Street Fighter Alpha 2/Evil Ryu: Difference between revisions

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{{MoveData
{{MoveData
|image=A2_EvilRyu_Teleport.png
|image=A2_EvilRyu_Teleport_1.png
|imageSize=250px
|imageSize=250px
|image2=A2_EvilRyu_Teleport_2.png
|imageSize2=250px
|image3=A2_EvilRyu_Teleport_3.png
|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<br>aka Teleport<br>[[File:Rdp.png]]/[[File:Dp.png]] + [[File:3p.png]]/[[File:3k.png]]

Revision as of 06:02, 2 November 2021

Ryu-evil-stance.gif


Introduction

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.

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:(Alpha2CharacterStats)

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.

Moves 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 A2 Icon ChunLi.pngVeri7as, November 2021]

Normal Moves

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
aka 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
aka 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 4 6 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Use on the ground, his best ac.

Special Moves

Hadoken
aka 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

Shakunetsu Hadoken aka Red Fireball

  • Softknockdown when hit within the first 3 frames.
  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).
  • Punishable on hit.
Mp.png 12-22, 10-19 10, 12 12 3, inf -12 4/5/7 Mid.png Proj.png
Softknockdown.png

Shakunetsu Hadoken aka Red Fireball

  • Softknockdown when hit within the first 3 frames.
  • Speed: 375 pixels per 100 frames (Alpha2Fireballs).
  • Punishable on hit.
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

  • Softknockdown when hit within the first 4 frames.
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (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.

Shoryuken
aka 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
  • 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 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
  • 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 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
  • 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
aka 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
  • Hits 1 time max.
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
  • Hits 2 time max.
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
  • 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.

(air)Tatsumaki Senpukyaku
aka (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
  • Hits 2 time.
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
  • Hits 2 times max.
Hado no Kamae
aka 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
aka 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
  • 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.

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

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

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
a.k.a. 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
  • 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
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
  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 4 times.
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
  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • 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.

Shinku Tatsumaki Senpukyaku
a.k.a. Hurricane Kick Super
Qcb.pngQcb.png + K.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
  • 5 frames of startup hit invul.; 0 of which while active.
  • 15 frames of startup projectile invul.
  • Hits 5 times.
Level 2
K.pngK.png
?x9 = 46-58 0x8, 3 6 3[(3)3x8] +1 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
  • 6 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 9 times.
Level 3
3k.png
?x13 = 55-73 0x12, 3 6 3[(3)3x12] +2 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • 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.

Messatsu Goshoryu
Qcf.pngQcf.png + K.png
A2 EvilRyu DPSuper 1.png
A2 EvilRyu DPSuper 2.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
  • 5 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 4 times.
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
  • 5 frames of startup hit invul.; 1 of which while active.
  • 14 frames of startup projectile invul.
  • Hits 6 times.
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
  • 5 frames of startup hit invul.; 1 of which while active.
  • 18 frames of startup projectile invul.
  • 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.

Shun Goku Satsu
aka Raging Demon
Lp.pngLp.pngF.pngLk.pngHp.png
A2 EvilRyu FakeFireball.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 (self):


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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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Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Dhalsim
Evil Ryu
Gen
Guy
Ken
M. Bison
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Zangief