m (Scanman moved page Evil Ryu(SFEXPA) to Street Fighter EX Plus Alpha/Evil Ryu: moving SFEXPA Evil Ryu page to be a subpage) |
No edit summary |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
=Introduction= | =Introduction= | ||
'''"It's good to be bad."''' | |||
Originally a non-canon secret character in export versions of Street Fighter Alpha 2, Evil Ryu returns as yet another one-off in EXA. | |||
=The Basics= | |||
Functionally, ERyu is identical to his vanilla self. Normals, specials, and layer 1 strategies are interchangeable between the two-- Or any shoto in EXA for that matter. | |||
A few key differences, however, actually make ERyu the stronger character: A meterless, risk free install you can activate on character select. | |||
ERyu has: | |||
* Four teleports of varying utility. K Teleport gives him an off axis mixup and often breaks the corner when done meaty. | |||
* Tick Demon from a blocked hopkick or Tatsu. Any air to air sets him up for a Demon 50/50. | |||
* Safe metered reversals. DHC from Gou Shoryu to Shinkuhado resets ERyu to neutral on block. | |||
* Better run away potential thanks to LP Fireball instant reverse teleport. | |||
* Easier, more consistent 3-Bar combos. | |||
=Moves List= | =Moves List= | ||
==Normals Moves== | ==Normals Moves== | ||
Line 21: | Line 37: | ||
{{Template:Street Fighter EX Plus Alpha}} | {{Template:Street Fighter EX Plus Alpha}} | ||
[[Category:Evil Ryu]] |
Latest revision as of 16:25, 3 July 2025
Introduction
"It's good to be bad."
Originally a non-canon secret character in export versions of Street Fighter Alpha 2, Evil Ryu returns as yet another one-off in EXA.
The Basics
Functionally, ERyu is identical to his vanilla self. Normals, specials, and layer 1 strategies are interchangeable between the two-- Or any shoto in EXA for that matter.
A few key differences, however, actually make ERyu the stronger character: A meterless, risk free install you can activate on character select.
ERyu has:
- Four teleports of varying utility. K Teleport gives him an off axis mixup and often breaks the corner when done meaty.
- Tick Demon from a blocked hopkick or Tatsu. Any air to air sets him up for a Demon 50/50.
- Safe metered reversals. DHC from Gou Shoryu to Shinkuhado resets ERyu to neutral on block.
- Better run away potential thanks to LP Fireball instant reverse teleport.
- Easier, more consistent 3-Bar combos.
Moves List
Normals Moves
Seoi Nage When close, b / f + MP / HP Tomoe Nage When close, b / f + MK / HK
Special Moves
Hadou Ken qcf + P Shouryuu Ken f,d,df + P Ashura Senkuu (Zen Idou) f,d,df + PPP / KKK Ashura Senkuu (Go Idou) b,d,db + PPP / KKK Tatsumaki Senpuu Kyaku qcb + K (perform 3 times) Senpuu Kyaku f + MK
Super Moves
Shinkuu Hadou Ken qcf,qcf + P Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K (air) Messatsu Gou Shouryuu qcf,d,df + K Shun Goku Satsu LP,LP,f,LK,HP (at Level 3)
The Basics
Advanced Strategy
Match-Ups
General | Introduction | Game Mechanics | |
The Characters | Akuma | Allen Snider | Blair Dame | Kairi | Chun-Li | Jack | Darun Mister | Dhalsim | Doctrine Dark | Garuda | Guile | Hokuto | Ken | M.Bison | Pullum Purna | Ryu | Sakura | Skullomania | Zangief | Evil Ryu | Evil Hokuto |