(→Moves List: Added Framedata) |
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=Moves List= | =Moves List= | ||
<youtube>hAiyU343-98</youtube> | |||
Framedata Notes: | |||
*Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula). | |||
*Startup = The frame the move hits on (1st active frame). | |||
*Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH) | |||
*Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively) | |||
*All framedata collected with the game speed set to normal. | |||
*All hitbox images have Evil Ryu standing/jumping in the exact same position, so hitbox distances can be easily compared. | |||
[Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], November 2021] | |||
==Normal Moves== | == Normal Moves == | ||
===Standing=== | |||
{{MoveData | |||
|image=A2_EvilRyu_st.lp.png | |||
|imageSize=250px | |||
|caption= | |||
|name=st.[[File:Lp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 5 | |||
|Stun= 3 | |||
|Startup= 4 | |||
|Active= 4 | |||
|Frame Adv= +4 | |||
|Meter= 0/1/2 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | |||
|description= Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them. | |||
}} | |||
}} | |||
{{MoveData | |||
<br> | |image=A2_EvilRyu_st.mp_1.png | ||
[[File: | |imageSize=250px | ||
|image2=A2_EvilRyu_st.mp_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=st.[[File:Mp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 11-13, 6 | |||
|Stun= 6, 6 | |||
|Startup= 4 | |||
|Active= 3(0)6 | |||
|Frame Adv= -4 | |||
|Meter= 1/3/6 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |||
|description= *Hits 1 time. | |||
*Both hits are cancellable. | |||
Quick one arm uppercut; good anti-air. | |||
}} | |||
}} | |||
{{MoveData | |||
[[File: | |image=A2_EvilRyu_st.hp.png | ||
|imageSize=250px | |||
|caption= | |||
|name=st.[[File:Hp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 17-21 | |||
|Stun= 8 | |||
|Startup= 8 | |||
|Active= 6 | |||
|Frame Adv= -3 | |||
|Meter= 2/5/9 | |||
|Block=[[File:Mid.png]] | |||
|Properties= - | |||
|description= Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. | |||
}} | |||
}} | |||
<br> | {{MoveData | ||
[[File: | |image=A2_EvilRyu_st.lk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=st.[[File:Lk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 5 | |||
|Stun= 3 | |||
|Startup= 7 | |||
|Active= 6 | |||
|Frame Adv= -4 | |||
|Meter= 0/1/2 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |||
|description= Good ranged kick to the shin, good priority and range. | |||
}} | |||
}} | |||
<br> | {{MoveData | ||
[[File: | |image=A2_EvilRyu_st.mk_1.png | ||
|imageSize=250px | |||
|image2=A2_EvilRyu_st.mk_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=st.[[File:Mk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 8-10, 9 | |||
|Stun= 4, 2 | |||
|Startup= 6 | |||
|Active= 10(0)6 | |||
|Frame Adv= +1 | |||
|Meter= 1/2,2/3,3 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |||
|description= *First hit is cancellable. | |||
*Hits 2 times. | |||
Ugly axe kick which can be used as a anti-crossup. | |||
}} | |||
}} | |||
{{MoveData | |||
[[File: | |image=A2_EvilRyu_st.hk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=st.[[File:Hk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 14 | |||
|Stun= 4 | |||
|Startup= 10 | |||
|Active= 6 | |||
|Frame Adv= +6 | |||
|Meter= 2/5/9 | |||
|Block=[[File:Mid.png]] | |||
|Properties= - | |||
|description= A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage. | |||
}} | |||
}} | |||
<br> | ===Crouching=== | ||
[[File: | {{MoveData | ||
|image=A2_EvilRyu_cr.lp.png | |||
|imageSize=250px | |||
|caption= | |||
|name=cr.[[File:Lp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 5 | |||
|Stun= 1 | |||
|Startup= 4 | |||
|Active= 4 | |||
|Frame Adv= +4 | |||
|Meter= 0/1/2 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | |||
|description= Little jab to the shin, not really all that great range wise. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_cr.mp.png | |||
|imageSize=250px | |||
cr.[[File: | |caption= | ||
|name=cr.[[File:Mp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 10-12 | |||
|Stun= 6 | |||
|Startup= 5 | |||
|Active= 4 | |||
|Frame Adv= +5 | |||
|Meter= 1/3/6 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |||
|description= A straight punch with good priority and frame advantage. | |||
}} | |||
}} | |||
<br> | {{MoveData | ||
|image=A2_EvilRyu_cr.hp_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_cr.hp_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=cr.[[File:Hp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 15-19,13 | |||
|Stun= 8, 6 | |||
|Startup= 5 | |||
|Active= 4(0)8 | |||
|Frame Adv= -2 | |||
|Meter= 2/5/9 | |||
|Block=[[File:Mid.png]]<br>[[File:Low.png]] | |||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |||
|description= *First hit is cancelable. | |||
*Hits 1 time. | |||
*First hit has to be blocked low if hit at max range against some characters. | |||
Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward. | |||
}} | |||
}} | |||
<br> | {{MoveData | ||
|image=A2_EvilRyu_cr.lk.png | |||
|imageSize=250px | |||
|caption= | |||
|name=cr.[[File:Lk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 5 | |||
|Stun= 3 | |||
|Startup= 5 | |||
|Active= 4 | |||
|Frame Adv= +2 | |||
|Meter= 0/1/2 | |||
|Block=[[File:Low.png]] | |||
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | |||
|description= Quick kick to the foot, combo starter. | |||
}} | |||
}} | |||
{{MoveData | |||
cr.[[File: | |image=A2_EvilRyu_cr.mk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=cr.[[File:Mk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 9-11 | |||
|Stun= 1 | |||
|Startup= 6 | |||
|Active= 6 | |||
|Frame Adv= +3 | |||
|Meter= 1/3/6 | |||
|Block=[[File:Low.png]] | |||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |||
|description= A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty. | |||
}} | |||
}} | |||
{{MoveData | |||
cr.[[File: | |image=A2_EvilRyu_cr.hk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=cr.[[File:Hk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 14-18 | |||
|Stun= 8 | |||
|Startup= 7 | |||
|Active= 6 | |||
|Frame Adv= -9 | |||
|Meter= 2/5/9 | |||
|Block=[[File:Low.png]] | |||
|Properties=[[File:Specialcancel.png]][[File:Supercancel.png]]<br>[[File:Softknockdown.png]] | |||
|description= 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 [[File:U.png]] (Neutral jump) | |||
{{MoveData | |||
|image=A2_EvilRyu_nj.lp.png | |||
|imageSize=250px | |||
|caption= | |||
|name=nj.[[File:Lp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 9 | |||
|Stun= 3 | |||
|Startup= 6 | |||
|Active= 10 | |||
|Frame Adv= | |||
|Meter= 0/1/2 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
nj.[[File:Mp.png]]- | |image=A2_EvilRyu_nj.mp.png | ||
|imageSize=250px | |||
|caption= | |||
|name=nj.[[File:Mp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 10-12 | |||
|Stun= 6 | |||
|Startup= 6 | |||
|Active= 8 | |||
|Frame Adv= | |||
|Meter= 1/3/6 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
nj.[[File:Hp.png]]- | |image=A2_EvilRyu_nj.hp.png | ||
|imageSize=250px | |||
|caption= | |||
|name=nj.[[File:Hp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 13-17 | |||
|Stun= 8 | |||
|Startup= 9 | |||
|Active= 6 | |||
|Frame Adv= | |||
|Meter= 2/5/9 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
nj.[[File:Lk.png]]- | |image=A2_EvilRyu_nj.lk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=nj.[[File:Lk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 10 | |||
|Stun= 3 | |||
|Startup= 5 | |||
|Active= 10 | |||
|Frame Adv= | |||
|Meter= 0/1/2 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
nj.[[File:Mk.png]]- | |image=A2_EvilRyu_nj.mk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=nj.[[File:Mk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 11-13 | |||
|Stun= 6 | |||
|Startup= 5 | |||
|Active= 6 | |||
|Frame Adv= | |||
|Meter= 1/3/6 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
nj.[[File:Hk.png]]- | |image=A2_EvilRyu_nj.hk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=nj.[[File:Hk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 14-18 | |||
|Stun= 8 | |||
|Startup= 13 | |||
|Active= 6 | |||
|Frame Adv= | |||
|Meter= 2/5/9 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump) | Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump) | ||
{{MoveData | |||
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. | |image=A2_EvilRyu_dj.lp.png | ||
|imageSize=250px | |||
|caption= | |||
|name=dj.[[File:Lp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 9 | |||
|Stun= 3 | |||
|Startup= 6 | |||
|Active= 10 | |||
|Frame Adv= | |||
|Meter= 0/1/2 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_dj.mp_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_dj.mp_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=dj.[[File:Mp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 8, 6 | |||
|Stun= 3, 3 | |||
|Startup= 10 | |||
|Active= 3(0)8 | |||
|Frame Adv= | |||
|Meter= 1/2,2/3,3 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= *Hits 2 times. | |||
A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_dj.hp.png | |||
|imageSize=250px | |||
|caption= | |||
|name=dj.[[File:Hp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 13-17 | |||
|Stun= 1 | |||
|Startup= 6 | |||
|Active= 6 | |||
|Frame Adv= | |||
|Meter= 2/5/9 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= A fist to the face. Good jump in with good priority, especially when done early. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_dj.lk.png | |||
|imageSize=250px | |||
|caption= | |||
|name=dj.[[File:Lk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 9 | |||
|Stun= 3 | |||
|Startup= 8 | |||
|Active= 10 | |||
|Frame Adv= | |||
|Meter= 0/1/2 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
dj.[[File: | |image=A2_EvilRyu_dj.mk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=dj.[[File:Mk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 10-12 | |||
|Stun= 6 | |||
|Startup= 8 | |||
|Active= 8 | |||
|Frame Adv= | |||
|Meter= 1/3/6 | |||
|Block=[[File:High.png]] | |||
|Properties= Cross-up | |||
|description= - | |||
}} | |||
}} | |||
{{MoveData | |||
dj.[[File: | |image=A2_EvilRyu_dj.hk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=dj.[[File:Hk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 13-17 | |||
|Stun= 8 | |||
|Startup= 7 | |||
|Active= 6 | |||
|Frame Adv= | |||
|Meter= 2/5/9 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= Best when used when jumping from far away, good priority. | |||
}} | |||
}} | |||
== Command Normals == | |||
<br> | {{MoveData | ||
|image=A2_EvilRyu_f.mp_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_f.mp_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Sakatsu Wari<br>aka Overhead<br>[[File:F.png]]+ [[File:Mp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 5-7, 14 | |||
|Stun= 6, 2 | |||
|Startup= 23 | |||
|Active= 4(0)4 | |||
|Frame Adv= -7 | |||
|Meter= 1/2,2/3,3 | |||
|Block=[[File:High.png]] | |||
|Properties= | |||
|description= *Hits 2 times | |||
*Unsafe; can be punished by CC and fast normals. | |||
*'''Punishable on hit.''' | |||
*Tied for 2nd fastest overhead in the game. ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Overheads Alpha2Overheads]). | |||
A overhead with very good range. | |||
}} | |||
}} | |||
<br> | {{MoveData | ||
=== | |image=A2_EvilRyu_f.mk.png | ||
|imageSize=250px | |||
|caption= | |||
|name=Senpu Kyaku<br>aka Hop Kick<br>[[File:F.png]]+ [[File:Mk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 11-13 | |||
|Stun= 6 | |||
|Startup= 20 | |||
|Active= 4 | |||
|Frame Adv= -5 | |||
|Meter= 1/3/6 | |||
|Block=[[File:Mid.png]] | |||
|Properties= [[File:Lowerbodyinv.png]] | |||
|description= *Unsafe; can be punished by CC and fast normals. | |||
Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu. | |||
}} | |||
}} | |||
== Normal Throws == | |||
=== | {{MoveData | ||
[[File: | |image=A2_EvilRyu_PThrow_1.png | ||
|imageSize=250px | |||
|image2=A2_EvilRyu_PThrow_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Seoi Nage<br>[[File:B.png]]or[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 19 | |||
|Stun= 0 | |||
|Startup= 0 | |||
|Active= N/A | |||
|Frame Adv= N/A | |||
|Meter= -/-/3 | |||
|Block= N/A | |||
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *Deals 9 damage when opponent tech throws. | |||
*Ryu has the 2rd best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]). | |||
}} | |||
}} | |||
[[File: | {{MoveData | ||
|image=A2_EvilRyu_KThrow_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_KThrow_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Tomoe Nage<br>[[File:B.png]]or[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 19 | |||
|Stun= 0 | |||
|Startup= 0 | |||
|Active= N/A | |||
|Frame Adv= N/A | |||
|Meter= -/-/3 | |||
|Block= N/A | |||
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *Deals 9 damage when opponent tech throws. | |||
}} | |||
}} | |||
== Alpha Counters == | |||
[[File:Qcd.png]]+[[File: | {{MoveData | ||
|image=A2_EvilRyu_PAC_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_PAC_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 18-20, 16, 4 | |||
|Stun= 8, 6, 6 | |||
|Startup= 4 | |||
|Active= 4(0)8(0)10 | |||
|Frame Adv= -38 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |||
|description= Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|image=A2_EvilRyu_KAC.png | |||
|imageSize=250px | |||
|caption= | |||
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 15-19 | |||
|Stun= 8 | |||
|Startup= 5 | |||
|Active= 6 | |||
|Frame Adv= -9 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |||
|description= Use on the ground, his best ac. | |||
}} | |||
}} | |||
== Special Moves == | |||
'''[[File: | {{MoveData | ||
|image=A2_EvilRyu_Fireball_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_Fireball_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Hadoken<br>aka Fireball<br>[[File:Qcf.png]] + [[File:P.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version=[[File:Lp.png]] | |||
|Damage= 13-19, 11-20 | |||
|Stun= 8, 12 | |||
|Startup= 12 | |||
|Active= 3, inf | |||
|Frame Adv= -11 | |||
|Meter= 4/5/7 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]] | |||
|description= Shakunetsu Hadoken aka Red Fireball | |||
*Softknockdown when hit within the first 3 frames. | |||
*Speed: 300 pixels per 100 frames; slowest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | |||
*'''Punishable on hit.''' | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Mp.png]] | |||
|Damage= 12-22, 10-19 | |||
|Stun= 10, 12 | |||
|Startup= 12 | |||
|Active= 3, inf | |||
|Frame Adv= -12 | |||
|Meter= 4/5/7 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]] | |||
|description= Shakunetsu Hadoken aka Red Fireball | |||
*Softknockdown when hit within the first 3 frames. | |||
*Speed: 375 pixels per 100 frames ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | |||
*'''Punishable on hit.''' | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Hp.png]] | |||
|Damage= 15-24, 10-20 | |||
|Stun= 12, 12 | |||
|Startup= 12 | |||
|Active= 3, inf | |||
|Frame Adv= -13 | |||
|Meter= 4/5/7 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]] | |||
|description= Shakunetsu Hadoken aka Red Fireball | |||
*Softknockdown when hit within the first 4 frames. | |||
*Speed: 450 pixels per 100 frames; 4th fastest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | |||
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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_DP_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_DP_2.png | |||
|imageSize2=250px | |||
|image3=A2_EvilRyu_DP_3.png | |||
|imageSize3=250px | |||
|caption= | |||
|name=Shoryuken<br>aka Dragon Punsh, Uppercut<br>[[File:Dp.png]] + [[File:P.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version=[[File:Lp.png]] | |||
|Damage= 12-16, 8-12, 4 | |||
|Stun= 8, 8, 2 | |||
|Startup= 4 | |||
|Active= 4(0)8(0)2 | |||
|Frame Adv= -21 | |||
|Meter= 9/9/10 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]] | |||
|description= *3 frames of startup invul; 0 of which while active. | |||
*Hits 1 time max. | |||
Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.hk (11 units). | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Mp.png]] | |||
|Damage= 8-14, 6-11, 4-7 | |||
|Stun= 8, 2, 2 | |||
|Startup= 4 | |||
|Active= 4(0)8(0)6 | |||
|Frame Adv= -28 | |||
|Meter= 9/9/9+1 per hit | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]] | |||
|description= *7 frames of startup invul; 4 of which while active. | |||
*Hits 2 time max. | |||
Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Hp.png]] | |||
|Damage= 5-11, 8-13, 6-11, 4-6 | |||
