mp.png]]-
dj.[[File:Mp.png]]- A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.


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dj.[[File:Hp.png]]-
dj.[[File:Hp.png]]- A fist to the face. Good jump in with good priority, especially when done early.


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dj.[[File:Mk.png]]-
dj.[[File:Mk.png]]- His cross-up, self-explanatory.


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dj.[[File:Hk.png]]-
dj.[[File:Hk.png]]- Best when used when jumping from far away, good priority.


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===Special Moves===
===Special Moves===


'''[[File:Qcf.png]]+[[File:P.png]]-''' Hadouken
'''[[File:Qcf.png]]+[[File:P.png]]-''' Hadouken. A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.


'''[[File:Qcb.png]]+[[File:K.png]]-''' Tatsumaki
'''[[File:Qcb.png]]+[[File:K.png]]-''' Tatsumaki. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent. Can be done in the air and has annoyingly great priority, also if connected against a grounded opponent allows for a j.mp juggle. Punish whiffs from afar with c.hk xx hk hurricane. Air version decent vs fireballers.


'''[[File:Dp.png]]+[[File:P.png]]-''' Shoryuken
'''[[File:Dp.png]]+[[File:P.png]]-''' Shoryuken. His invincible anti-air. Lp and mp versions seem to have no lower invincibility, only being useful up close. At best you might trade with a low hit, which Ive only done with Ken. Dp’s on the ground tend to suck in A2 and this being multi-hit isnt reliable, best bet is to used as a anti-air or wake-up when opponent is right on you.


'''[[File:Dp.png]]+[[File:3p.png]]/[[File:3k.png]]-''' Forward Teleport
'''[[File:Dp.png]][[File:Rdp.png]]+[[File:3p.png]]/[[File:3k.png]]-''' Forward/back Teleport. Completely invincible from the start but vunerable at the end, good to avoid chip ccs, or use as wake-up. Useful in blocked cc.
 
'''[[File:Rdp.png]]+[[File:3p.png]]/[[File:3k.png]]-''' Backward Teleport


===Super Combos===
===Super Combos===
'''[[File:Qcf.png]][[File:Qcf.png]]+ [[File:P.png]]-''' Shinkuu Hadouken
'''[[File:Qcf.png]][[File:Qcf.png]]+ [[File:P.png]]-''' Shinkuu Hadouken. Only real use is to blow thru fireballs, sucks as a AA, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.
 


'''[[File:Qcb.png]][[File:Qcb.png]]+ [[File:K.png]]-''' Shinkuu Tatsumaki Senpuukyaku


'''[[File:Qcb.png]][[File:Qcb.png]]+ [[File:K.png]]-''' Shinkuu Tatsumaki Senpuukyaku Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down.


'''[[File:Qcf.png]][[File:Qcf.png]]+ [[File:K.png]]-''' Messatsu Gou Shouryuu


'''[[File:Qcf.png]][[File:Qcf.png]]+ [[File:K.png]]-''' Messatsu Gou Shouryuu. Range is bad, but this thing hurts. Combo 2 point blank lks.


'''[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]]- ''' Shun Goku Satsu
'''[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]]- ''' Shun Goku Satsu. Horrible in this game, you can be point blank and they can jump, no invincibility so gets stuffed if a move is out. Go for it at your own risk, definite style points if you land it.


==Strategy==
==Strategy==

Revision as of 01:30, 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- Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.


Mp.png- Quick one arm uppercut, good anti-air and cancelable to a special move.


Hp.png- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable.


Lk.png- Good ranged kick to the shin, cancelable, good priority and range.


Mk.png- Ugly axe kick which can be used as a anti-crossup.


Hk.png- A roundhouse kick to the face. Good meaty to whoever cant crouch it, gives hella frame advantage, but despite look isnt a anti-air.


CROUCHING
cr.Lp.png- Little jab to the shin, not really all that great range wise.


cr.Mp.png- A straight punch with good priority and frame advantage, cancelable.


cr.Hp.png- Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.


cr.Lk.png- Quick kick to the foot, combo starter, cancelable


cr.Mk.png- A good reaching low kick, probably overall bset poke, gives frame advantage, awesome meaty, and cancelable.


cr.Hk.png- A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.


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


nj.Mp.png- A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.


nj.Hp.png- A fist to the face. Good jump in with good priority, especially when done early.


nj.Lk.png-


nj.Mk.png-


nj.Hk.png-


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


dj.Mp.png- A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.


dj.Hp.png- A fist to the face. Good jump in with good priority, especially when done early.


dj.Lk.png-


dj.Mk.png- His cross-up, self-explanatory.


dj.Hk.png- Best when used when jumping from far away, good priority.


Special Normals

F.png+Mp.png- Overhead punch.

F.png+Mk.png- Hop kick.

Special Moves

Qcf.png+P.png- Hadouken. A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.

Qcb.png+K.png- Tatsumaki. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent. Can be done in the air and has annoyingly great priority, also if connected against a grounded opponent allows for a j.mp juggle. Punish whiffs from afar with c.hk xx hk hurricane. Air version decent vs fireballers.

Dp.png+P.png- Shoryuken. His invincible anti-air. Lp and mp versions seem to have no lower invincibility, only being useful up close. At best you might trade with a low hit, which Ive only done with Ken. Dp’s on the ground tend to suck in A2 and this being multi-hit isnt reliable, best bet is to used as a anti-air or wake-up when opponent is right on you.

Dp.pngRdp.png+3p.png/3k.png- Forward/back Teleport. Completely invincible from the start but vunerable at the end, good to avoid chip ccs, or use as wake-up. Useful in blocked cc.

Super Combos

Qcf.pngQcf.png+ P.png- Shinkuu Hadouken. Only real use is to blow thru fireballs, sucks as a AA, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.


Qcb.pngQcb.png+ K.png- Shinkuu Tatsumaki Senpuukyaku Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down.


Qcf.pngQcf.png+ K.png- Messatsu Gou Shouryuu. Range is bad, but this thing hurts. Combo 2 point blank lks.

Lp.pngLp.pngF.pngLk.pngHp.png- Shun Goku Satsu. Horrible in this game, you can be point blank and they can jump, no invincibility so gets stuffed if a move is out. Go for it at your own risk, definite style points if you land it.

Strategy

Match-ups