Capcom vs SNK 2/Evil Ryu: Difference between revisions

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== Introduction ==
== Introduction ==
{{CvS2 Character Subnav|char=EvilRyu|short=ERyu}}
{{CvS2 Character Subnav|char=Ryu|short=Ryu}}
<div>
<div>
{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="float:right; margin-left: 10px;"
|-
|-
| colspan="2" | [[File:CVS2_Todo_SNK_Art.jpg|frameless|250px]]
| colspan="2" | [[File:CVS2_EvilRyu_CAPCOM_Art.jpg|frameless|250px]]
|-
|-
| colspan="2" | Health (at Ratio 2)  
| colspan="2" | Health (at Ratio 2)  
|-
|-
| 14800 || High
| 10600 || Very Low
|-
|-
| colspan="2" | Stun  
| colspan="2" | Stun  
|-
|-
| 70 || Average
| 60 || Low
|-
|-
| colspan="2" | Dash Length  
| colspan="2" | Dash Length  
|-
|-
| 17 Frames || Long
| 15 Frames || Short
|-
|-
| colspan="2" | Dash Type
| colspan="2" | Dash Type
|-
|-
| Hop || Corpse Hop=Yes, Proj. Hop=Yes
| Slide || Corpse Hop=No, Proj. Hop=No
|-
|-
| colspan="2" | Run Speed
| colspan="2" | Run Speed
|-
|-
| 7.4 || Slow
| 8.2 || Slightly Above Average
|-
|-
| colspan="2" | Roll Distance  
| colspan="2" | Roll Distance  
Line 36: Line 36:
| colspan="2" | Wakeup Speed compared to Ryu  
| colspan="2" | Wakeup Speed compared to Ryu  
|-
|-
| 4f || Slow
| 0f || Average
|}
|}
== Story ==
== Story ==
'''Ryuhaku Todoh''', stylized as just '''Todo''' in this game, is the inventor and primary teacher of Todoh style Kobudo, a style derivative of Aiki-jujutsu and Kendo. He has a long standing dojo in South Town, and a heavily developed rivalry with the nearby Kyokugenryu dojo. This rivalry is for various reasons: the Kyokugenryu dojo is more successful and takes a lot of profit from his dojo, and the Kyokugenryu style is just a lot more popular. Likely the biggest reason however is his rivalry with Takuma Sakazaki, the head of the dojo, dating back to their younger days.


When Yuri Sakazaki is kidnapped, Ryo immediately sets his sights on Todo, believing him to do it because of his animosity towards the dojo and fighting style. Todo had nothing to do with it in reality, but an enraged Ryo still beat him up badly. This was the final blow to both Todo's ego and the dojo as a whole. Students stopped enrolling, his funds plummeted, and his own humiliation hurt more than anything. Todo decided to disappear one day, with the only hint to where he was being his wife, who claimed he was training far away for a rematch with Ryo. His daughter, Kasumi Todoh, loved her father dearly. She refused to sit and wait, and mastered the Todoh style Kobudo, embarking on a quest to find him and to take revenge on every Kyokugenryu fighter she could find.
'''Evil Ryu''' (also referred to as Eryu) is a hypothetical what-if character in the Street Fighter lore, where Ryu finally succumbs to the Satsui no Hado, and fully transforms into a powerful being that has nothing but evil intent in his actions. This was a goal primarily wanted by Akuma, who thought that without it Ryu would be weak. He will seek to kill his opponent by any means, and he will do so no matter what kind of person they are. He shares no similarities with the humble and honorable warrior he once was, he is now a heartless killing machine, morally being no better than people like Dictator. Evil Ryu has shown flashes of what he is capable of. When Ryu fought Sagat in the first World Warrior Tournament, he got beaten handily. When Sagat let out his hand to help his opponent get up, Ryu let the Hado control him, and let out a violent, rage induced Shoryuken that left a huge scar across Sagat's chest, nearly killing him. Ryu has never truly succumbed to the hado in the story, as he shafted it away with the Power of Nothingness, but this concept of a Satsui no Hado controlled Ryu was interesting enough that Capcom decided to include him in many various game appearances, including this one.
 
Evil Ryu is only playable in the home console ports of CvS2 (Dreamcast, Playstation 2, etc.), meaning that he is banned from competition at most tournaments due to this limitation. If he was allowed to be played at tournaments, he could very well compete with the stronger characters, although his really low health would be a hinderance against high damage characters like Sagat and Dictator. He wouldn't be overpowered, but he would certainly be a competitive character.


== Gameplay ==
== Gameplay ==
Todo is a seemingly simple character with some surprising execution required to master him. He only has 4 special moves, with 3 of those specials just being variations on the same move. His various Kasane Ate wave specials allow him to control space and are very plus in most situations, making for oppressive projectiles. 236P simply sends out the wave in front of him, with the different strengths determining the distance. These are +6, meaning you can realistically link from them if close enough. 623P is Aogi Kasane Ate, or Scrape. While these look like anti-airs, they are a bit too slow for that, but still work well if done preemptively enough. j.236P is Tobi Kasane Ate, or air wave. These are amazing air-to-airs and pressure tools, especially when done with a tiger knee input (doing the input as 2369P in order to do it as soon as you jump). These also leave you incredibly plus, especially on block. His final special is 63214P Taikuzushi, or Command Grab. This is an amazing command grab that allows him to combo from it, making for very high damage combos. When roll cancelled it's especially strong, as it can go through mashing and even be used as a realistic anti-air!


Todo has various useful normals and links as well, solidifying him as a neutral and pressure character. However, he does come with a few major weaknesses holding him back. While he has decent damage potential, nothing he does ends in a knockdown, limiting his ability to properly mix an opponent up. While his health is high, he lacks a reversal, leaving him struggling on defense or forced to spend meter. He only really has one useful super as well, 236236P Cho Kasane Ate. His other super, 2363214P Shingan Kazura Otoshi, is a counter with startup super flash. This basically screams "I'm doing my counter move!" and makes your opponent very unlikely to press a button if they're paying attention. He lacks a reversal, leaving him very weak on defense without roll cancels, though roll cancels make him a lot scarier overall. Todo is a straightforward neutral/pressure character with a difficult but damaging Custom Combo, and if you like some difficult execution on a seemingly simple character, you might have a lot of fun with him.
Evil Ryu is a mix between normal Ryu and Akuma. He gains Akuma's moves, like the Ashura Senkuu, Messatsu Gou Shoryuu, and most notably, the Raging Demon. Essentially you're playing as Ryu with Akuma's kit. Due to his really low health and stun, he's a little bit of a glass cannon, although his rushdown isn't as scary as Akuma's. He trades this health and stun decrease for really high damage combos and tricky setups.
 
While Evil Ryu covers some of normal Ryu's weaknesses, he has his own unique flaws. While Evil Ryu does have the high damage and easy knockdowns, his mixups aren't on the level of Akuma's, as his divekick command normal it is not a crazy mixup and lacks a demon flip or air fireball to maintain his pressure after knockdowns. His mixups don't differ at all from normal Ryu, so he can't necessarily go full on rushdown like Akuma can, has his mix isn't as threatening and has even lower health. Because of this, Evil Ryu can either dominate a round or get washed, it's usually one or the other. He requires the fundamental consistency of Ryu and the potent pressure abilities of Akuma to be played effectively. Leaning towards one side will not be optimal for Evil Ryu to stay on the screen.


=== Groove Selection ===
=== Groove Selection ===
'''Best - A:''' It's hard to justify playing Todo in any Groove besides A-Groove. A-Todo gets a very powerful Custom Combo, and a lot of ways to utilize it. Links after Kasane Ate in the corner, activating after a command grab for 10k+ damage, great guard crush potential with repeated Kasane Ate's, Todo has it all. He also gets roll, which he absolutely needs for RC command grab. RC command grab becomes much scarier in general because of the Custom Combo from it. A-Todo is a clear optimal Groove for him.


