Street Fighter Alpha 2/Evil Ryu: Difference between revisions

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[[File:Ryu-evil-stance.gif|right]]
<templatestyles src="CharacterPage-SFA2/styles.css"/>
{{TOClimit}}
{{HiddenTOCHeader
|header= =Overview=}}
{{CharacterOverview-SFA2
|overview=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.


'''Players to watch:'''
[https://www.fightcade.com/id/PezMan81 PezMan81]
<br><br>
<center>'''Moveset'''</center>
<center><div style="width:100%;max-width:450px;"><youtube>hAiyU343-98</youtube></div></center>
====Differences From Ryu====
-----
'''Hadoken:''' All strengths are red fireballs and knockdown at close range. {{lp}} and {{mp}} fireball do more stun.<br>
'''Shoryuken:''' {{mp}} and {{hp}} versions are multi-hitting which may result in dropped combos if not done up close. This causes them to do less damage and stun as an anti-air, but more damage on the ground, and gives him new juggle abilities(similar to Akuma).<br>
'''Tatsu:''' {{mk}} and {{hk}} versions are multi-hitting and have an additional hitbox on the way up (similar to Akuma/Ken). This results in new juggle abilities(similar to Akuma), but all versions do less damage and stun.<br>
'''Air Tatsu:''' {{mk}} and {{hk}} versions are multi-hitting. All versions do less damage(unless getting all hits) and stun.<br>
'''Teleport:''' New move (similar to Akuma).<br>
'''Messatsu Goshoryu:''' New move (similar to Akuma/Ken).<br>
'''Raging Demon:''' New move (similar to Akuma).<br>
'''Infinite CC Blowout Range:''' CC blowout has no range restriction, will hit full-screen and will blowout even active normals. This is unique to Evil Ryu and results in a much wider range of CC usage and new ways to combo into CC.<br>
'''Defense Modifier:''' Has a lower defense modifier, which results in Evil Ryu taking more damage (similar to Akuma).
<br><br>
|playstyle=[[File:A2_Icon_Akuma.png|30px]] Evil Ryu, is...''
|pros=
* Excellent anti-airs
* Many good normals
* Fast overhead
* Teleport
* Very good supers
* Excellent zoning with the best fireball in the game
* Tatsu knocks down, making it great against fireballs
* DP is the best meterless AA against jump-in CCs
* Infinite CC blowout range and interrupt
|cons=
* Lowest defense rating in the game, resulting in more damage taken
* DP is multi-hitting
* Raging Demon is terrible, used only for flashiness
|name=Evil Ryu
|image=SFA2_EvilRyu_Portrait.png
|health=144
|rating=-4
|stun=40
|fSpeed=300
|bSpeed=200
|bJump=51f (3+48+0)
|nJump=50f (3+47+0)
|fJump=49f (3+46+0)
|wakeupNormal=51f
|wakeupQuick=20f
|throw=20
|colorsName=EvilRyu
|old=no
}}


= Introduction =
{{HiddenTOCHeader
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.
|header= =Move List=}}
Alpha 2 gold color palette:  
== Normal Moves ==
<center>{{FrameDataKey-SFA2
|credit=Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], November 2021
}}</center>
===Standing===
{{MoveData-SFA2
|image=A2_EvilRyu_st.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|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=*Can rapid fire into itself or chain cancelled into: st.{{lk}}, cr.{{lp}} & cr.{{lk}}.
Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.
}}


[[File:EvilRyu_Alpha2_colors.PNG]]
{{MoveData-SFA2
|image=A2_EvilRyu_st.mp_1.png
|imageSize=250px
|image2=A2_EvilRyu_st.mp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>, 6<sup>[0]</sup>
|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.
}}


Evil Ryu is fun to use, IMO better than good ol’ Ryu though no one will agree with me.
{{MoveData-SFA2
|image=A2_EvilRyu_st.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 17<sup>[2]</sup>
|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.
}}


{{MoveData-SFA2
|image=A2_EvilRyu_st.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|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.
}}


= Tournament Legality =
{{MoveData-SFA2
|image=A2_EvilRyu_st.mk_1.png
|imageSize=250px
|image2=A2_EvilRyu_st.mk_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[1]</sup>, 9<sup>[0]</sup>
|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.
}}


Due to the base game not having Evil Ryu outside of North America, and his CC activation causing hit stun from anywhere on screen, the character is BANNED from tournament play to make things fair across the board.
{{MoveData-SFA2
|image=A2_EvilRyu_st.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[0]</sup>
|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.  
}}


===Crouching===
{{MoveData-SFA2
|image=A2_EvilRyu_cr.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|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=*Can rapid fire into itself or chain cancelled into: st.{{lp}}, st.{{lk}} & cr.{{lk}}.
Little jab to the shin, not really all that great range wise.
}}


== Move List ==
{{MoveData-SFA2
<youtube>hAiyU343-98</youtube>
|image=A2_EvilRyu_cr.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[1]</sup>
|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.
}}


==How to select evil ryu==
{{MoveData-SFA2
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.
|image=A2_EvilRyu_cr.hp_1.png
|imageSize=250px
|image2=A2_EvilRyu_cr.hp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>, 13<sup>[0]</sup>
|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.
}}


==Differences from Ryu==
{{MoveData-SFA2
|image=A2_EvilRyu_cr.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[0]</sup>
|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=*Can rapid fire into itself or chain cancelled into: st.{{lp}}, st.{{lk}} & cr.{{lp}}.
Quick kick to the foot, combo starter.
}}


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.
{{MoveData-SFA2
|image=A2_EvilRyu_cr.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[1]</sup>
|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.
}}


Hurricane Kick: They all knockdown now doing 1, 2, or 3 hits depending on strength.
{{MoveData-SFA2
|image=A2_EvilRyu_cr.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|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.
}}


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


Juggle ability: This is nice to have, thing like sweep xx hurricane juggle.
{{MoveData-SFA2
|image=A2_EvilRyu_nj.lp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 6
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


Supers: Though supers play a minimum role in SFA2, he gets Akuma’s uppercut super, a welcome addition to his arsenal, hurts too.
{{MoveData-SFA2
|image=A2_EvilRyu_nj.mp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[1]</sup>
|Stun= 6
|Startup= 6
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


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.
{{MoveData-SFA2
|image=A2_EvilRyu_nj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>
|Stun= 8
|Startup= 9
|Active= 6
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


Life: Sucks ass.
{{MoveData-SFA2
|image=A2_EvilRyu_nj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[0]</sup>
|Stun= 3
|Startup= 5
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


Dizzy: Happens fast.
{{MoveData-SFA2
|image=A2_EvilRyu_nj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|Stun= 6
|Startup= 5
|Active= 6
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


Though Im not sure, his f+mk seems better to me.
{{MoveData-SFA2
|image=A2_EvilRyu_nj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=nj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 14<sup>[2]</sup>
|Stun= 8
|Startup= 13
|Active= 6
|Frame Adv=
|Meter= 2/5/9
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


=Moves List=
===Diagonal Jumping===


==Normal Moves==
{{MoveData-SFA2
'''STANDING'''
|image=A2_EvilRyu_dj.lp.png
<br>
|imageSize=250px
[[File:Lp.png]]- Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.
|caption=
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 6
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


<br>
{{MoveData-SFA2
[[File:Mp.png]]- Quick one arm uppercut, good anti-air and cancelable to a special move.
|image=A2_EvilRyu_dj.mp_1.png
|imageSize=250px
|image2=A2_EvilRyu_dj.mp_2.png
|imageSize2=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 8<sup>[0]</sup>, 6<sup>[0]</sup>
|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.
}}


<br>
{{MoveData-SFA2
[[File:Hp.png]]- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable.
|image=A2_EvilRyu_dj.hp.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>
|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.
}}


<br>
{{MoveData-SFA2
[[File:Lk.png]]- Good ranged kick to the shin, cancelable, good priority and range.
|image=A2_EvilRyu_dj.lk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
{{AttackData-SFA2
|Damage= 9<sup>[0]</sup>
|Stun= 3
|Startup= 8
|Active= 10
|Frame Adv=
|Meter= 0/1/2
|Block=[[File:High.png]]
|Properties=
}}
|description=
}}


<br>
{{MoveData-SFA2
[[File:Mk.png]]- Ugly axe kick which can be used as a anti-crossup.
|image=A2_EvilRyu_dj.mk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 10<sup>[1]</sup>
|Stun= 6
|Startup= 8
|Active= 8
|Frame Adv=
|Meter= 1/3/6
|Block=[[File:High.png]]
|Properties= Cross-up
}}
|description=
}}


<br>
{{MoveData-SFA2
[[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.
|image=A2_EvilRyu_dj.hk.png
|imageSize=250px
|caption=
|name=
|subtitle=
|input=dj.[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 13<sup>[2]</sup>
|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.
}}


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


<br>
{{MoveData-SFA2
cr.[[File:Mp.png]]- A straight punch with good priority and frame advantage, cancelable.
|image=A2_EvilRyu_f.mp_1.png
|imageSize=250px
|image2=A2_EvilRyu_f.mp_2.png
|imageSize2=250px
|caption=
|name=Sakatsu Wari
|subtitle=Overhead, Collarbone Breaker
|input=[[File:F.png]]+ [[File:Mp.png]]
|data=
{{AttackData-SFA2
|Damage= 5<sup>[1]</sup>, 14<sup>[0]</sup>
|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-SFA2
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.
|image=A2_EvilRyu_f.mk.png
|imageSize=250px
|caption=
|name=Senpukyaku
|subtitle=Hop Kick
|input=[[File:F.png]]+ [[File:Mk.png]]
|data=
{{AttackData-SFA2
|Damage= 11<sup>[1]</sup>
|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.
}}


<br>
== Normal Throws ==
cr.[[File:Lk.png]]- Quick kick to the foot, combo starter, cancelable


<br>
{{MoveData-SFA2
cr.[[File:Mk.png]]- A good reaching low kick, probably overall bset poke, gives frame advantage, awesome meaty, and cancelable.
|image=A2_EvilRyu_ThrowRange.png
|imageSize=250px
|image2=A2_EvilRyu_PThrow_1.png
|imageSize2=250px
|image3=A2_EvilRyu_PThrow_2.png
|imageSize3=250px
|caption=
|name=Seoi Nage
|subtitle=Punch Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 19<sup>[0]</sup>
|Stun= 0
|Startup= 1
|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]]).
}}


<br>
{{MoveData-SFA2
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.
|image=A2_EvilRyu_ThrowRange.png
|imageSize=250px
|image2=A2_EvilRyu_KThrow_1.png
|imageSize2=250px
|image3=A2_EvilRyu_KThrow_2.png
|imageSize3=250px
|caption=
|name=Tomoe Nage
|subtitle=Kick Throw
|input=[[File:B.png]]/[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|data=
{{AttackData-SFA2
|Damage= 19<sup>[0]</sup>
|Stun= 0
|Startup= 1
|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.
}}


<br>
== Alpha Counters ==
'''JUMPING'''
Jumping [[File:U.png]] (Neutral jump)
<br>
nj.[[File:Lp.png]]-


<br>
{{MoveData-SFA2
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.
|image=A2_EvilRyu_PAC_1.png
|imageSize=250px
|image2=A2_EvilRyu_PAC_2.png
|imageSize2=250px
|image3=A2_EvilRyu_PAC_3.png
|imageSize3=250px
|caption=
|name=Punch Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:P.png]]
|data=
{{AttackData-SFA2
|Damage= 18<sup>[1]</sup>, 16<sup>[0]</sup>, 4<sup>[0]</sup>
|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= *Hits 1 time.
Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.
}}


<br>
{{MoveData-SFA2
nj.[[File:Hp.png]]- A fist to the face. Good jump in with good priority, especially when done early.
|image=A2_EvilRyu_KAC.png
|imageSize=250px
|caption=
|name=Kick Alpha Counter
|subtitle=
|input=(while in blockstun)[[File:Qcd.png]]+ [[File:K.png]]
|data=
{{AttackData-SFA2
|Damage= 15<sup>[2]</sup>
|Stun= 8
|Startup= 4
|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.
}}


<br>
== Special Moves ==
nj.[[File:Lk.png]]-


<br>
{{MoveData-SFA2
nj.[[File:Mk.png]]-  
|image=A2_EvilRyu_fireball_1.png
|imageSize=250px
|image2=A2_EvilRyu_fireball_2.png
|imageSize2=250px
|caption=
|name=Hadoken
|subtitle=Fireball
|input=[[File:Qcf.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 15<sup>[5]</sup>, 14<sup>[6]</sup>
|Stun= 8, 12
|Startup= 12
|Active= 3(0)inf
|Frame Adv= -11
|Meter= 4/5/7
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 16<sup>[6]</sup>, 14<sup>[6]</sup>
|Stun= 10, 12
|Startup= 12
|Active= 3(0)inf
|Frame Adv= -12
|Meter= 4/5/7
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 18<sup>[9]</sup>, 14<sup>[6]</sup>
|Stun= 12, 12
|Startup= 12
|Active= 3(0)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
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.
-----
{{lp}}
*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]).
-----
{{mp}}
*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]).
-----
{{hp}}
*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]).
}}


<br>
{{MoveData-SFA2
nj.[[File:Hk.png]]-  
|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
|subtitle=Dragon Punsh, Uppercut
|input=[[File:Dp.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lp.png]]
|Damage= 14<sup>[7]</sup>, 8<sup>[8]</sup>, 4<sup>[7]</sup>
|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]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mp.png]]
|Damage= 10<sup>[8]</sup>, 8<sup>[8]</sup>, 4<sup>[8]</sup>
|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]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hp.png]]
|Damage= 5<sup>[10]</sup>, 11<sup>[8]</sup>, 9<sup>[7]</sup>, 4<sup>[8]</sup>
|Stun= 8, 2x3
|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=
*'''Unscaled damage in CC.'''
-----
{{lp}} - ''[Hitboxes pictured]''
*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).
-----
{{mp}}
*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.
-----
{{hp}}
*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.
}}


<br>
{{MoveData-SFA2
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)
|image=A2_EvilRyu_Tatsu_1.png
<br>
|imageSize=250px
dj.[[File:Lp.png]]-
|image2=A2_EvilRyu_Tatsu_2.png
|imageSize2=250px
|caption=
|name=Tatsumaki Senpukyaku
|subtitle=Hurricane Kick, Tatsu
|input=[[File:Qcb.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lk.png]]
|Damage= 12<sup>[4]</sup>, 12<sup>[4]</sup>
|Stun= 2, 2
|Startup= 12
|Active= 3(3)3
|Frame Adv= -5
|Meter= 6/7/8
|Block=[[File:Mid.png]]
|Properties=[[File:Softknockdown.png]]


<br>
}}
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.
{{AttackData-SFA2
|header= no
|version=[[File:Mk.png]]
|Damage= 14<sup>[5]</sup>, 7<sup>[5]</sup>x4
|Stun= 2x5
|Startup= 3
|Active= 2(7)[3(3)x3]3
|Frame Adv= -5
|Meter= 6/6+1 per hit/6+2 per hit
|Block=[[File:Mid.png]]
|Properties=[[File:Softknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hk.png]]
|Damage= 16<sup>[8]</sup>, 7<sup>[8]</sup>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=Used for mobility and to punish fireballs, use {{lk}} version to pass fireballs when you cant use {{hk}} version to hit opponent.
-----
{{lk}}
*Hits 1 time max.
-----
{{mk}}
*Hits 2 time max.
-----
{{hk}}
*Hits 2 time max.
}}


<br>
{{MoveData-SFA2
dj.[[File:Hp.png]]- A fist to the face. Good jump in with good priority, especially when done early.
|image=A2_EvilRyu_AirTatsu_1.png
|imageSize=250px
|image2=A2_EvilRyu_AirTatsu_2.png
|imageSize2=250px
|caption=
|name=(air)Tatsumaki Senpukyaku
|subtitle=(air)Hurricane Kick, (air)Tatsu
|input=(in air)[[File:Qcb.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version=[[File:Lk.png]]
|Damage= 11<sup>[7]</sup>
|Stun= 1
|Startup= 7
|Active= 3
|Frame Adv=
|Meter= 6/7/8
|Block=[[File:Mid.png]]
|Properties=[[File:Softknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Mk.png]]
|Damage= 7<sup>[7]</sup>, 7<sup>[7]</sup>
|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]]
}}
{{AttackData-SFA2
|header= no
|version=[[File:Hk.png]]
|Damage= 7<sup>[8]</sup>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= If connected against a grounded opponent allows for a juggle with dj.{{mp}}, DP or supers.
-----
{{mk}}
*Hits 2 times.
-----
{{hk}}
*Hits 2 times max.
}}


<br>
{{MoveData-SFA2
dj.[[File:Lk.png]]-
|image=A2_EvilRyu_FakeFireball.png
|imageSize=250px
|caption=
|name=Hado no Kamae
|subtitle=Fake Fireball
|input=[[File:Qcf.png]] + Taunt (Start)
|data=
{{AttackData-SFA2
|Damage= N/A
|Stun= N/A
|Startup= N/A
|Active= N/A
|Frame Adv= N/A
|Meter= 0/-/-
|Block= N/A
|Properties=[[File:Counterhit.png]]


<br>
}}
dj.[[File:Mk.png]]- His cross-up, self-explanatory.
|description=*'''Receives 125% damage when [[Street_Fighter_Alpha_2/System#Counter_Hits|counter hit]].'''
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.
}}


<br>
{{MoveData-SFA2
dj.[[File:Hk.png]]- Best when used when jumping from far away, good priority.
|image=A2_EvilRyu_Teleport_1.png
|imageSize=250px
|image2=A2_EvilRyu_Teleport_2.png
|imageSize2=250px
|image3=A2_EvilRyu_Teleport_3.png
|imageSize3=250px
|caption=
|name=Ashura Senku
|subtitle=Teleport
|input=[[File:Rdp.png]]/[[File:Dp.png]] + [[File:3p.png]]/[[File:3k.png]]
|data=
{{AttackData-SFA2
|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]][[File:Counterhit.png]]
}}
{{AttackData-SFA2
|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]][[File:Counterhit.png]]
}}
|description=*'''Receives 125% damage when [[Street_Fighter_Alpha_2/System#Counter_Hits|counter hit]].'''
Good to avoid chip ccs, or use as wake-up. Useful in blocked cc.
*Invul on first frame.
-----
{{p}}
*25-66 frames of invul. forward
*23-66 frames of invul. backward
*10 frames of recovery
Teleport that travels a little over full-screen.
-----
{{k}}
*27-51 frames of invul. forward
*24-51 frames of invul. backward
*10 frames of recovery
Teleport that travels a little under half-screen.
}}


<br>
== Super Moves ==
===Special Normals===
Startup Invulnerability Notes:
'''[[File:F.png]]+[[File:Mp.png]]-''' Overhead punch.
*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.
{{MoveData-SFA2
|image=A2_EvilRyu_FireballSuper_1.png
|imageSize=250px
|image2=A2_EvilRyu_FireballSuper_2.png
|imageSize2=250px
|caption=
|name=Shinku Hadoken
|subtitle=Fireball Super
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:P.png]]
|Damage= 12<sup>[12]</sup>, 11<sup>[12]</sup>, 5<sup>[12]</sup>
|Stun= 0, 2, 2
|Startup= 5+0
|Active= 9(0)inf
|Frame Adv= -13
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:P.png]][[File:P.png]]
|Damage= 15<sup>[12]</sup>, 12<sup>[12]</sup>, 7<sup>[12]</sup>, 6<sup>[12]</sup>
|Stun= 0, 1x3
|Startup= 5+0
|Active= 9(0)inf
|Frame Adv= -10
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3p.png]]
|Damage= 20<sup>[12]</sup>, 12<sup>[12]</sup>, 10<sup>[12]</sup>, 6<sup>[12]</sup>, 6<sup>[12]</sup>
|Stun= 0, 0, 1x3
|Startup= 5+0
|Active= 9(0)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=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.
*'''Cannot be air blocked.'''
-----
{{AttackColor-SF
|strength=light
|content=Level 1}}
*4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 3 times.
*'''Punishable on hit.'''
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 4 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 5 times.
}}


'''[[File:F.png]]+[[File:Mk.png]]-''' Hop kick.
{{MoveData-SFA2
|image=A2_EvilRyu_TatsuSuper_1.png
|imageSize=250px
|image2=A2_EvilRyu_TatsuSuper_2.png
|imageSize2=250px
|image3=A2_EvilRyu_TatsuSuper_3.png
|imageSize3=250px
|caption=
|name=Shinku Tatsumaki Senpukyaku
|subtitle=Hurricane Kick Super
|input=[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:K.png]]
|Damage= 11<sup>[13]</sup>, 9<sup>[13]</sup>, 6<sup>[13]</sup>x3
|Stun= 0x4, 3
|Startup= 5+0
|Active= 3[(3)3x4]
|Frame Adv= 0
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:K.png]][[File:K.png]]
|Damage= 11<sup>[13]</sup>, 9<sup>[13]</sup>, 4<sup>[13]</sup>x7
|Stun= 0x8, 3
|Startup= 5+0
|Active= 3[(3)3x8]
|Frame Adv= +1
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3k.png]]
|Damage= 5<sup>[13]</sup>x13
|Stun= 0x12, 3
|Startup= 5+0
|Active= 3[(3)3x12]
|Frame Adv= +2
|Meter= 0/0/0
|Block=[[File:Mid.png]]
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
}}
|description= *A full 2 quarter-circles isn't required. Required inputs: {{d}}{{db}}{{b}}{{d}}{{db}} + {{k}}
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.
-----
{{AttackColor-SF
|strength=light
|content=Level 1}}
*5 frames of startup hit invul.; 0 of which while active.
*15 frames of startup projectile invul.
*Hits 5 times.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*6 frames of startup hit invul.; 1 of which while active.
*16 frames of startup projectile invul.
*Hits 9 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*7 frames of startup hit invul.; 2 of which while active.
*17 frames of startup projectile invul.
*Hits 13 times.
}}


=== Normal Throws ===
{{MoveData-SFA2
[[File:F.png]]/[[File:B.png]]+[[File:Mp.png]][[File:Hp.png]] -
|image=A2_EvilRyu_DPSuper_1.png
|imageSize=250px
|image2=A2_EvilRyu_DPSuper_2.png
|imageSize2=250px
|image3=A2_EvilRyu_DPSuper_3.png
|imageSize3=250px
|caption=
|name=Messatsu Goshoryu
|subtitle=Dragon Punch Super
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]]
|data=
{{AttackData-SFA2
|version= Level 1
|subtitle= [[File:K.png]]
|Damage= 13<sup>[13]</sup>, 9<sup>[13]</sup>, 12<sup>[13]</sup>, 6<sup>[13]</sup>
|Stun= 0, 0, 2, 2
|Startup= 5+0
|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]]
}}
{{AttackData-SFA2
|header= no
|version= Level 2
|subtitle= [[File:K.png]][[File:K.png]]
|Damage= 15<sup>[13]</sup>, 10<sup>[13]</sup>, 8<sup>[13]</sup>, 10<sup>[13]</sup>, 4<sup>[13]</sup>, 4<sup>[13]</sup>
|Stun= 0x3, 1x3
|Startup= 5+0
|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]]
}}
{{AttackData-SFA2
|header= no
|version= Level 3
|subtitle= [[File:3k.png]]
|Damage= 15<sup>[13]</sup>, 8<sup>[13]</sup>, 11<sup>[13]</sup>, 9<sup>[13]</sup>, 5<sup>[13]</sup>, 9<sup>[13]</sup>, 8<sup>[13]</sup>, 6<sup>[13]</sup>
|Stun= 0x5, 1x3
|Startup= 5+0
|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=*The first two hits occur before the super screen freeze ends.
*A full 2 quarter-circles isn't required. Required inputs: {{d}}{{df}}{{f}}{{d}}{{df}} + {{k}}
Range is bad, but this thing hurts. Combo 2 point blank lks.
-----
{{AttackColor-SF
|strength=light
|content=Level 1}}
*5 frames of startup hit invul.; 1 of which while active.
*10 frames of startup projectile invul.
*Hits 4 times.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*5 frames of startup hit invul.; 1 of which while active.
*14 frames of startup projectile invul.
*Hits 6 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*5 frames of startup hit invul.; 1 of which while active.
*18 frames of startup projectile invul.
*Hits 8 times.
}}


[[File:F.png]]/[[File:B.png]]+[[File:Mk.png]][[File:Hk.png]] -
{{MoveData-SFA2
|image=A2_EvilRyu_RagingDemon_1.png
|imageSize=250px
|image2=A2_EvilRyu_RagingDemon_2.png
|imageSize2=250px
|image3=A2_EvilRyu_RagingDemon_3.png
|imageSize3=250px
|caption=
|name=Shun Goku Satsu
|subtitle=Raging Demon
|input=[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]]
|data=
{{AttackData-SFA2
|Damage= 72
|Stun= 0
|Startup= 5+7
|Active= 47
|Frame Adv= N/A
|Meter= 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 2/3 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.
}}


=== Alpha Counters ===
=The Basics=
[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:P.png]]-  
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=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.
}}


[[File:B.png]][[File:Db.png]][[File:D.png]]+[[File:K.png]]-
=Advanced Strategy=
 
-----
===Special Moves===
{{Content Box-SFA2
 
|padding=yes
'''[[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.
|header=
 
|content=Lvl 1 cc mix-up:
'''[[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. 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: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.
 
===Super Combos===
'''[[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 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. 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. 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.
 
==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
Activate, 4 lp fireballs, PPP teleport
Line 181: Line 1,344:
c.rh xx lk hurricane xN, fp dp
c.rh xx lk hurricane xN, fp dp


****Hadouken Knockdown
'''Hadouken Knockdown'''<br>
 
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.
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.


Line 188: Line 1,350:


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==
=Combos=
(next to opponent standing)
-----
 
These combos are exclusive only to Evil Ryu, for more combos that both Evil Ryu and regular Ryu can do, click [https://wiki.supercombo.gg/w/Street_Fighter_Alpha_2/Ryu#Combos here]
{{Content Box-SFA2
|padding=yes
|header=
|content=(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 196: Line 1,365:
c.fp xx hadouken  
c.fp xx hadouken  


c.fp xx hk hurricane (hurts sagat bad)
c.lk x2 or c. mk xx any lvl shoryureppa
 
c.lk x3 or c.mk xx any lvl shinku hadouken
 
 
'''Standing Chars Only'''


c.lk x2 xx any lvl shoryureppa
j.{{mp}} , cr.{{mk}} xx {{hp}} Hadouken OR Any Level Shinkuu Hadou OR Any Level Shoryureppa (End with Reppa for the most damaging combo)


c.lk x3 xx any lvl shinku hadouken
'''Corner Only'''


c.fp xx hk hurricane (hurts sagat bad)


<youtube>chCru88njIM</youtube>
j. mp xx Any Level Reppa (Timing is slightly later against smaller characters like Chun)


==Custom combos==
<div style="width:100%;max-width:450px;"><youtube>chCru88njIM</youtube></div>
UPDATED: Better Customs at lvl 3
}}
 
=Custom Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=UPDATED: Better Customs at lvl 3


c.rh xx lk hurricane x3, fp dp x2
c.rh xx lk hurricane x3, fp dp x2
Line 242: Line 1,424:


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>
 
 
= Match-ups =
-----
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:'''
|content=[Loading match-up info...]
}}


==Match-ups==
{{MatchUp-SFA2
vs. Adon-
|padding=yes
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:'''
|content=[Loading match-up info...]
}}


vs. Akuma-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:'''
|content=[Loading match-up info...]
}}


vs. Birdie-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu (mirror):'''
|content=[Loading match-up info...]
}}


vs. Charlie-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:'''
|content=[Loading match-up info...]
}}


vs. Chun-Li-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:'''
|content=[Loading match-up info...]
}}


vs. Dan-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:'''
|content=[Loading match-up info...]
}}


vs. Dhalsim-  
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):'''
|content=[Loading match-up info...]
}}


vs. Gen-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:'''
|content=[Loading match-up info...]
}}


vs. Guy-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Rose.png]] '''Vs. Rose:'''
|content=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. Ken-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu:'''
|content=[Loading match-up info...]
}}


vs. M. Bison (dictator)-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:'''
|content=[Loading match-up info...]
}}


vs. Rolento-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:'''
|content=[Loading match-up info...]
}}


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
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:'''
|content=[Loading match-up info...]
}}


vs. Ryu-
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:'''
|content=[Loading match-up info...]
}}


vs. Sagat-
= Miscellaneous =
{{HiddenTOCHeader
|header= ==How To Pick Evil Ryu==}}
{{Content Box-SFA2
|padding=yes
|header=How To Pick Evil Ryu
|content=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, then press a punch or kick without releasing start.
<br><br>
<div style="width:100%;max-width:450px;"><youtube>YtLAb--5Ug4</youtube></div>
}}


vs. Sakura-
{{HiddenTOCHeader
|header= ==Tournament Legality==}}
{{Content Box-SFA2
|padding=yes
|header=Tournament Legality
|content=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.
}}


vs. Sodom-


vs. Zangief-
{{Navbox-SFA2}}
{{Street Fighter Alpha 2 characters}}
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha 2]]
[[Category:Street Fighter Alpha 2]]
[[Category:Evil Ryu]]

Latest revision as of 20:15, 18 October 2023

Overview

Evil Ryu
SFA2 EvilRyu Portrait.png
Health: 144
Defensive Rating: -4
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 51f (3+48+0)
Neutral Jump: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 51f
Quick Rise: 20f
Throw Range: 20
Colors
Punch 2 Punches Punch(Auto)
A2 EvilRyu Color1.png A2 EvilRyu Color3.png A2 EvilRyu ColorAuto1.png
A2 EvilRyu Color2.png A2 EvilRyu Color4.png A2 EvilRyu ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

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.

Players to watch: PezMan81

Moveset

Differences From Ryu


Hadoken: All strengths are red fireballs and knockdown at close range. Lp.png and Mp.png fireball do more stun.
Shoryuken: Mp.png and Hp.png versions are multi-hitting which may result in dropped combos if not done up close. This causes them to do less damage and stun as an anti-air, but more damage on the ground, and gives him new juggle abilities(similar to Akuma).
Tatsu: Mk.png and Hk.png versions are multi-hitting and have an additional hitbox on the way up (similar to Akuma/Ken). This results in new juggle abilities(similar to Akuma), but all versions do less damage and stun.
Air Tatsu: Mk.png and Hk.png versions are multi-hitting. All versions do less damage(unless getting all hits) and stun.
Teleport: New move (similar to Akuma).
Messatsu Goshoryu: New move (similar to Akuma/Ken).
Raging Demon: New move (similar to Akuma).
Infinite CC Blowout Range: CC blowout has no range restriction, will hit full-screen and will blowout even active normals. This is unique to Evil Ryu and results in a much wider range of CC usage and new ways to combo into CC.
Defense Modifier: Has a lower defense modifier, which results in Evil Ryu taking more damage (similar to Akuma).

Playstyle

A2 Icon Akuma.png Evil Ryu, is...

Strengths Weaknesses
  • Excellent anti-airs
  • Many good normals
  • Fast overhead
  • Teleport
  • Very good supers
  • Excellent zoning with the best fireball in the game
  • Tatsu knocks down, making it great against fireballs
  • DP is the best meterless AA against jump-in CCs
  • Infinite CC blowout range and interrupt
  • Lowest defense rating in the game, resulting in more damage taken
  • DP is multi-hitting
  • Raging Demon is terrible, used only for flashiness

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (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)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, November 2021

Standing

st.Lp.png

A2 EvilRyu st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lk.png, cr.Lp.png & cr.Lk.png.

Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.

st.Mp.png

A2 EvilRyu st.mp 1.png
A2 EvilRyu st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1], 6[0] 6, 6 4 3(0)6 -4 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancellable.

Quick one arm uppercut; good anti-air.

st.Hp.png

A2 EvilRyu st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[2] 8 8 6 -3 2/5/9 Mid.png -

Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.

st.Lk.png

A2 EvilRyu st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 7 6 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Good ranged kick to the shin, good priority and range.

st.Mk.png

A2 EvilRyu st.mk 1.png
A2 EvilRyu st.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[1], 9[0] 4, 2 6 10(0)6 +1 1/2,2/3,3 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancellable.
  • Hits 2 times.

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

st.Hk.png

A2 EvilRyu st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[0] 4 10 6 +6 2/5/9 Mid.png -

A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.

Crouching

cr.Lp.png

A2 EvilRyu cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lk.png.

Little jab to the shin, not really all that great range wise.

cr.Mp.png

A2 EvilRyu cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 5 4 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

A straight punch with good priority and frame advantage.

cr.Hp.png

A2 EvilRyu cr.hp 1.png
A2 EvilRyu cr.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2], 13[0] 8, 6 5 4(0)8 -2 2/5/9 Mid.png
Low.png
Specialcancel.png
Supercancel.png
  • 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.

cr.Lk.png

A2 EvilRyu cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lp.png.

Quick kick to the foot, combo starter.

cr.Mk.png

A2 EvilRyu cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 1 6 6 +3 1/3/6 Low.png Specialcancel.png
Supercancel.png

A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.

cr.Hk.png

A2 EvilRyu cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 7 6 -9 2/5/9 Low.png Specialcancel.pngSupercancel.png
Softknockdown.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.

Neutral Jumping

nj.Lp.png

A2 EvilRyu nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 6 10 - 0/1/2 High.png -

nj.Mp.png

A2 EvilRyu nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 6 8 - 1/3/6 High.png -

nj.Hp.png

A2 EvilRyu nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 9 6 - 2/5/9 High.png -

nj.Lk.png

A2 EvilRyu nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 5 10 - 0/1/2 High.png -

nj.Mk.png

A2 EvilRyu nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 5 6 - 1/3/6 High.png -

nj.Hk.png

A2 EvilRyu nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 13 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 EvilRyu dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 6 10 - 0/1/2 High.png -

dj.Mp.png

A2 EvilRyu dj.mp 1.png
A2 EvilRyu dj.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0], 6[0] 3, 3 10 3(0)8 - 1/2,2/3,3 High.png -
  • Hits 2 times.

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

dj.Hp.png

A2 EvilRyu dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 1 6 6 - 2/5/9 High.png -

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

dj.Lk.png

A2 EvilRyu dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 8 10 - 0/1/2 High.png -

dj.Mk.png

A2 EvilRyu dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 8 8 - 1/3/6 High.png Cross-up

dj.Hk.png

A2 EvilRyu dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 7 6 - 2/5/9 High.png -

Best when used when jumping from far away, good priority.

Command Normals

Sakatsu Wari
Overhead, Collarbone Breaker
F.png+ Mp.png

A2 EvilRyu f.mp 1.png
A2 EvilRyu f.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[1], 14[0] 6, 2 23 4(0)4 -7 1/2,2/3,3 High.png -
  • Hits 2 times
  • Unsafe; can be punished by CC and fast normals.
  • Punishable on hit.
  • Tied for 2nd fastest overhead in the game. (Alpha2Overheads).

A overhead with very good range.

Senpukyaku
Hop Kick
F.png+ Mk.png

A2 EvilRyu f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 20 4 -5 1/3/6 Mid.png Lowerbodyinv.png
  • 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

Seoi Nage
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 EvilRyu ThrowRange.png
A2 EvilRyu PThrow 1.png
A2 EvilRyu PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Ryu has the 2rd best throw range in the game (Alpha2ThrowRanges).

Tomoe Nage
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 EvilRyu ThrowRange.png
A2 EvilRyu KThrow 1.png
A2 EvilRyu KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 EvilRyu PAC 1.png
A2 EvilRyu PAC 2.png
A2 EvilRyu PAC 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[1], 16[0], 4[0] 8, 6, 6 4 4(0)8(0)10 -38 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Hits 1 time.

Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 EvilRyu KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 4 6 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Use on the ground, his best ac.

Special Moves

Hadoken
Fireball
Qcf.png + P.png

A2 EvilRyu fireball 1.png
A2 EvilRyu fireball 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 15[5], 14[6] 8, 12 12 3(0)inf -11 4/5/7 Mid.png Proj.png
Softknockdown.png
Mp.png 16[6], 14[6] 10, 12 12 3(0)inf -12 4/5/7 Mid.png Proj.png
Softknockdown.png
Hp.png 18[9], 14[6] 12, 12 12 3(0)inf -13 4/5/7 Mid.png Proj.png
Softknockdown.png

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.


Lp.png

  • Softknockdown when hit within the first 3 frames.
  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png

  • Softknockdown when hit within the first 3 frames.
  • Speed: 375 pixels per 100 frames (Alpha2Fireballs).

Hp.png

  • Softknockdown when hit within the first 4 frames.
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

Shoryuken
Dragon Punsh, Uppercut
Dp.png + P.png

A2 EvilRyu DP 1.png
A2 EvilRyu DP 2.png
A2 EvilRyu DP 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 14[7], 8[8], 4[7] 8, 8, 2 4 4(0)8(0)2 -21 9/9/10 Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
Mp.png 10[8], 8[8], 4[8] 8, 2, 2 4 4(0)8(0)6 -28 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png
Hp.png 5[10], 11[8], 9[7], 4[8] 8, 2x3 3 1(0)4(0)8(0)10 -38 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png
  • Unscaled damage in CC.

Lp.png - [Hitboxes pictured]

  • 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).


Mp.png

  • 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.


Hp.png

  • 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.

Tatsumaki Senpukyaku
Hurricane Kick, Tatsu
Qcb.png + K.png

A2 EvilRyu Tatsu 1.png
A2 EvilRyu Tatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 12[4], 12[4] 2, 2 12 3(3)3 -5 6/7/8 Mid.png Softknockdown.png
Mk.png 14[5], 7[5]x4 2x5 3 2(7)[3(3)x3]3 -5 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 16[8], 7[8]x6 2x7 3 2(7)3[(3)3x5] -5 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

Used for mobility and to punish fireballs, use Lk.png version to pass fireballs when you cant use Hk.png version to hit opponent.


Lk.png

  • Hits 1 time max.

Mk.png

  • Hits 2 time max.

Hk.png

  • Hits 2 time max.

(air)Tatsumaki Senpukyaku
(air)Hurricane Kick, (air)Tatsu
(in air)Qcb.png + K.png

A2 EvilRyu AirTatsu 1.png
A2 EvilRyu AirTatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 11[7] 1 7 3 - 6/7/8 Mid.png Softknockdown.png
Mk.png 7[7], 7[7] 1, 1 7 3(15)3 - 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 7[8]x3 1x3 7 3(9)3(9)3 - 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

If connected against a grounded opponent allows for a juggle with dj.Mp.png, DP or supers.


Mk.png

  • Hits 2 times.

Hk.png

  • Hits 2 times max.

Hado no Kamae
Fake Fireball
Qcf.png + Taunt (Start)

A2 EvilRyu FakeFireball.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A Counterhit.png

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.

Ashura Senku
Teleport
Rdp.png/Dp.png + 3p.png/3k.png

A2 EvilRyu Teleport 1.png
A2 EvilRyu Teleport 2.png
A2 EvilRyu Teleport 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
3p.png N/A N/A N/A N/A N/A 2/-/- N/A Startupinv.pngCounterhit.png
3k.png N/A N/A N/A N/A N/A 2/-/- N/A Startupinv.pngCounterhit.png

Good to avoid chip ccs, or use as wake-up. Useful in blocked cc.

  • Invul on first frame.

P.png

  • 25-66 frames of invul. forward
  • 23-66 frames of invul. backward
  • 10 frames of recovery

Teleport that travels a little over full-screen.


K.png

  • 27-51 frames of invul. forward
  • 24-51 frames of invul. backward
  • 10 frames of recovery

Teleport that travels a little under half-screen.

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.

Shinku Hadoken
Fireball Super
Qcf.pngQcf.png + P.png

A2 EvilRyu FireballSuper 1.png
A2 EvilRyu FireballSuper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
12[12], 11[12], 5[12] 0, 2, 2 5+0 9(0)inf -13 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
15[12], 12[12], 7[12], 6[12] 0, 1x3 5+0 9(0)inf -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
20[12], 12[12], 10[12], 6[12], 6[12] 0, 0, 1x3 5+0 9(0)inf -7 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

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.

  • Cannot be air blocked.

Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 3 times.
  • Punishable on hit.

Level 2

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 4 times.

Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 5 times.

Shinku Tatsumaki Senpukyaku
Hurricane Kick Super
Qcb.pngQcb.png + K.png

A2 EvilRyu TatsuSuper 1.png
A2 EvilRyu TatsuSuper 2.png
A2 EvilRyu TatsuSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
11[13], 9[13], 6[13]x3 0x4, 3 5+0 3[(3)3x4] 0 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 2
K.pngK.png
11[13], 9[13], 4[13]x7 0x8, 3 5+0 3[(3)3x8] +1 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 3
3k.png
5[13]x13 0x12, 3 5+0 3[(3)3x12] +2 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

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.


Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 15 frames of startup projectile invul.
  • Hits 5 times.

Level 2

  • 6 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 9 times.

Level 3

  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • Hits 13 times.

Messatsu Goshoryu
Dragon Punch Super
Qcf.pngQcf.png + K.png

A2 EvilRyu DPSuper 1.png
A2 EvilRyu DPSuper 2.png
A2 EvilRyu DPSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
13[13], 9[13], 12[13], 6[13] 0, 0, 2, 2 5+0 4(0)8(13)5(0)26 -30 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
15[13], 10[13], 8[13], 10[13], 4[13], 4[13] 0x3, 1x3 5+0 4(0)8(13)5(0)26 -31 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
15[13], 8[13], 11[13], 9[13], 5[13], 9[13], 8[13], 6[13] 0x5, 1x3 5+0 4(0)8(13)4(0)8(13)5(0)26 -37 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • The first two hits occur before the super screen freeze ends.
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png

Range is bad, but this thing hurts. Combo 2 point blank lks.


Level 1

  • 5 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 4 times.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 14 frames of startup projectile invul.
  • Hits 6 times.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 18 frames of startup projectile invul.
  • Hits 8 times.

Shun Goku Satsu
Raging Demon
Lp.pngLp.pngF.pngLk.pngHp.png

A2 EvilRyu RagingDemon 1.png
A2 EvilRyu RagingDemon 2.png
A2 EvilRyu RagingDemon 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
72 0 5+7 47 N/A 0/-/0 N/A Startupinv.pngThrow.png
Hardknockdown.png
  • 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 2/3 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.

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


These combos are exclusive only to Evil Ryu, for more combos that both Evil Ryu and regular Ryu can do, click here

(next to opponent standing) c.mk (or c.lk x2) xx lk hurricane, fp dp

(standing or crouching) c.fp xx hadouken

c.lk x2 or c. mk xx any lvl shoryureppa

c.lk x3 or c.mk xx any lvl shinku hadouken


Standing Chars Only

j.Mp.png , cr.Mk.png xx Hp.png Hadouken OR Any Level Shinkuu Hadou OR Any Level Shoryureppa (End with Reppa for the most damaging combo)

Corner Only

c.fp xx hk hurricane (hurts sagat bad)

j. mp xx Any Level Reppa (Timing is slightly later against smaller characters like Chun)

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.


Match-ups


A2 Icon Adon.png Vs. Adon:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Akuma:

[Loading match-up info...]

A2 Icon Birdie.png Vs. Birdie:

[Loading match-up info...]

A2 Icon Charlie.png Vs. Charlie-Nash:

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li:

[Loading match-up info...]

A2 Icon Dan.png Vs. Dan:

[Loading match-up info...]

A2 Icon Dhalsim.png Vs. Dhalsim:

[Loading match-up info...]

A2 Icon Akuma.png Vs. Evil Ryu (mirror):

[Loading match-up info...]

A2 Icon Gen.png Vs. Gen:

[Loading match-up info...]

A2 Icon Guy.png Vs. Guy:

[Loading match-up info...]

A2 Icon Ken.png Vs. Ken:

[Loading match-up info...]

A2 Icon Bison.png Vs. M. Bison (dictator):

[Loading match-up info...]

A2 Icon Rolento.png Vs. Rolento:

[Loading match-up info...]

A2 Icon Rose.png 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

A2 Icon Ryu.png Vs. Ryu:

[Loading match-up info...]

A2 Icon Sagat.png Vs. Sagat:

[Loading match-up info...]

A2 Icon Sakura.png Vs. Sakura:

[Loading match-up info...]

A2 Icon Sodom.png Vs. Sodom:

[Loading match-up info...]

A2 Icon Zangief.png Vs. Zangief:

[Loading match-up info...]

Miscellaneous

How To Pick Evil Ryu

How To Pick 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, then press a punch or kick without releasing start.

Tournament Legality

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.


Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief