m (Separated U2 animation damage into individual hits, because having more hits does matter slightly for scaling) |
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{{USFIVFrameDataGlanceRow|Metsu Hadoken|Ultra Combo I|qcf qcf + 3p|Hold 3p to charge up|Metsu Hadoken|38x7*75 (53x7*60)|0|0/0|HL|-|0+11|-|114|125|||-30|-|Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage||X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9|-|-|-|-|JP: ?|}} | {{USFIVFrameDataGlanceRow|Metsu Hadoken|Ultra Combo I|qcf qcf + 3p|Hold 3p to charge up|Metsu Hadoken|38x7*75 (53x7*60)|0|0/0|HL|-|0+11|-|114|125|||-30|-|Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage||X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataGlanceRow|Messatsu-Goshoryu|Ultra Combo II|qcf qcf + 3k armorbreak||Messatsu-Goshoryu|30x2*15x2* 75*35x4[ | {{USFIVFrameDataGlanceRow|Messatsu-Goshoryu|Ultra Combo II|qcf qcf + 3k armorbreak||Messatsu-Goshoryu|30x2*15x2* 75*35x4[30x3*15x3*8x5*15*105*206]|0|0/0|HL|-|0+9|4*6(26) 4*4*4(37) 2*2*3*3*3|31+After landing 62|199|||-78|-|1st Hit connected vs. grounded opponent triggers animation, [] refers to animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~16|-|-|-|9~|JP: ?|}} | ||
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{{USFIVFrameDataRow|Metsu Hadoken|Ultra Combo I|qcf qcf + 3p|Hold 3p to charge up|Metsu Hadoken|38x7*75 (53x7*60)|0|0/0|HL|-|0+11|-|114|125|||-30|-|Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage||X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|Metsu Hadoken|Ultra Combo I|qcf qcf + 3p|Hold 3p to charge up|Metsu Hadoken|38x7*75 (53x7*60)|0|0/0|HL|-|0+11|-|114|125|||-30|-|Can charge up to 39 frames, point blank hit does 431 damage, outside point blank does 403 damage||X||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~9|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataRow|Messatsu-Goshoryu|Ultra Combo II|qcf qcf + 3k armorbreak||Messatsu-Goshoryu|30x2*15x2* 75*35x4[ | {{USFIVFrameDataRow|Messatsu-Goshoryu|Ultra Combo II|qcf qcf + 3k armorbreak||Messatsu-Goshoryu|30x2*15x2* 75*35x4[30x3*15x3*8x5*15*105*206]|0|0/0|HL|-|0+9|4*6(26) 4*4*4(37) 2*2*3*3*3|31+After landing 62|199|||-78|-|1st Hit connected vs. grounded opponent triggers animation, [] refers to animation|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~16|-|-|-|9~|JP: ?|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
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Revision as of 21:49, 7 August 2015

Evil Ryu
In the first Street Fighter tournament, Ryu felt a sudden urge to win against Sagat at all costs. That urge was the Satsui no Hado. Under its influence, Ryu rose up suddenly and gave Sagat his scar via a cheap-shot Metsu Shoryuken. Ever since meeting Akuma, the Satsui no Hado's evil intent has gotten stronger over the years within Ryu. The critical point has finally been reached, and Ryu has given in to the evil Hado. Where his heart once was is now a gaping hole of evil energy and emptiness. Evil Ryu seeks only one thing - worthy opponents for a fight to the death.
In a nutshell
Evil Ryu's fighting style is a fusion of normal Ryu's and Akuma's. He has the footsies and simplicity of Ryu, with the stamina, speed and damage output of Akuma, in addition to some of their best fundamentals. What separates Evil Ryu from being a direct copy of both Ryu and Akuma is his new Axe Kick. While his game is not heavily reliant on it, it serves as an outstanding bridge between combos, allowing Evil Ryu to rack up very high damage and stun in seconds. In terms of defense, however, he becomes very reliant on his Shoryuken, as his teleport is very slow in comparison to Akuma's, and some of his normals (especially his Crouching Medium Kick, Crouching Heavy Punch, and Crouching Heavy Kick) are not as fast as Ryu's. In addition, one must take the time to hone their execution with Evil Ryu, as some of his most damaging combos require precise timing. Once all is said and done, Evil Ryu becomes a solid character that doesn't sacrifice too much for the power to end rounds very quickly.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Health: Increased from 900 to 950
- Crouch MK: On block is now -3 from -4
- Crouch HK: startup reduced to 6 frames from 7 frames
- Target Combo 1 (MP --> HP): Can now be done from both Stand and Close MP
- Senbukyaku (F + MK): Hitbox greatly expanded downward
- Ryusokyaku: Startup on Hard version reduced to 25 frames from 26 frames
- L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
(New to Ultra SFIV Console Digital Release)
- Stand MP: Bug where attempting to cancel into Special Moves using HP would result in a Target Combo fixed
(New to 1.04 Update)
- Health: Reverted health back to 900 from 950
Character Specific Data
VITALS | |||||
---|---|---|---|---|---|
Health: | 900 | Stun: | 900 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.05 | Forward Dash Distance: | 1.32 | ||
Back Walk Speed: | 0.04 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 1.20 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 28 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 9 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 11 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.92 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.92 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Zugaihasatsu, Tenmakujinkyaku, EX Ryusokykaku | Hard Knockdowns: | Crouch HK, MK Ryusokyaku (vs. Air), HK Ryusokyaku, EX Ryusokyaku | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Ryusokyaku, EX Ryusokyaku, Messatsu-Goshoryu | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close MP, Close HP, Crouch HP, Close HK, Hadoken, EX Shoryuken (1st Hit), MK/HK Tatsumaki Senpukyaku (1st Hit), LK/MK Ryusokyaku | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -12 | L2 FA Back Dash (On Block): | -6 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tenmakujinkyaku |
Dive Kick | (in air) d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Zugaihasatsu |
Overhead | f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Senbukyaku |
Hop Kick | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo 1 |
Target Combo 1 | mp --- hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Shoulder Throw |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Somersault Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Hadoken |
Fireball | qcf + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shakunetsu Hadoken |
Red Fireball | hcb + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shoryuken |
Uppercut | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tatsumaki Senpukyaku |
Hurricane Kick | qcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Airborne Tatsumaki Senpukyaku |
Air Hurricane | (in air) qcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tatsumaki Senpukyaku Followup |
Hurricane Followup | qcb + k canceled from Senbukyaku ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Ryusokyaku |
Axe Kick | qcf + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Ashura Senku (Far) | Punch Teleport (far) | dp or rdp + 3p | dp moves Evil Ryu forward; rdp moves Evil Ryu backwards |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Ashura Senku (Close) | Kick Teleport (close) | dp or rdp + 3k | dp moves Evil Ryu forward; rdp moves Evil Ryu backwards |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Raging Demon |
Super Combo | lp lp f lk hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Metsu Hadoken |
Ultra Combo I | qcf qcf + 3p | Hold 3p to charge up |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Messatsu-Goshoryu |
Ultra Combo II | qcf qcf + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu (self)
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data