Capcom vs SNK/Evil Ryu: Difference between revisions

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== Combos ==
== Combos ==
Cross-up HK \/ c.LK > c.LP > c.LK > c.HK XX qcb + LK \/ qcb + LK \/ qcf,d,df + HP
Corner Jump HP \/ s.HP XX hcb,hcb + P, f,d,df + LP \/ qcf,d,df + P
Corner Jump HP \/ s.LP > s.LP XX hcb,hcb + P, qcf,d,df + P
Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + LP \/ qcf,qcf + HP
Corner Jump HP \/ s.LP > s.LP XX hcb,hcb + LP, qcf,d,df + HP
Cross-up HK \/ c.LP > s.HP XX qcf,d,df + PP
Jump HK \/ c.LP > c.LK XX qcf,d,df + PP
Jump HK \/ c.LP > c.LK XX qcb + LK \/ qcf,d,df + HP
Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + HP
Corner  hcb,hcb + LP XX qcf,d,df + HP
Corner Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP
Jump HP \/ c.LK > c.HK XX qcf,d,df + HP
Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP
Jump HP \/ s.LP XX f,d,df + HP
Jump HK \/ c.LK > db + HK XX qcf + P
Jump HK \/ c.LP > c.LK XX qcf + P
Jump HP \/ c.LK > c.HP XX qcf + P
Jump HP \/ c.HP XX qcf + P


== EX Changes ==
== EX Changes ==


== CVS Pro Changes ==
== CVS Pro Changes ==
* Much improved damge over the previous game. His fierces seem to take off as
much as solid ratio 2 combos!
* Teleport is faster to execute and recovers sooner.
* Timing on his dragon punch super juggle has changed. You now have to hit your
opponent while they are very high onscreen for the juggle to connect. Only
juggles as a level 2 or 3 (the dragon punch super can still be juggled after
low hitting knockdowns, such as after a crouching HK, or a level 1 shinkuu
hadoken in the corner) (notes added by bellreisa at shoryuken.com forums).
= Colors =
[[File:Cvs1colorsevilryu.png|left|alt=*sprites ripped and compiled by @laddermatch]]


[[Category: Capcom Vs. SNK]]
[[Category: Capcom Vs. SNK]]
[[Category:Evil Ryu]]

Latest revision as of 09:42, 25 March 2024

Introduction

Move List

Throws

Command Moves

Special Moves

Super Moves

The Basics

Combos

Cross-up HK \/ c.LK > c.LP > c.LK > c.HK XX qcb + LK \/ qcb + LK \/ qcf,d,df + HP

Corner Jump HP \/ s.HP XX hcb,hcb + P, f,d,df + LP \/ qcf,d,df + P

Corner Jump HP \/ s.LP > s.LP XX hcb,hcb + P, qcf,d,df + P

Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + LP \/ qcf,qcf + HP

Corner Jump HP \/ s.LP > s.LP XX hcb,hcb + LP, qcf,d,df + HP

Cross-up HK \/ c.LP > s.HP XX qcf,d,df + PP

Jump HK \/ c.LP > c.LK XX qcf,d,df + PP

Jump HK \/ c.LP > c.LK XX qcb + LK \/ qcf,d,df + HP

Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + HP

Corner hcb,hcb + LP XX qcf,d,df + HP

Corner Jump HP \/ s.LP XX f,d,df + LP \/ qcf,d,df + LP

Jump HP \/ c.LK > c.HK XX qcf,d,df + HP

Jump HK \/ c.LP > c.LK XX qcb + LK \/ f,d,df + HP

Jump HP \/ s.LP XX f,d,df + HP

Jump HK \/ c.LK > db + HK XX qcf + P

Jump HK \/ c.LP > c.LK XX qcf + P

Jump HP \/ c.LK > c.HP XX qcf + P

Jump HP \/ c.HP XX qcf + P

EX Changes

CVS Pro Changes

  • Much improved damge over the previous game. His fierces seem to take off as

much as solid ratio 2 combos!

  • Teleport is faster to execute and recovers sooner.
  • Timing on his dragon punch super juggle has changed. You now have to hit your

opponent while they are very high onscreen for the juggle to connect. Only juggles as a level 2 or 3 (the dragon punch super can still be juggled after low hitting knockdowns, such as after a crouching HK, or a level 1 shinkuu hadoken in the corner) (notes added by bellreisa at shoryuken.com forums).

Colors

*sprites ripped and compiled by @laddermatch