|Stun= 8, 2, 2, 2 | |||
|Startup= 3 | |||
|Active= 1(0)4(0)8(0)10 | |||
|Frame Adv= -38 | |||
|Meter= 9/9/9+1 per hit | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]] | |||
|description= *7 frames of startup invul; 5 of which while active. | |||
*Hits 3 time max. | |||
Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_Tatsu_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_Tatsu_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Tatsumaki Senpukyaku<br>aka Hurricane Kick<br>[[File:Qcb.png]] + [[File:K.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version=[[File:Lk.png]] | |||
|Damage= 12-14, 12-14 | |||
|Stun= 2, 2 | |||
|Startup= 12 | |||
|Active= 3(3)3 | |||
|Frame Adv= -5 | |||
|Meter= 6/7/8 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Softknockdown.png]] | |||
|description= *Hits 1 time max. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Mk.png]] | |||
|Damage= 12-18, 5-10 x4 | |||
|Stun= 2x5 | |||
|Startup= 3 | |||
|Active= 2(7)3(3)3(3)3(3)3 | |||
|Frame Adv= -5 | |||
|Meter= 6/6+1 per hit/6+2 per hit | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Softknockdown.png]] | |||
|description= *Hits 2 time max. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Hk.png]] | |||
|Damage= 14-20, 5-8 x6 | |||
|Stun= 2x7 | |||
|Startup= 3 | |||
|Active= 2(7)3[(3)3x5] | |||
|Frame Adv= -5 | |||
|Meter= 6/6+1 per hit/6+2 per hit | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Softknockdown.png]] | |||
|description= *Hits 2 time max. | |||
All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_AirTatsu_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_AirTatsu_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=(air)Tatsumaki Senpukyaku<br>aka (air)Hurricane Kick<br>(in air)[[File:Qcb.png]] + [[File:K.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version=[[File:Lk.png]] | |||
|Damage= 9-13 | |||
|Stun= 1 | |||
|Startup= 7 | |||
|Active= 3 | |||
|Frame Adv= | |||
|Meter= 6/7/8 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Softknockdown.png]] | |||
|description= | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Mk.png]] | |||
|Damage= 5-9, 5-9 | |||
|Stun= 1, 1 | |||
|Startup= 7 | |||
|Active= 3(15)3 | |||
|Meter= 6/6+1 per hit/6+2 per hit | |||
|Frame Adv= | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Softknockdown.png]] | |||
|description= *Hits 2 time. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:Hk.png]] | |||
|Damage= 5-11 x3 | |||
|Stun= 1x3 | |||
|Startup= 7 | |||
|Active= 3(9)3(9)3 | |||
|Meter= 6/6+1 per hit/6+2 per hit | |||
|Frame Adv= | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Softknockdown.png]] | |||
|description= *Hits 2 times max. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_FakeFireball.png | |||
|imageSize=250px | |||
|caption= | |||
|name=Hado no Kamae<br>aka Fake Fireball<br>[[File:Qcf.png]] + Taunt (Start) | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= N/A | |||
|Stun= N/A | |||
|Startup= N/A | |||
|Active= N/A | |||
|Frame Adv= N/A | |||
|Meter= 0/-/- | |||
|Block= N/A | |||
|Properties= - | |||
|description= Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous. | |||
}} | |||
}} | |||
=== | {{MoveData | ||
|image=A2_EvilRyu_Teleport.png | |||
|imageSize=250px | |||
|caption= | |||
|name=Ashura Senku<br>aka Teleport<br>[[File:Rdp.png]]/[[File:Dp.png]] + [[File:3p.png]]/[[File:3k.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:3p.png]] | |||
|Damage= N/A | |||
|Stun= N/A | |||
|Startup= N/A | |||
|Active= N/A | |||
|Frame Adv= N/A | |||
|Meter= 2/-/- | |||
|Block= N/A | |||
|Properties= [[File:Startupinv.png]] | |||
|description= *25-66 frames of invul. forward | |||
*Max 23-66 frames of invul. backward | |||
*10 frames of recovery | |||
Teleport that travels a little over full-screen. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version=[[File:3k.png]] | |||
|Damage= N/A | |||
|Stun= N/A | |||
|Startup= N/A | |||
|Active= N/A | |||
|Frame Adv= N/A | |||
|Meter= 2/-/- | |||
|Block= N/A | |||
|Properties= [[File:Startupinv.png]] | |||
|description= *27-51 frames of invul. forward | |||
*Max 24-51 frames of invul. backward | |||
*10 frames of recovery | |||
Teleport that travels a little under half-screen. | |||
Good to avoid chip ccs, or use as wake-up. Useful in blocked cc. | |||
}} | |||
}} | |||
' | == Super Moves == | ||
Startup Invulnerability Notes: | |||
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames. | |||
<br> | |||
{{MoveData | |||
|image=A2_EvilRyu_FireballSuper_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_FireballSuper_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Shinku Hadoken<br>a.k.a. Fireball Super<br>[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version= Level 1 | |||
|subtitle= [[File:P.png]] | |||
|Damage= ?x3 = 28-34 | |||
|Stun= 0, 2, 2 | |||
|Startup= 5 | |||
|Active= 9, inf | |||
|Frame Adv= -13 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]] | |||
|description= *4 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | |||
*Hits 3 times. | |||
*'''Punishable on hit.''' | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version= Level 2 | |||
|subtitle= [[File:P.png]][[File:P.png]] | |||
|Damage= ?x4 = 39-49 | |||
|Stun= 0, 1, 1, 1 | |||
|Startup= 5 | |||
|Active= 9, inf | |||
|Frame Adv= -10 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *4 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | |||
*Hits 4 times. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version= Level 3 | |||
|subtitle= [[File:3p.png]] | |||
|Damage= ?x5 = 52-58 | |||
|Stun= 0, 0, 1, 1, 1 | |||
|Startup= 5 | |||
|Active= 9, inf | |||
|Frame Adv= -7 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *4 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | |||
*Hits 5 times. | |||
Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, 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. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_TatsuSuper_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_TatsuSuper_2.png | |||
|imageSize2=250px | |||
|image3=A2_EvilRyu_TatsuSuper_3.png | |||
|imageSize3=250px | |||
|image4=A2_EvilRyu_TatsuSuper_4.png | |||
|imageSize4=250px | |||
|caption= | |||
|name=Shinku Tatsumaki Senpukyaku<br>a.k.a. Hurricane Kick Super<br>[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version= Level 1 | |||
|subtitle= [[File:K.png]] | |||
|Damage= ?x5 = 36-47 | |||
|Stun= 0x4, 3 | |||
|Startup= 6 | |||
|Active= 3[(3)3x4] | |||
|Frame Adv= 0 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | |||
|description= *5 frames of startup hit invul.; 0 of which while active. | |||
*15 frames of startup projectile invul. | |||
*Hits 5 times. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version= Level 2 | |||
|subtitle= [[File:K.png]][[File:K.png]] | |||
|Damage= ?x9 = 46-58 | |||
|Stun= 0x8, 3 | |||
|Startup= 6 | |||
|Active= 3[(3)3x8] | |||
|Frame Adv= +1 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | |||
|description= *6 frames of startup hit invul.; 1 of which while active. | |||
*16 frames of startup projectile invul. | |||
*Hits 9 times. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version= Level 3 | |||
|subtitle= [[File:3k.png]] | |||
|Damage= ?x13 = 55-73 | |||
|Stun= 0x12, 3 | |||
|Startup= 6 | |||
|Active= 3[(3)3x12] | |||
|Frame Adv= +2 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | |||
|description= *7 frames of startup hit invul.; 2 of which while active. | |||
*17 frames of startup projectile invul. | |||
*Hits 13 times. | |||
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. Ryu's pushbox is removed throughout the duration of the super. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_DPSuper_1.png | |||
|imageSize=250px | |||
|image2=A2_EvilRyu_DPSuper_2.png | |||
|imageSize2=250px | |||
|caption= | |||
|name=Messatsu Goshoryu<br>[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|version= Level 1 | |||
|subtitle= [[File:K.png]] | |||
|Damage= ?x4 = 38-50 | |||
|Stun= 0, 0, 2, 2 | |||
|Startup= 5 | |||
|Active= 4(0)8(13)5(0)26 | |||
|Frame Adv= -30 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *5 frames of startup hit invul.; 1 of which while active. | |||
*10 frames of startup projectile invul. | |||
*Hits 4 times. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version= Level 2 | |||
|subtitle= [[File:K.png]][[File:K.png]] | |||
|Damage= ?x6 = 49-58 | |||
|Stun= 0, 0, 0, 1, 1, 1 | |||
|Startup= 5 | |||
|Active= 4(0)8(13)5(0)26 | |||
|Frame Adv= -31 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *5 frames of startup hit invul.; 1 of which while active. | |||
*14 frames of startup projectile invul. | |||
*Hits 6 times. | |||
}} | |||
{{AttackData-Alpha2 | |||
|header= no | |||
|version= Level 3 | |||
|subtitle= [[File:3k.png]] | |||
|Damage= ?x8 = 65-77 | |||
|Stun= 0x5, 1, 1, 1 | |||
|Startup= 5 | |||
|Active= 4(0)8(13)4(0)8(13)5(0)26 | |||
|Frame Adv= -37 | |||
|Meter= 0/0/0 | |||
|Block=[[File:Mid.png]] | |||
|Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *5 frames of startup hit invul.; 1 of which while active. | |||
*18 frames of startup projectile invul. | |||
*Hits 8 times. | |||
*Note: The first two hits occur before the super screen freeze ends. | |||
Range is bad, but this thing hurts. Combo 2 point blank lks. | |||
}} | |||
}} | |||
{{MoveData | |||
|image=A2_EvilRyu_FakeFireball.png | |||
|imageSize=250px | |||
|caption= | |||
|name=Shun Goku Satsu<br>aka Raging Demon<br>[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]] | |||
|data= | |||
{{AttackData-Alpha2 | |||
|Damage= 72 | |||
|Stun= 0 | |||
|Startup= 12 | |||
|Active= 48 | |||
|Frame Adv= N/A | |||
|Meter= 0/0/0 | |||
|Block= N/A | |||
|Properties= [[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]] | |||
|description= *6 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | |||
*Note: Requires 3 bars of meter. | |||
Command grab that travels a little less than 2/3rds-screen. | |||
Horrible in this game, you can be point blank and they can jump. Go for it at your own risk, definite style points if you land it. | |||
}} | |||
}} | |||
=The Basics= | |||
I like to zone with ryu, fireball away, build meter, cc for chip whatever. E. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Some matches I burn a lvl 1 cc as soon as I get it just to push them back or do some mix up, which is effective to an extent. AC’s hurt E. Ryu, but you can also do his cc mix-up to bait it out. If you are getting rushed, no other super should be used other than hurricane kick super for wake up, or cc. | I like to zone with ryu, fireball away, build meter, cc for chip whatever. E. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Some matches I burn a lvl 1 cc as soon as I get it just to push them back or do some mix up, which is effective to an extent. AC’s hurt E. Ryu, but you can also do his cc mix-up to bait it out. If you are getting rushed, no other super should be used other than hurricane kick super for wake up, or cc. | ||
=Advanced Strategy= | |||
Lvl 1 cc mix-up: | Lvl 1 cc mix-up: | ||
Line 187: | Line 1,166: | ||
C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head. | C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head. | ||
=Combos= | |||
(next to opponent standing) | (next to opponent standing) | ||
c.mk (or c.lk x2) xx lk hurricane, fp dp | c.mk (or c.lk x2) xx lk hurricane, fp dp | ||
Line 203: | Line 1,182: | ||
<youtube>chCru88njIM</youtube> | <youtube>chCru88njIM</youtube> | ||
=Custom Combos= | |||
UPDATED: Better Customs at lvl 3 | UPDATED: Better Customs at lvl 3 | ||
Line 240: | Line 1,219: | ||
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp. | immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp. | ||
=Miscellaneous= | |||
<youtube>YtLAb--5Ug4</youtube> | <youtube>YtLAb--5Ug4</youtube> | ||
=Match-ups= | |||
vs. Adon- | vs. Adon- | ||
Revision as of 01:34, 2 November 2021
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.
Evil Ryu is fun to use, IMO better than good ol’ Ryu though no one will agree with me.
Tournament Legality
Evil Ryu is only in the US versions of the game, while his CC activation can cause hit stun from anywhere on screen, he doesn't completely overpower the regular cast. The character is legal unless noted by the tournament organizer.
How to select evil ryu
Move the cursor to Ryu, press START, move the cursor this order: Right (Adon), Up (Akuma), and down (Adon), left (back to Ryu). Press and HOLD start for 5 seconds, and press a punch or kick without releasing the start.
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.
Moves List
Framedata Notes:
- Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
- Startup = The frame the move hits on (1st active frame).
- Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
- Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
- All framedata collected with the game speed set to normal.
- All hitbox images have Evil Ryu standing/jumping in the exact same position, so hitbox distances can be easily compared.
[Damage, stun, framedata, meter, and updated hitboxes collected by Veri7as, November 2021]
Normal Moves
Standing
Crouching
Jumping
Command Normals
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
5-7, 14 | 6, 2 | 23 | 4(0)4 | -7 | 1/2,2/3,3 | ![]() |
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A overhead with very good range. |
Normal Throws
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
19 | 0 | 0 | N/A | N/A | -/-/3 | N/A | ![]() ![]() | |
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Alpha Counters
Special Moves
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|---|
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13-19, 11-20 | 8, 12 | 12 | 3, inf | -11 | 4/5/7 | ![]() |
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Shakunetsu Hadoken aka Red Fireball
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12-22, 10-19 | 10, 12 | 12 | 3, inf | -12 | 4/5/7 | ![]() |
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Shakunetsu Hadoken aka Red Fireball
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15-24, 10-20 | 12, 12 | 12 | 3, inf | -13 | 4/5/7 | ![]() |
![]() ![]() | |
Shakunetsu Hadoken aka Red Fireball
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. |
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | 0/-/- | N/A | - | |
Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous. |
Super Moves
Startup Invulnerability Notes:
- At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
The Basics
I like to zone with ryu, fireball away, build meter, cc for chip whatever. E. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Some matches I burn a lvl 1 cc as soon as I get it just to push them back or do some mix up, which is effective to an extent. AC’s hurt E. Ryu, but you can also do his cc mix-up to bait it out. If you are getting rushed, no other super should be used other than hurricane kick super for wake up, or cc.
Advanced Strategy
Lvl 1 cc mix-up:
Activate, 4 lp fireballs, PPP teleport
Now this put you in a shield of Fireballs, the teleport instantly recovers in cc, and if your opponent is blocking this you can:
Throw them, you can actually throw then in between fireball hits. Overhead, depend when you hit this you can sometimes combo after due to the fireballs hitting. Nothing, let them AC and block, they just wasted some meter. What to do it you hit them with blowout:
Well if within or a little outside sweep range go for his cc:
c.rh xx lk hurricane xN, fp dp
- Hadouken Knockdown
After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.
From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.
C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.
Combos
(next to opponent standing) c.mk (or c.lk x2) xx lk hurricane, fp dp
(standing or crouching) c.fp xx hadouken
c.fp xx hk hurricane (hurts sagat bad)
c.lk x2 xx any lvl shoryureppa
c.lk x3 xx any lvl shinku hadouken
Custom Combos
UPDATED: Better Customs at lvl 3
c.rh xx lk hurricane x3, fp dp x2 c.rh xx lk hurricane x2, lp dp, lp dp, hp dp c.rh xx lk hurricane x3, hp fireball x4, hp dp c.rh xx hp dp, hp dp, lp dp, hp dp. Neat lvl 1:
s.mp xN xx lp dp, lk hurricane, lp dp Note in CC mode E. Ryu’s specials are like regular Ryu’s.
Now thats not it. Due to infinite blowout E. Ryu can COMBO into CC. How? Here’s How:
c.mp meaty c.fp meaty c.fp c.lp any jump in
Activating after any of these let to continue to combo in CC, starting with a c.rh.
BUT WAIT THERE’S MORE!
Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.
Activate, s.mp xx lk hurricane xN, fp dp
Now if they jump from afar…
Activate, s.fp xx rh hurricane, fp dp
Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.
Also vs fireballers, if you hit a air hurricane kick…
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.
Miscellaneous
Match-ups
vs. Adon-
vs. Akuma-
vs. Birdie-
vs. Charlie-
vs. Chun-Li-
vs. Dan-
vs. Dhalsim-
vs. Gen-
vs. Guy-
vs. Ken-
vs. M. Bison (dictator)-
vs. Rolento-
vs. Rose- I think the best Anti Rose character possibly could be E. Ryu. His blow out custom is really useful against Rose’s low strong… Just my opinion. -ShinryuX
vs. Ryu-
vs. Sagat-
vs. Sakura-
vs. Sodom-
vs. Zangief-