Super Street Fighter IV AE/Evil Ryu: Difference between revisions

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In the first Street Fighter tournament, Ryu felt a sudden urge to win against Sagat at all costs.  That urge was the Satsui no Hado.  Under its influence, Ryu rose up suddenly and gave Sagat his scar via a cheap-shot Metsu Shoryuken.  Ever since meeting Akuma, the Satsui no Hado's evil intent has gotten stronger over the years within Ryu.  The critical point has finally been reached, and Ryu has given in to the evil Hado.  Where his heart once was is now a gaping hole of evil energy and emptiness.  Evil Ryu seeks only one thing - worthy opponents for a fight to the death.   
In the first Street Fighter tournament, Ryu felt a sudden urge to win against Sagat at all costs.  That urge was the Satsui no Hado.  Under its influence, Ryu rose up suddenly and gave Sagat his scar via a cheap-shot Metsu Shoryuken.  Ever since meeting Akuma, the Satsui no Hado's evil intent has gotten stronger over the years within Ryu.  The critical point has finally been reached, and Ryu has given in to the evil Hado.  Where his heart once was is now a gaping hole of evil energy and emptiness.  Evil Ryu seeks only one thing - worthy opponents for a fight to the death.   
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Evil Ryu is a complex blend of Ryu and Akuma's fighting styles.  He has the zoning game and links of Ryu, with the combos and attack power of Akuma.  His new Axe Kick allows for a very potent pressure game and can majorly put a dent in the opponent's psyche.  Evil Ryu can be played both offensively and defensively at roughly the same time, making for a deadly combination.  However, one must be extremely careful when playing Evil Ryu, as he has the 2nd lowest health and now the worst stun in the game.  If he gets punished, it may just cost players the match. Whether you know how to play Ryu or Akuma, if their playstyles just don't seem quite good enough, Evil Ryu may give you what you want.}}
Evil Ryu is a complex blend of Ryu and Akuma's fighting styles.  He has the zoning game and links of Ryu, with the combos and attack power of Akuma.  His new Axe Kick allows for a very potent pressure game and can majorly put a dent in the opponent's psyche.  Evil Ryu can be played both offensively and defensively at roughly the same time, making for a deadly combination.  However, one must be extremely careful when playing Evil Ryu, as he has the 2nd lowest health and now the worst stun in the game. (Tied for both with Akuma) If he gets punished, it may just cost players the match. Whether you know how to play Ryu or Akuma, if their playstyles just don't seem quite good enough, Evil Ryu may give you what you want.}}





Revision as of 15:12, 18 July 2011

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Evil Ryu

SSFIV-Evil Ryu Face.jpg

In the first Street Fighter tournament, Ryu felt a sudden urge to win against Sagat at all costs. That urge was the Satsui no Hado. Under its influence, Ryu rose up suddenly and gave Sagat his scar via a cheap-shot Metsu Shoryuken. Ever since meeting Akuma, the Satsui no Hado's evil intent has gotten stronger over the years within Ryu. The critical point has finally been reached, and Ryu has given in to the evil Hado. Where his heart once was is now a gaping hole of evil energy and emptiness. Evil Ryu seeks only one thing - worthy opponents for a fight to the death.


In a nutshell

Evil Ryu is a complex blend of Ryu and Akuma's fighting styles. He has the zoning game and links of Ryu, with the combos and attack power of Akuma. His new Axe Kick allows for a very potent pressure game and can majorly put a dent in the opponent's psyche. Evil Ryu can be played both offensively and defensively at roughly the same time, making for a deadly combination. However, one must be extremely careful when playing Evil Ryu, as he has the 2nd lowest health and now the worst stun in the game. (Tied for both with Akuma) If he gets punished, it may just cost players the match. Whether you know how to play Ryu or Akuma, if their playstyles just don't seem quite good enough, Evil Ryu may give you what you want.


Moves

Unique Attacks

Name
Command
Notes
Zugai Hasatsu
f + mp
overheads
Senbukyaku
f + mk
goes over lows
Tenmakujinkyaku
in air, d + mk
Target Combo 1
mp , hp

Throws

Name
Command
Notes
f or n + lp + lk
throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
Hadoken
qcf + p
ex
Shakunetsu Hadoken
hcb + p
ex
Shoryuken
dp + p
ex
Tatsumaki
qcb + k
ex , can be done in air
Ashura Senku
dp or rdp + 3p or 3k
dp moves E.Ryu forward; rdp moves E.Ryu backwards; 3p travels farther than 3k
Ryusokyaku
hcf + k
armorbreak , ex version overheads

Super Combo

Name
Command
Notes
Raging Demon
lp lp f lk hp
throw

Ultra Combos

Name
Command
Notes
Metsu Hadoken
qcf qcf + 3p
hold 3p to charge it
Messatsu-Goshoryu
qcf qcf + 3k


The Basics

Combos

1. Close Standing HP, MK Axe Kick (Ryusokyaku), Crouching MP, LK Tatsu, Shoryuken

2. Crouching LP x2, Crouching MP, EX Tatsu  or  LK Tatsu, EX Shoryuken

3. Crouching MP, LK Tatsu, Shoryuken

4. F + MP (2 hits), MP Shoryuken (Only on standing opponent.)

5. LK Tatsu, Sweep (only works on DJ, Boxer, Rose, Cammy, Dhalsim)

6. Jump in HK, Crouching MP, Standing HP, MK Axe Kick, Crouching MP, LK Tatsu, Shoryuken

7. (Corner) - Jump in HK, Crouching MP, Standing HP, MK Axe Kick, Crouching MP, Hadouken xx FADC, Crouching HP, EX Tatsu

8. (Corner) - Close MK xx EX Hadoken x4

9. Shoryuken xx FADC, Ultra 1 or 2

10. (Corner) - EX Tatsu, Ultra 1 or 2


Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/su 3 3 6 +2 +5 -
Close MP HL 70 100 40 sp/su 3 3 21 -3 +3 -
Close HP HL 100 200 60 sp/su 5 4 22 -7 -3 -
Close LK HL 30 50 20 sp/su 5 5 7 -1 +3 -
Close MK HL 80 100 40 sp/su 3 5 16 -7 -2 -
Close HK HL 40*70 125*75 60*20 su 8 8(2)4 17 -3 +2 -
Far LP HL 30 50 20 ch/sp/su 4 3 6 +2 +5 -
Far MP HL 80 100 40 sp/su 5 4 14 -2 +2 -
Far HP HL 120 200 60 - 7 3 18 0 +3 -
Far LK HL 40 50 20 - 5 6 6 -1 +2 -
Far MK HL 70 100 40 - 7 4 16 -4 +1 -
Far HK HL 110 200 60 - 8 4 22 -8 -4 -
crouch LP HL 30 50 20 ch/sp/su 3 2 7 +2 +5 -
crouch MP HL 60 100 40 sp/su 4 4 8 +2 +5 -
crouch HP HL 90 200 60 sp/su 6 6 23 -10 -5 -
crouch LK L 20 50 20 ch/sp/su 4 3 9 -1 +2 -
crouch MK L 60 100 40 sp/su 7 3 14 -4 0 -
crouch HK L 90 100 60 - 7 2 27 -11 - -
Jump up LP H 50 50 20 - 4 9 - - - -
Jump up MP H 80 100 40 - 4 5 - - - -
Jump up HP H 100 200 60 - 4 4 - - - -
Jump up LK H 40 50 20 - 5 9 - - - -
Jump up MK H 80 100 40 - 6 10 - - - -
Jump up HK H 100 200 60 - 4 4 - - - -
Jump forward LP H 50 50 20 - 4 9 - - - -
Jump forward MP H 50*30 50*50 40*20 - 7 3*4 - - - -
Jump forward HP H 100 200 60 - 6 4 - - - -
Jump forward LK H 40 50 20 - 4 8 - - - -
Jump forward MK H 70 100 40 - 6 6 - - - -
Jump forward HK H 100 200 60 - 7 4 - - - -
Overhead f+MP H 30*50 50*50 40*20 - 17 2(1)2 18 -6 +4 -
f+MK HL 70 100 40 - 16 2 17 -2 0 -
d+MK (air) HL 70 100 40 - 13 ??? ??4 - - -
close MP > HP HL 90 100 60 su 8 3 20 -5 0 -
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21 -
Focus attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 - -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - - -
Forward Throw 0.92 130 140 40 - 3 2 20 - - -
Back throw 0.92 130 120 40 - 3 2 20 - - -
Hadoken HL 60 100 10/20 su 13 - ??45 -6 -2 -
Hadoken EX HL 50*50 50*50 -250/0 su 12 - ??42 0 +3 -
Shakunetsu Hadoken LP HL 50 200 10/30 su 25 - ??53 -7 - -
Shakunetsu Hadoken MP HL 35*35 50*100 10/16*16 su 25 - ??61 -7 - -
Shakunetsu Hadoken HP HL 33x3 35x3 10/16*16*16 su 25 - ??69 -7 - -
Shakunetsu Hadoken EX HL 47x3 70*70*100 -250/0 su 25 - ??53 +9 - -
Shoryuken LP HL 100[70] 100 30/40 su 3 14 14+10 -17 - -
Shoryuken MP HL 100*30 100*50 20/20*20 su 3 2*12 25+18 -34 - -
Shoryuken HP HL 90*60 150*50 20/20*20 su 3 2*12 28+18 -37 - -
Shoryuken EX HL 80*60*50 100*50*50 -250/0 su 3 2*2*12 30+18 -29 - -
Hurricane Kick LK HL 70 50 30/30 - 11 2(6)2 12+8 -9 - -
Hurricane Kick MK HL 80*40 100*50 30/20*10 su 5 2(5)[2(5)2](5)1 16+12 -8 - -
Hurricane Kick HK HL 80*40*40 200 30/30 su 5 2(5)[1(5)1](5)[1(5)1](5)1 13+8 -1 - -
Hurricane Kick EX HL 30x4*40 40x5 -250/0 - 11 1(3)1(3)1(3)1(3)1 18+8 -1 - -
Hurricane Kick (air) HL 60/70/80 50 10/30 - 9 2(6)2(6)2 ??10 - - -
Hurricane Kick EX (air) HL 40x5 50x5 -250/0 - 7 [1(3)]x4*1 ??4 - - -
Axe Kick LK HL 100 200 30/40 su 17 2 22 -7 0 -
Axe Kick MK HL 80 100 30/40 su 20 2 20 -2 +4 -
Axe Kick HK HL 140 200 30/40 su 27 2 18 +1 - -
Axe Kick EX H 160 200 -250/0 su 22 2 22 -4 - -
Teleport PPP - - - - - - - ??61 - - -
Teleport KKK - - - - - - - ??53 - - -
Super Combo - 350 0 -1000/0 - 1+0 37 13 - - -
Ultra Combo 1 HL 38x7*75(53x7*60) 0 0/0 - 0+11 0 ??125 -30 - -
Ultra Combo 2 HL 30*15x3*75*35x4[501] 0 0/0 - 0+9 4*6(26)4*4*4(37)2*2*3*3*3 31+62 -78 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes