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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 | Evil Ryu's fighting style is a fusion of normal Ryu's and Akuma's. He has the footsies and simplicity of Ryu, with the stamina, speed and damage output of Akuma, in addition to some of their best fundamentals. What separates Evil Ryu from being a direct copy of both Ryu and Akuma is his new Axe Kick. While his game is not heavily reliant on it, it serves as an outstanding bridge between combos, allowing Evil Ryu to rack up very high damage and stun in seconds. However, to offset his massive offensive power, he has the 2nd worst health and the worst stun in the game. Like Akuma, one mistake can and will spell the end of the round or match.}} | ||
Revision as of 00:06, 10 August 2011


Evil Ryu
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's fighting style is a fusion of normal Ryu's and Akuma's. He has the footsies and simplicity of Ryu, with the stamina, speed and damage output of Akuma, in addition to some of their best fundamentals. What separates Evil Ryu from being a direct copy of both Ryu and Akuma is his new Axe Kick. While his game is not heavily reliant on it, it serves as an outstanding bridge between combos, allowing Evil Ryu to rack up very high damage and stun in seconds. However, to offset his massive offensive power, he has the 2nd worst health and the worst stun in the game. Like Akuma, one mistake can and will spell the end of the round or match.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
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 |