'''Useful - N/C/S:''' N-Groove gives Todo much better movement, mainly having hop, which helps his mixups a lot. Having consistent level 1 supers isn't bad, but Todo can also activate Max Mode, which gives him a decent and useful damage increase. He maintains roll for RC command grab and RC Scrape, and cheaper access to guard cancels for better defense. His supers are fairly useful, and the level 2 version of Cho Kasane Ate does decent damage. C-Todo gets rolls too, and his guard crush potential is a lot better with multiple supers. S-Todo similarly gets to spam level 1 Cho Kasane Ate, and can do it infinitely at low health, making for much scarier pressure. Charging is a chore however, but since Todo has decent neutral and offensive presence, people might not be as quick to press against you. Run and hop, similar to N-Todo, give him better mixup ability to go with his ridiculous safety on block.
'''Best - N:''' Similar to Akuma, Evil Ryu likes N-Groove due to it's mobility, but also likes it because of it's sharing elements from C-Groove, which synergizes well with his more Ryu-like elements. He has both a run and a hop to better pad his pressure, and easy to access level 3s, which becomes really scary with a Raging Demon in the back pocket. Not only that, but Max Mode also increases Evil Ryu's already high combo damage. As well, he has access to roll cancels and guard cancels, which help out Evil Ryu not get hit as often.


'''Worst - K/P:''' All 3 of these Grooves sacrifice roll, which Todo really likes having for Roll Cancels. K-Todo gets Rage, which does up his damage, and Just Defend is a useful tool both offensively and defensively. Hop and run aid his mixups as well, but level 3 Cho Kasane Ate does pitiful damage for the cost, making his damage much less worthwhile. P-Todo similarly has very little, as his meterless punishes aren't bad but aren't amazing either. Having a level 3 stored doesn't do much to give him more damage either. S-Todo gets to end combos in level 1
'''Useful - K/C/A:''' K-Eryu is essentially an all-in offensive gamble. You risk all of your defensive subsystems for high octane offense. Runs, Hops, frequent level 3s, and a crazy damage/defense buff when raged means it's either win or bust when Evil Ryu uses K-Groove. The only thing that keeps K-Eyu afloat is the JD, which is the only real defensive subsystem available to him, and if he can get a few of them, it makes life a little easier for him. C-Eryu is a more Ryu-like character, relying on the sound fundamentals with his buttons and specials to win, although the main takeaway being his life is extremely low, so you have to win neutral a lot to ensure that he stays alive. While his level 2 cancels are really strong, he has to make sure he can stay on the screen long enough to get that meter. The lack of any mobility options hurts his pressure greatly, meaning he has to rely on footsies more than anything else to get the job done. The same applies to A-Eryu, but he gains the CC in exchange for the level 2 cancels. His CC does do good damage, but it's not anything crazy, just painfully average. In C and A he has to play more like Ryu than Akuma.


'''Worst - P/S:''' P-Eryu is very, very reliant on parries. In order to ensure he doesn't lose too much health in neutral, he needs to get those parries in, and whether he punishes the attack or not, as long as he does not get hit by anything he is doing fine. It's really difficult for Evil Ryu to get a super in P since he might not even live long enough to get it, but at the very least he's good enough to where he can build that P-Groove meter for the next character coming in when he eventually dies. S-Eryu can play both a Ryu type gameplan and Akuma type gameplan, as he can charge meter while controlling space and rush with his hop and run. Supers are very hard to come by in S, and S-Eryu only really becomes super threatening when he's going to die anyways.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
|intro=
|intro=
---------------------------
---------------------------
'''Todo''' is a neutral and pressure based character who uses his powerful Kasane Ate specials to generate plus frames and crush guard, or mixing in his Taikuzushi command grab that he can combo from for big damage. Todo is best in '''A-Groove'''.
'''Evil Ryu''' is a Ryu/Akuma hybrid who can rush well and dish out good damage but can't take any. His best groove is '''N-Groove'''.
|pros=
|pros=
* '''Plus Frames:''' Todo can easily get himself very plus on block, and go through guard bars very quickly. While normal Kasane Ate is good at this, doing a tiger knee Tobi Kasane Ate is even better, and allows you to be immensely safe
* '''Shoto''': Good buttons and a kit that can work in most situations
* '''Meter Spend:''' His Cho Kasane Ate is a great super for resetting pressure, cranking guard bar, and ending combos. The level 1 version alone is +15, allowing him to very safely continue his guard crush string afterwards, and in S-Groove is incredibly annoying to deal with
* '''Rushdown''': With some of Akuma's tools, Evil Ryu can pressure better than normal Ryu
* '''Command Grab:''' 63214P Taikuzushi is a great command grab that can be followed up with a combo for great damage. When roll cancelled, it's even harder to beat, and will eat through buttons and even anti-air for big damage
* '''Damage''': His buttons and combos do really good damage and stun, Evil Ryu can kill an opponent in a couple of touches
* '''Simple CC:''' While the optimized versions are difficult, his easiest Custom Combos still do good damage, and in the corner he can just do repeated Kasane Ate both on hit and block for great damage
* '''Consistent Enders''': His combos always lead into a knockdown that allows for some okizeme and pressure
|cons=
|cons=
* '''Bad Defense:''' Despite his decent health value, having no reversal leaves Todo very stuck on defense, though roll cancel helps this a lot
* '''Health''': Having even lower health than Akuma means that Evil Ryu can get washed easily if things go wrong
* '''Execution:''' Being able to consistently roll cancel, hit links after Kasane Ate, and tiger knee Tobi Kasane Ate are all execution pitfalls a Todo player has to learn, not to mention his optimized Custom Combo
* '''Defense''' Despite having mostly Ryu's kit, Evil Ryu can't really afford to play defensively like normal Ryu can, as he can die just as quickly as he can kill the opponent. He almost always has to be on offense
* '''Limited Moveset:''' Todo only has 4 specials and 2 supers to work with, and one of those supers isn't useful at all. This leaves him with very few answers to a lot of things, and while what he does have is fine, it's still a limit to play around
* '''Reliant on Mobility''': Evil Ryu's effectiveness relies on the run and hop mechanics of the S, N and K grooves. C and A are useful, but the huge sacrifice in mobility makes Evil Ryu far less of a threat
* '''Mixup:''' While he can guard crush with the best of them, Todo relies on mixing up with his command grab, which requires pretty close range. He lacks a high/low mixup otherwise,
}}
}}



Revision as of 05:45, 8 August 2022

Introduction

CVS2 EvilRyu CAPCOM Art.jpg
Health (at Ratio 2)
10600 Very Low
Stun
60 Low
Dash Length
15 Frames Short
Dash Type
Slide Corpse Hop=No, Proj. Hop=No
Run Speed
8.2 Slightly Above Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

Story

Evil Ryu (also referred to as Eryu) is a hypothetical what-if character in the Street Fighter lore, where Ryu finally succumbs to the Satsui no Hado, and fully transforms into a powerful being that has nothing but evil intent in his actions. This was a goal primarily wanted by Akuma, who thought that without it Ryu would be weak. He will seek to kill his opponent by any means, and he will do so no matter what kind of person they are. He shares no similarities with the humble and honorable warrior he once was, he is now a heartless killing machine, morally being no better than people like Dictator. Evil Ryu has shown flashes of what he is capable of. When Ryu fought Sagat in the first World Warrior Tournament, he got beaten handily. When Sagat let out his hand to help his opponent get up, Ryu let the Hado control him, and let out a violent, rage induced Shoryuken that left a huge scar across Sagat's chest, nearly killing him. Ryu has never truly succumbed to the hado in the story, as he shafted it away with the Power of Nothingness, but this concept of a Satsui no Hado controlled Ryu was interesting enough that Capcom decided to include him in many various game appearances, including this one.

Evil Ryu is only playable in the home console ports of CvS2 (Dreamcast, Playstation 2, etc.), meaning that he is banned from competition at most tournaments due to this limitation. If he was allowed to be played at tournaments, he could very well compete with the stronger characters, although his really low health would be a hinderance against high damage characters like Sagat and Dictator. He wouldn't be overpowered, but he would certainly be a competitive character.

Gameplay

Evil Ryu is a mix between normal Ryu and Akuma. He gains Akuma's moves, like the Ashura Senkuu, Messatsu Gou Shoryuu, and most notably, the Raging Demon. Essentially you're playing as Ryu with Akuma's kit. Due to his really low health and stun, he's a little bit of a glass cannon, although his rushdown isn't as scary as Akuma's. He trades this health and stun decrease for really high damage combos and tricky setups.

While Evil Ryu covers some of normal Ryu's weaknesses, he has his own unique flaws. While Evil Ryu does have the high damage and easy knockdowns, his mixups aren't on the level of Akuma's, as his divekick command normal it is not a crazy mixup and lacks a demon flip or air fireball to maintain his pressure after knockdowns. His mixups don't differ at all from normal Ryu, so he can't necessarily go full on rushdown like Akuma can, has his mix isn't as threatening and has even lower health. Because of this, Evil Ryu can either dominate a round or get washed, it's usually one or the other. He requires the fundamental consistency of Ryu and the potent pressure abilities of Akuma to be played effectively. Leaning towards one side will not be optimal for Evil Ryu to stay on the screen.

Groove Selection

Best - N: Similar to Akuma, Evil Ryu likes N-Groove due to it's mobility, but also likes it because of it's sharing elements from C-Groove, which synergizes well with his more Ryu-like elements. He has both a run and a hop to better pad his pressure, and easy to access level 3s, which becomes really scary with a Raging Demon in the back pocket. Not only that, but Max Mode also increases Evil Ryu's already high combo damage. As well, he has access to roll cancels and guard cancels, which help out Evil Ryu not get hit as often.

Useful - K/C/A: K-Eryu is essentially an all-in offensive gamble. You risk all of your defensive subsystems for high octane offense. Runs, Hops, frequent level 3s, and a crazy damage/defense buff when raged means it's either win or bust when Evil Ryu uses K-Groove. The only thing that keeps K-Eyu afloat is the JD, which is the only real defensive subsystem available to him, and if he can get a few of them, it makes life a little easier for him. C-Eryu is a more Ryu-like character, relying on the sound fundamentals with his buttons and specials to win, although the main takeaway being his life is extremely low, so you have to win neutral a lot to ensure that he stays alive. While his level 2 cancels are really strong, he has to make sure he can stay on the screen long enough to get that meter. The lack of any mobility options hurts his pressure greatly, meaning he has to rely on footsies more than anything else to get the job done. The same applies to A-Eryu, but he gains the CC in exchange for the level 2 cancels. His CC does do good damage, but it's not anything crazy, just painfully average. In C and A he has to play more like Ryu than Akuma.

Worst - P/S: P-Eryu is very, very reliant on parries. In order to ensure he doesn't lose too much health in neutral, he needs to get those parries in, and whether he punishes the attack or not, as long as he does not get hit by anything he is doing fine. It's really difficult for Evil Ryu to get a super in P since he might not even live long enough to get it, but at the very least he's good enough to where he can build that P-Groove meter for the next character coming in when he eventually dies. S-Eryu can play both a Ryu type gameplan and Akuma type gameplan, as he can charge meter while controlling space and rush with his hop and run. Supers are very hard to come by in S, and S-Eryu only really becomes super threatening when he's going to die anyways.


Evil Ryu is a Ryu/Akuma hybrid who can rush well and dish out good damage but can't take any. His best groove is N-Groove.
Pros Cons
  • Shoto: Good buttons and a kit that can work in most situations
  • Rushdown: With some of Akuma's tools, Evil Ryu can pressure better than normal Ryu
  • Damage: His buttons and combos do really good damage and stun, Evil Ryu can kill an opponent in a couple of touches
  • Consistent Enders: His combos always lead into a knockdown that allows for some okizeme and pressure
  • Health: Having even lower health than Akuma means that Evil Ryu can get washed easily if things go wrong
  • Defense Despite having mostly Ryu's kit, Evil Ryu can't really afford to play defensively like normal Ryu can, as he can die just as quickly as he can kill the opponent. He almost always has to be on offense
  • Reliant on Mobility: Evil Ryu's effectiveness relies on the run and hop mechanics of the S, N and K grooves. C and A are useful, but the huge sacrifice in mobility makes Evil Ryu far less of a threat



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH EDIT HISTORY TO FIND THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Evilryu CvS2 colors.PNG


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
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Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori