Street Fighter Alpha 2/Evil Ryu: Difference between revisions

From SuperCombo Wiki
(Updated Layout)
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[[File:Ryu-evil-stance.gif|right]]
<templatestyles src="CharacterPage-SFA2/styles.css"/>
 
{{TOClimit}}
 
{{HiddenTOCHeader
= Introduction =
|header= =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.
{{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.
[[File:EvilRyu_Alpha2_colors.PNG]]
 
'''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 counter AC and AA against jump-in CCs
* Infinite CC blowout range and interrupt
 
'''Cons:'''
* Has a lower defense modifier, resulting in more damage taken
* DP is multi-hitting
 
'''Stats:'''
*'''HP:''' Below Average
*'''Stun:''' Average
*'''Walk Speed:''' Average
*'''Throw Range:''' Great ''(tied for 2rd best in the game)''
*'''Wake-up Speed:''' Average
*'''Tech-Roll Speed:''' Average
 
Source:([[Street_Fighter_Alpha_2/System#Character_Specific_Data|Alpha2CharacterStats]])
 
==How To Select Evil Ryu==
==How To Select 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.
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.
<youtube>YtLAb--5Ug4</youtube>
<center><div style="width:100%;max-width:450px;"><youtube>YtLAb--5Ug4</youtube></div></center>


==Differences From Ryu==
==Differences From Ryu==
Line 51: Line 24:


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.
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.
<br><br>
<center><div style="width:100%;max-width:450px;"><youtube>hAiyU343-98</youtube></div></center>
<br>
|playstyle=[[File:A2_Icon_Ryu.png|30px]] 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 counter AC and AA against jump-in CCs
* Infinite CC blowout range and interrupt
|cons=
* Has a lower defense modifier, resulting in more damage taken
* DP is multi-hitting
|name=Evil Ryu
|image=SFA2_EvilRyu_Portrait.png
|health=144
|rating=- - -
|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
}}


=Moves List=
{{HiddenTOCHeader
<youtube>hAiyU343-98</youtube>
|header= =Move List=}}
Framedata Notes:
*Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
*Startup = The frame the move hits on (1st active frame).
*Frame Adv = The OnBlockAdv value. (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)
*All framedata collected with the game speed set to normal.
*All hitbox images have Evil Ryu standing/jumping in the exact same position, so hitbox distances can be easily compared.
[Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], November 2021]
 
== Normal Moves ==
== 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===
===Standing===
{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_st.lp.png
|image=A2_EvilRyu_st.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Lp.png]]
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 3
  |Stun= 3
Line 81: Line 82:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
|description= Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.
  }}
  }}
|description= Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_st.mp_1.png
|image=A2_EvilRyu_st.mp_1.png
|imageSize=250px
|imageSize=250px
Line 91: Line 92:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=st.[[File:Mp.png]]
|name=
|subtitle=
|input=st.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 11-13, 6
  |Damage= 11-13, 6
  |Stun= 6, 6
  |Stun= 6, 6
Line 102: Line 105:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |description= *Hits 1 time.
  }}
|description= *Hits 1 time.
*Both hits are cancellable.
*Both hits are cancellable.
Quick one arm uppercut; good anti-air.
Quick one arm uppercut; good anti-air.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_st.hp.png
|image=A2_EvilRyu_st.hp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Hp.png]]
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 17-21
  |Damage= 17-21
  |Stun= 8
  |Stun= 8
Line 123: Line 128:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= -
  |Properties= -
|description= Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.
  }}
  }}
|description= Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_st.lk.png
|image=A2_EvilRyu_st.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Lk.png]]
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 3
  |Stun= 3
Line 142: Line 149:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= Good ranged kick to the shin, good priority and range.
  }}
  }}
|description= Good ranged kick to the shin, good priority and range.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_st.mk_1.png
|image=A2_EvilRyu_st.mk_1.png
|imageSize=250px
|imageSize=250px
Line 152: Line 159:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=st.[[File:Mk.png]]
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 8-10, 9
  |Damage= 8-10, 9
  |Stun= 4, 2
  |Stun= 4, 2
Line 163: Line 172:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |description= *First hit is cancellable.
  }}
|description= *First hit is cancellable.
*Hits 2 times.
*Hits 2 times.
Ugly axe kick which can be used as a anti-crossup.
Ugly axe kick which can be used as a anti-crossup.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_st.hk.png
|image=A2_EvilRyu_st.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Hk.png]]
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 14
  |Damage= 14
  |Stun= 4
  |Stun= 4
Line 184: Line 195:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= -
  |Properties= -
|description= A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.
  }}
  }}
|description= A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.
}}
}}


===Crouching===
===Crouching===
{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_cr.lp.png
|image=A2_EvilRyu_cr.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Lp.png]]
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 1
  |Stun= 1
Line 204: Line 217:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
|description= Little jab to the shin, not really all that great range wise.
  }}
  }}
|description= Little jab to the shin, not really all that great range wise.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_cr.mp.png
|image=A2_EvilRyu_cr.mp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Mp.png]]
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10-12
  |Damage= 10-12
  |Stun= 6
  |Stun= 6
Line 223: Line 238:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= A straight punch with good priority and frame advantage.
  }}
  }}
|description= A straight punch with good priority and frame advantage.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_cr.hp_1.png
|image=A2_EvilRyu_cr.hp_1.png
|imageSize=250px
|imageSize=250px
Line 233: Line 248:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=cr.[[File:Hp.png]]
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 15-19,13
  |Damage= 15-19,13
  |Stun= 8, 6
  |Stun= 8, 6
Line 244: Line 261:
  |Block=[[File:Mid.png]]<br>[[File:Low.png]]
  |Block=[[File:Mid.png]]<br>[[File:Low.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |description= *First hit is cancelable.
  }}
|description= *First hit is cancelable.
*Hits 1 time.
*Hits 1 time.
*First hit has to be blocked low if hit at max range against some characters.
*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.
Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_cr.lk.png
|image=A2_EvilRyu_cr.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Lk.png]]
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 3
  |Stun= 3
Line 266: Line 285:
  |Block=[[File:Low.png]]
  |Block=[[File:Low.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
|description= Quick kick to the foot, combo starter.
  }}
  }}
|description= Quick kick to the foot, combo starter.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_cr.mk.png
|image=A2_EvilRyu_cr.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Mk.png]]
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9-11
  |Damage= 9-11
  |Stun= 1
  |Stun= 1
Line 285: Line 306:
  |Block=[[File:Low.png]]
  |Block=[[File:Low.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.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.
  }}
  }}
|description= A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_cr.hk.png
|image=A2_EvilRyu_cr.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Hk.png]]
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 14-18
  |Damage= 14-18
  |Stun= 8
  |Stun= 8
Line 304: Line 327:
  |Block=[[File:Low.png]]
  |Block=[[File:Low.png]]
  |Properties=[[File:Specialcancel.png]][[File:Supercancel.png]]<br>[[File:Softknockdown.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.
  }}
  }}
|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.
}}
}}


Line 311: Line 334:
Jumping [[File:U.png]] (Neutral jump)
Jumping [[File:U.png]] (Neutral jump)


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_nj.lp.png
|image=A2_EvilRyu_nj.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Lp.png]]
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9
  |Damage= 9
  |Stun= 3
  |Stun= 3
Line 326: Line 351:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_nj.mp.png
|image=A2_EvilRyu_nj.mp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Mp.png]]
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10-12
  |Damage= 10-12
  |Stun= 6
  |Stun= 6
Line 345: Line 372:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_nj.hp.png
|image=A2_EvilRyu_nj.hp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Hp.png]]
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 13-17
  |Damage= 13-17
  |Stun= 8
  |Stun= 8
Line 364: Line 393:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_nj.lk.png
|image=A2_EvilRyu_nj.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Lk.png]]
|name=
|subtitle=
|input=nj.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10
  |Damage= 10
  |Stun= 3
  |Stun= 3
Line 383: Line 414:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_nj.mk.png
|image=A2_EvilRyu_nj.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Mk.png]]
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 11-13
  |Damage= 11-13
  |Stun= 6
  |Stun= 6
Line 402: Line 435:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_nj.hk.png
|image=A2_EvilRyu_nj.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Hk.png]]
|name=
|subtitle=
|input=nj.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 14-18
  |Damage= 14-18
  |Stun= 8
  |Stun= 8
Line 421: Line 456:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_dj.lp.png
|image=A2_EvilRyu_dj.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Lp.png]]
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9
  |Damage= 9
  |Stun= 3
  |Stun= 3
Line 442: Line 479:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_dj.mp_1.png
|image=A2_EvilRyu_dj.mp_1.png
|imageSize=250px
|imageSize=250px
Line 452: Line 489:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=dj.[[File:Mp.png]]
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 8, 6
  |Damage= 8, 6
  |Stun= 3, 3
  |Stun= 3, 3
Line 463: Line 502:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
  |description= *Hits 2 times.
  }}
|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.
A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_dj.hp.png
|image=A2_EvilRyu_dj.hp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Hp.png]]
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 13-17
  |Damage= 13-17
  |Stun= 1
  |Stun= 1
Line 483: Line 524:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= A fist to the face. Good jump in with good priority, especially when done early.
  }}
  }}
|description= A fist to the face. Good jump in with good priority, especially when done early.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_dj.lk.png
|image=A2_EvilRyu_dj.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Lk.png]]
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9
  |Damage= 9
  |Stun= 3
  |Stun= 3
Line 502: Line 545:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_dj.mk.png
|image=A2_EvilRyu_dj.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Mk.png]]
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10-12
  |Damage= 10-12
  |Stun= 6
  |Stun= 6
Line 521: Line 566:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties= Cross-up
  |Properties= Cross-up
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_dj.hk.png
|image=A2_EvilRyu_dj.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Hk.png]]
|name=
|subtitle=
|input=dj.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 13-17
  |Damage= 13-17
  |Stun= 8
  |Stun= 8
Line 540: Line 587:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= Best when used when jumping from far away, good priority.
  }}
  }}
|description= Best when used when jumping from far away, good priority.
}}
}}


== Command Normals ==
== Command Normals ==


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_f.mp_1.png
|image=A2_EvilRyu_f.mp_1.png
|imageSize=250px
|imageSize=250px
Line 552: Line 599:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Sakatsu Wari<br>aka Overhead<br>[[File:F.png]]+ [[File:Mp.png]]
|name=Sakatsu Wari
|subtitle=Overhead
|input=[[File:F.png]]+ [[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5-7, 14
  |Damage= 5-7, 14
  |Stun= 6, 2
  |Stun= 6, 2
Line 563: Line 612:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=  
  |Properties=  
  |description= *Hits 2 times
  }}
|description= *Hits 2 times
*Unsafe; can be punished by CC and fast normals.
*Unsafe; can be punished by CC and fast normals.
*'''Punishable on hit.'''
*'''Punishable on hit.'''
*Tied for 2nd fastest overhead in the game. ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Overheads Alpha2Overheads]).
*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.
A overhead with very good range.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_f.mk.png
|image=A2_EvilRyu_f.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=Senpu Kyaku<br>aka Hop Kick<br>[[File:F.png]]+ [[File:Mk.png]]
|name=Senpu Kyaku
|subtitle=Hop Kick
|input=[[File:F.png]]+ [[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 11-13
  |Damage= 11-13
  |Stun= 6
  |Stun= 6
Line 586: Line 637:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= [[File:Lowerbodyinv.png]]
  |Properties= [[File:Lowerbodyinv.png]]
  |description= *Unsafe; can be punished by CC and fast normals.
  }}
|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.
Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu.
}}
}}
}}


== Normal Throws ==
== Normal Throws ==


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_PThrow_1.png
|image=A2_EvilRyu_PThrow_1.png
|imageSize=250px
|imageSize=250px
Line 599: Line 650:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Seoi Nage<br>[[File:B.png]]or[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|name=Seoi Nage
|subtitle=
|input=[[File:B.png]]or[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 19
  |Damage= 19
  |Stun= 0
  |Stun= 0
Line 610: Line 663:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |description= *Deals 9 damage when opponent tech throws.
  }}
|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]]).
*Ryu has the 2rd best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_KThrow_1.png
|image=A2_EvilRyu_KThrow_1.png
|imageSize=250px
|imageSize=250px
Line 621: Line 674:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Tomoe Nage<br>[[File:B.png]]or[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|name=Tomoe Nage
|subtitle=
|input=[[File:B.png]]or[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 19
  |Damage= 19
  |Stun= 0
  |Stun= 0
Line 632: Line 687:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
|description= *Deals 9 damage when opponent tech throws.
  }}
  }}
|description= *Deals 9 damage when opponent tech throws.
}}
}}


== Alpha Counters ==
== Alpha Counters ==


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_PAC_1.png
|image=A2_EvilRyu_PAC_1.png
|imageSize=250px
|imageSize=250px
Line 646: Line 701:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]]
|name=
|subtitle=
|input=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 18-20, 16, 4
  |Damage= 18-20, 16, 4
  |Stun= 8, 6, 6
  |Stun= 8, 6, 6
Line 657: Line 714:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
|description= Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.
  }}
  }}
|description= Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_KAC.png
|image=A2_EvilRyu_KAC.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]]
|name=
|subtitle=
|input=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 15-19
  |Damage= 15-19
  |Stun= 8
  |Stun= 8
  |Startup= 4
  |Startup= 5
  |Active= 6
  |Active= 6
  |Frame Adv= -9
  |Frame Adv= -9
Line 676: Line 735:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
|description= Use on the ground, his best ac.
  }}
  }}
|description= Use on the ground, his best ac.
}}
}}


== Special Moves ==
== Special Moves ==


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_fireball_1.png
|image=A2_EvilRyu_fireball_1.png
|imageSize=250px
|imageSize=250px
Line 688: Line 747:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Hadoken<br>aka Fireball<br>[[File:Qcf.png]] + [[File:P.png]]
|name=Hadoken
|subtitle=Fireball
|input=[[File:Qcf.png]] + [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lp.png]]
  |version=[[File:Lp.png]]
  |Damage= 13-19, 11-20
  |Damage= 13-19, 11-20
Line 700: Line 761:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
|description= Shakunetsu Hadoken aka Red Fireball
*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]).
*'''Punishable on hit.'''
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mp.png]]
  |version=[[File:Mp.png]]
Line 716: Line 773:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
|description= Shakunetsu Hadoken aka Red Fireball
*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]).
*'''Punishable on hit.'''
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hp.png]]
  |version=[[File:Hp.png]]
Line 732: Line 785:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
  |description= Shakunetsu Hadoken aka Red Fireball
  }}
|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.
*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]).
*Speed: 450 pixels per 100 frames; 4th fastest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
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.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_DP_1.png
|image=A2_EvilRyu_DP_1.png
|imageSize=250px
|imageSize=250px
Line 747: Line 810:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Shoryuken<br>aka Dragon Punsh, Uppercut<br>[[File:Dp.png]] + [[File:P.png]]
|name=Shoryuken
|subtitle=Dragon Punsh, Uppercut
|input=[[File:Dp.png]] + [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lp.png]]
  |version=[[File:Lp.png]]
  |Damage= 12-16, 8-12, 4
  |Damage= 12-16, 8-12, 4
Line 759: Line 824:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]]
|description= *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).
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mp.png]]
  |version=[[File:Mp.png]]
Line 774: Line 836:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
|description= *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.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hp.png]]
  |version=[[File:Hp.png]]
Line 789: Line 848:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
  |description= *7 frames of startup invul; 5 of which while active.
  }}
|description=
-----
{{lp}}
*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.
*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.
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.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_Tatsu_1.png
|image=A2_EvilRyu_Tatsu_1.png
|imageSize=250px
|imageSize=250px
Line 801: Line 873:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Tatsumaki Senpukyaku<br>aka Hurricane Kick<br>[[File:Qcb.png]] + [[File:K.png]]
|name=Tatsumaki Senpukyaku
|subtitle=Hurricane Kick
|input=[[File:Qcb.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lk.png]]
  |version=[[File:Lk.png]]
  |Damage= 12-14, 12-14
  |Damage= 12-14, 12-14
Line 813: Line 887:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 1 time max.
 
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mk.png]]
  |version=[[File:Mk.png]]
Line 826: Line 900:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 2 time max.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hk.png]]
  |version=[[File:Hk.png]]
Line 839: Line 912:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 2 time max.
All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent.
  }}
  }}
|description=All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent.
-----
{{lp}}
*Hits 1 time max.
-----
{{mp}}
*Hits 2 time max.
-----
{{hp}}
*Hits 2 time max.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_AirTatsu_1.png
|image=A2_EvilRyu_AirTatsu_1.png
|imageSize=250px
|imageSize=250px
Line 850: Line 931:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=(air)Tatsumaki Senpukyaku<br>aka (air)Hurricane Kick<br>(in air)[[File:Qcb.png]] + [[File:K.png]]
|name=(air)Tatsumaki Senpukyaku
|subtitle=(air)Hurricane Kick
|input=(in air)[[File:Qcb.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lk.png]]
  |version=[[File:Lk.png]]
  |Damage= 9-13
  |Damage= 9-13
Line 862: Line 945:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description=
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mk.png]]
  |version=[[File:Mk.png]]
Line 875: Line 957:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 2 time.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hk.png]]
  |version=[[File:Hk.png]]
Line 888: Line 969:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 2 times max.
  }}
  }}
|description=
-----
{{mp}}
*Hits 2 time.
-----
{{hp}}
*Hits 2 times max.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_FakeFireball.png
|image=A2_EvilRyu_FakeFireball.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=Hado no Kamae<br>aka Fake Fireball<br>[[File:Qcf.png]] + Taunt (Start)
|name=Hado no Kamae
|subtitle=Fake Fireball
|input=[[File:Qcf.png]] + Taunt (Start)
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= N/A
  |Damage= N/A
  |Stun= N/A
  |Stun= N/A
Line 907: Line 996:
  |Block= N/A
  |Block= N/A
  |Properties= -
  |Properties= -
|description= 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.
  }}
  }}
|description= 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.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_Teleport_1.png
|image=A2_EvilRyu_Teleport_1.png
|imageSize=250px
|imageSize=250px
Line 919: Line 1,008:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Ashura Senku<br>aka Teleport<br>[[File:Rdp.png]]/[[File:Dp.png]] + [[File:3p.png]]/[[File:3k.png]]
|name=Ashura Senku
|subtitle=Teleport
|input=[[File:Rdp.png]]/[[File:Dp.png]] + [[File:3p.png]]/[[File:3k.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:3p.png]]
  |version=[[File:3p.png]]
Line 932: Line 1,023:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Startupinv.png]]
  |Properties= [[File:Startupinv.png]]
|description= *25-66 frames of invul. forward
*Max 23-66 frames of invul. backward
*10 frames of recovery
Teleport that travels a little over full-screen.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:3k.png]]
  |version=[[File:3k.png]]
Line 948: Line 1,035:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Startupinv.png]]
  |Properties= [[File:Startupinv.png]]
  |description= *27-51 frames of invul. forward
  }}
|description=Good to avoid chip ccs, or use as wake-up. Useful in blocked cc.
-----
{{p}}
*25-66 frames of invul. forward
*Max 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
*Max 24-51 frames of invul. backward
*Max 24-51 frames of invul. backward
*10 frames of recovery
*10 frames of recovery
Teleport that travels a little under half-screen.
Teleport that travels a little under half-screen.
Good to avoid chip ccs, or use as wake-up. Useful in blocked cc.
}}
}}
}}


Line 961: Line 1,055:
*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.
*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.
<br>
<br>
{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_FireballSuper_1.png
|image=A2_EvilRyu_FireballSuper_1.png
|imageSize=250px
|imageSize=250px
Line 967: Line 1,061:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Shinku Hadoken<br>a.k.a. Fireball Super<br>[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|name=Shinku Hadoken
|subtitle=Fireball Super
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version= Level 1
  |version= Level 1
  |subtitle= [[File:P.png]]
  |subtitle= [[File:P.png]]
Line 980: Line 1,076:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]
|description= *4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 3 times.
*'''Punishable on hit.'''
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 2
  |version= Level 2
Line 997: Line 1,089:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
|description= *4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 4 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 3
  |version= Level 3
Line 1,013: Line 1,102:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
  |description= *4 frames of startup hit invul.; 0 of which while active.
  }}
|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.
-----
{{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.
*6 frames of startup projectile invul.
*Hits 5 times.
*Hits 5 times.
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.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_TatsuSuper_1.png
|image=A2_EvilRyu_TatsuSuper_1.png
|imageSize=250px
|imageSize=250px
Line 1,028: Line 1,136:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Shinku Tatsumaki Senpukyaku<br>a.k.a. Hurricane Kick Super<br>[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]]
|name=Shinku Tatsumaki Senpukyaku
|subtitle=Hurricane Kick Super
|input=[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version= Level 1
  |version= Level 1
  |subtitle= [[File:K.png]]
  |subtitle= [[File:K.png]]
Line 1,041: Line 1,151:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
|description= *5 frames of startup hit invul.; 0 of which while active.
*15 frames of startup projectile invul.
*Hits 5 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 2
  |version= Level 2
Line 1,057: Line 1,164:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
|description= *6 frames of startup hit invul.; 1 of which while active.
*16 frames of startup projectile invul.
*Hits 9 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 3
  |version= Level 3
Line 1,073: Line 1,177:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |description= *7 frames of startup hit invul.; 2 of which while active.
  }}
|description=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.
*17 frames of startup projectile invul.
*Hits 13 times.
*Hits 13 times.
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.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_DPSuper_1.png
|image=A2_EvilRyu_DPSuper_1.png
|imageSize=250px
|imageSize=250px
Line 1,088: Line 1,210:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Messatsu Goshoryu<br>[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]]
|name=Messatsu Goshoryu
|subtitle=
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version= Level 1
  |version= Level 1
  |subtitle= [[File:K.png]]
  |subtitle= [[File:K.png]]
Line 1,101: Line 1,225:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
|description= *5 frames of startup hit invul.; 1 of which while active.
*10 frames of startup projectile invul.
*Hits 4 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 2
  |version= Level 2
Line 1,116: Line 1,237:
  |Meter= 0/0/0
  |Meter= 0/0/0
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]  
|description= *5 frames of startup hit invul.; 1 of which while active.
*14 frames of startup projectile invul.
*Hits 6 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 3
  |version= Level 3
Line 1,133: Line 1,251:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |description= *5 frames of startup hit invul.; 1 of which while active.
  }}
|description=*The first two hits occur before the super screen freeze ends.
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.
*18 frames of startup projectile invul.
*Hits 8 times.
*Hits 8 times.
*Note: The first two hits occur before the super screen freeze ends.
Range is bad, but this thing hurts. Combo 2 point blank lks.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_EvilRyu_RagingDemon_1.png
|image=A2_EvilRyu_RagingDemon_1.png
|imageSize=250px
|imageSize=250px
Line 1,149: Line 1,285:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Shun Goku Satsu<br>aka Raging Demon<br>[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]]
|name=Shun Goku Satsu
|subtitle=Raging Demon
|input=[[File:Lp.png]][[File:Lp.png]][[File:F.png]][[File:Lk.png]][[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 72
  |Damage= 72
  |Stun= 0
  |Stun= 0
Line 1,160: Line 1,298:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Startupinv.png]][[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |description= *6 frames of startup hit invul.; 0 of which while active.
  }}
|description= *6 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*6 frames of startup projectile invul.
*Note: Requires 3 bars of meter.
*Note: Requires 3 bars of meter.
Command grab that travels a little less than 2/3rds-screen.
Command grab that travels a little less than 2/3rds-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.
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=
=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.
-----
{{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.
}}


=Advanced Strategy=
=Advanced Strategy=
Lvl 1 cc mix-up:
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Lvl 1 cc mix-up:


Activate, 4 lp fireballs, PPP teleport
Activate, 4 lp fireballs, PPP teleport
Line 1,187: Line 1,338:
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 1,194: Line 1,344:


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)
-----
{{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 1,208: Line 1,363:
c.lk x3 xx any lvl shinku hadouken  
c.lk x3 xx any lvl shinku hadouken  


 
<div style="width:100%;max-width:450px;"><youtube>chCru88njIM</youtube></div>
<youtube>chCru88njIM</youtube>
}}


=Custom Combos=
=Custom Combos=
UPDATED: Better Customs at lvl 3
-----
{{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 1,248: Line 1,407:


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.
}}
= Match-ups =
= Match-ups =
-----
-----
[[File:A2_Icon_Adon.png]] '''Vs. Adon:'''<br>
{{MatchUp-SFA2
-----
|padding=yes
[Loading match-up info...]<br>
|header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:'''
<br>
|content=[Loading match-up info...]
-----
}}
[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:'''<br>
 
-----
{{MatchUp-SFA2
[Loading match-up info...]<br>
|padding=yes
<br>
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:'''
-----
|content=[Loading match-up info...]
[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:'''<br>
}}
-----
 
[Loading match-up info...]<br>
{{MatchUp-SFA2
<br>
|padding=yes
-----
|header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:'''
[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:'''<br>
|content=[Loading match-up info...]
-----
}}
[Loading match-up info...]<br>
 
<br>
{{MatchUp-SFA2
-----
|padding=yes
[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:'''<br>
|header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:'''
-----
|content=[Loading match-up info...]
[Loading match-up info...]<br>
}}
<br>
 
-----
{{MatchUp-SFA2
[[File:A2_Icon_Dan.png]] '''Vs. Dan:'''<br>
|padding=yes
-----
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:'''
[Loading match-up info...]<br>
|content=[Loading match-up info...]
<br>
}}
-----
 
[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:'''<br>
{{MatchUp-SFA2
-----
|padding=yes
[Loading match-up info...]<br>
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:'''
<br>
|content=[Loading match-up info...]
-----
}}
[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu (self):'''<br>
 
-----
{{MatchUp-SFA2
[Loading match-up info...]<br>
|padding=yes
<br>
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:'''
-----
|content=[Loading match-up info...]
[[File:A2_Icon_Gen.png]] '''Vs. Gen:'''<br>
}}
-----
 
[Loading match-up info...]<br>
{{MatchUp-SFA2
<br>
|padding=yes
-----
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu (mirror):'''
[[File:A2_Icon_Guy.png]] '''Vs. Guy:'''<br>
|content=[Loading match-up info...]
-----
}}
[Loading match-up info...]<br>
 
<br>
{{MatchUp-SFA2
-----
|padding=yes
[[File:A2_Icon_Ken.png]] '''Vs. Ken:'''<br>
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:'''
-----
|content=[Loading match-up info...]
[Loading match-up info...]<br>
}}
<br>
 
-----
{{MatchUp-SFA2
[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):'''<br>
|padding=yes
-----
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:'''
[Loading match-up info...]<br>
|content=[Loading match-up info...]
<br>
}}
-----
 
[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:'''<br>
{{MatchUp-SFA2
-----
|padding=yes
[Loading match-up info...]<br>
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:'''
<br>
|content=[Loading match-up info...]
-----
}}
[[File:A2_Icon_Rose.png]] '''Vs. Rose:'''<br>
 
-----
{{MatchUp-SFA2
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<br>
|padding=yes
<br>
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):'''
-----
|content=[Loading match-up info...]
[[File:A2_Icon_Ryu.png]] '''Vs. Ryu:'''<br>
}}
-----
 
[Loading match-up info...]<br>
{{MatchUp-SFA2
<br>
|padding=yes
-----
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:'''
[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:'''<br>
|content=[Loading match-up info...]
-----
}}
[Loading match-up info...]<br>
 
<br>
{{MatchUp-SFA2
-----
|padding=yes
[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:'''<br>
|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
[Loading match-up info...]<br>
}}
<br>
 
-----
{{MatchUp-SFA2
[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:'''<br>
|padding=yes
-----
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu:'''
[Loading match-up info...]<br>
|content=[Loading match-up info...]
<br>
}}
-----
 
[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:'''<br>
{{MatchUp-SFA2
-----
|padding=yes
[Loading match-up info...]<br>
|header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:'''
|content=[Loading match-up info...]
}}
 


{{Navbox-SFA2}}
{{Navbox-SFA2}}

Revision as of 07:16, 7 November 2021

Overview

Evil Ryu
SFA2 EvilRyu Portrait.png
Health: 144
Defensive Rating: - - -
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.

How To Select 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.

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).

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.


Playstyle

A2 Icon Ryu.png 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 counter AC and AA against jump-in CCs
  • Infinite CC blowout range and interrupt
  • Has a lower defense modifier, resulting in more damage taken
  • DP is multi-hitting

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 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.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
11-13, 6 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
17-21 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 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
8-10, 9 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 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 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.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
10-12 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
15-19,13 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 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.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
9-11 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
14-18 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.

Jumping

Jumping U.png (Neutral jump)

nj.Lp.png

A2 EvilRyu nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 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
10-12 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
13-17 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 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
11-13 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
14-18 8 13 6 - 2/5/9 High.png -

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png

A2 EvilRyu dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 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, 6 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
13-17 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 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
10-12 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
13-17 8 7 6 - 2/5/9 High.png -

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

Command Normals

Sakatsu Wari
Overhead
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
5-7, 14 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.

Senpu Kyaku
Hop Kick
F.png+ Mk.png

A2 EvilRyu f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13 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
B.pngorF.png + Mp.png/Hp.png

A2 EvilRyu PThrow 1.png
A2 EvilRyu PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 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
B.pngorF.png + Mk.png/Hk.png

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

Alpha Counters

(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
18-20, 16, 4 8, 6, 6 4 4(0)8(0)10 -38 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

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

(while in blockstun)
Qcd.png+ K.png

A2 EvilRyu KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19 8 5 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 13-19, 11-20 8, 12 12 3, inf -11 4/5/7 Mid.png Proj.png
Softknockdown.png
Mp.png 12-22, 10-19 10, 12 12 3, inf -12 4/5/7 Mid.png Proj.png
Softknockdown.png
Hp.png 15-24, 10-20 12, 12 12 3, 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 12-16, 8-12, 4 8, 8, 2 4 4(0)8(0)2 -21 9/9/10 Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
Mp.png 8-14, 6-11, 4-7 8, 2, 2 4 4(0)8(0)6 -28 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png
Hp.png 5-11, 8-13, 6-11, 4-6 8, 2, 2, 2 3 1(0)4(0)8(0)10 -38 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png

Lp.png

  • 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
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 12-14, 12-14 2, 2 12 3(3)3 -5 6/7/8 Mid.png Softknockdown.png
Mk.png 12-18, 5-10 x4 2x5 3 2(7)3(3)3(3)3(3)3 -5 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 14-20, 5-8 x6 2x7 3 2(7)3[(3)3x5] -5 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent.


Lp.png

  • Hits 1 time max.

Mp.png

  • Hits 2 time max.

Hp.png

  • Hits 2 time max.

(air)Tatsumaki Senpukyaku
(air)Hurricane Kick
(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 9-13 1 7 3 - 6/7/8 Mid.png Softknockdown.png
Mk.png 5-9, 5-9 1, 1 7 3(15)3 - 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 5-11 x3 1x3 7 3(9)3(9)3 - 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

Mp.png

  • Hits 2 time.

Hp.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 -

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
3p.png N/A N/A N/A N/A N/A 2/-/- N/A Startupinv.png
3k.png N/A N/A N/A N/A N/A 2/-/- N/A Startupinv.png

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


P.png

  • 25-66 frames of invul. forward
  • Max 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
  • Max 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
?x3 = 28-34 0, 2, 2 5 9, inf -13 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
?x4 = 39-49 0, 1, 1, 1 5 9, inf -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
?x5 = 52-58 0, 0, 1, 1, 1 5 9, 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.


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
?x5 = 36-47 0x4, 3 6 3[(3)3x4] 0 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 2
K.pngK.png
?x9 = 46-58 0x8, 3 6 3[(3)3x8] +1 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 3
3k.png
?x13 = 55-73 0x12, 3 6 3[(3)3x12] +2 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.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
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
?x4 = 38-50 0, 0, 2, 2 5 4(0)8(13)5(0)26 -30 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
?x6 = 49-58 0, 0, 0, 1, 1, 1 5 4(0)8(13)5(0)26 -31 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
?x8 = 65-77 0x5, 1, 1, 1 5 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.

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 12 48 N/A 0/0/0 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 2/3rds-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


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

(standing or crouching) c.fp xx hadouken

c.fp xx hk hurricane (hurts sagat bad)

c.lk x2 xx any lvl shoryureppa

c.lk x3 xx any lvl shinku hadouken

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:

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A2 Icon Akuma.png Vs. Akuma:

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A2 Icon Birdie.png Vs. Birdie:

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A2 Icon Charlie.png Vs. Charlie-Nash:

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A2 Icon ChunLi.png Vs. Chun-Li:

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A2 Icon Dan.png Vs. Dan:

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A2 Icon Dhalsim.png Vs. Dhalsim:

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

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A2 Icon Gen.png Vs. Gen:

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A2 Icon Guy.png Vs. Guy:

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A2 Icon Ken.png Vs. Ken:

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

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A2 Icon Rolento.png Vs. Rolento:

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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:

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A2 Icon Sagat.png Vs. Sagat:

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A2 Icon Sakura.png Vs. Sakura:

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A2 Icon Sodom.png Vs. Sodom:

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A2 Icon Zangief.png Vs. Zangief:

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Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief