Line 694: | Line 694: | ||
| | | | | | ||
|- | |- | ||
| | | nowrap |Shakunetsu Hadoken MP | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |35*35 | | align="center" |35*35 | ||
Line 841: | Line 841: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |1(3)1(3)1(3)1(3)1 | | align="center" |1(3)1 (3)1(3) 1(3)1 | ||
| align="center" |18+8 | | align="center" |18+8 | ||
| align="center" |-1 | | align="center" |-1 | ||
Line 976: | Line 976: | ||
| |Ultra Combo 1 | | |Ultra Combo 1 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |38x7*75(53x7*60) | | align="center" |38x7*75 (53x7*60) | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
Line 990: | Line 990: | ||
| |Ultra Combo 2 | | |Ultra Combo 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30*15x3*75*35x4[501] | | align="center" |30*15x3* 75*35x4[501] | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |0/0 | | align="center" |0/0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |0+9 | | align="center" |0+9 | ||
| align="center" |4*6(26)4*4*4(37)2*2*3*3*3 | | align="center" |4*6(26) 4*4*4(37) 2*2*3*3*3 | ||
| align="center" |31+62 | | align="center" |31+62 | ||
| align="center" |-78 | | align="center" |-78 |
Revision as of 07:54, 24 August 2011


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. However, to offset his massive offensive power, he has the 2nd worst health and the worst stun in the game. Like Akuma, one mistake can and will spell the end of the round or match.
Moves
Unique Attacks
Throws
Special Moves
Super Combo
Ultra Combos
The Basics
Combos
1. Close Standing HP, MK Axe Kick (Ryusokyaku), Crouching MP, LK Tatsu, Shoryuken
2. Crouching LP x2, Crouching MP, EX Tatsu or LK Tatsu, EX Shoryuken
3. Crouching MP, LK Tatsu, Shoryuken
4. F + MP (2 hits), MP Shoryuken (Only on standing opponent.)
5. LK Tatsu, Sweep (only works on DJ, Boxer, Rose, Cammy, Dhalsim)
6. Jump in HK, Crouching MP, Standing HP, MK Axe Kick, Crouching MP, LK Tatsu, Shoryuken
7. (Corner) - Jump in HK, Crouching MP, Standing HP, MK Axe Kick, Crouching MP, Hadouken xx FADC, Crouching HP, EX Tatsu
8. (Corner) - Close MK xx EX Hadoken x4
9. Shoryuken xx FADC, Ultra 1 or 2
10. (Corner) - EX Tatsu, Ultra 1 or 2
Strategy
Matchups
Frame Data
Block | Super Meter | Frames | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes | |
Close LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 3 | 6 | +2 | +5 | - | |
Close MP | HL | 70 | 100 | 40 | sp/su | 3 | 3 | 21 | -3 | +3 | - | |
Close HP | HL | 100 | 200 | 60 | sp/su | 5 | 4 | 22 | -7 | -3 | [Ground Hit] Forces stand | |
Close LK | HL | 30 | 50 | 20 | sp/su | 5 | 5 | 7 | -1 | +3 | - | |
Close MK | HL | 80 | 100 | 40 | sp/su | 3 | 5 | 16 | -7 | -2 | - | |
Close HK | HL | 40*70 | 125*75 | 60*20 | su | 8 | 8(2)4 | 17 | -3 | +2 | - | |
Far LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 6 | +2 | +5 | - | |
Far MP | HL | 80 | 100 | 40 | sp/su | 5 | 4 | 14 | -2 | +2 | - | |
Far HP | HL | 120 | 200 | 60 | - | 7 | 3 | 18 | 0 | +3 | - | |
Far LK | HL | 40 | 50 | 20 | - | 5 | 6 | 6 | -1 | +2 | - | |
Far MK | HL | 70 | 100 | 40 | - | 7 | 4 | 16 | -4 | +1 | - | |
Far HK | HL | 110 | 200 | 60 | - | 8 | 4 | 22 | -8 | -4 | - | |
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 2 | 7 | +2 | +5 | - | |
crouch MP | HL | 60 | 100 | 40 | sp/su | 4 | 4 | 8 | +2 | +5 | - | |
crouch HP | HL | 90 | 200 | 60 | sp/su | 6 | 6 | 23 | -10 | -5 | [Ground Hit] Forces stand | |
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 4 | 3 | 9 | -1 | +2 | - | |
crouch MK | L | 60 | 100 | 40 | sp/su | 7 | 3 | 14 | -4 | 0 | - | |
crouch HK | L | 90 | 100 | 60 | - | 7 | 2 | 27 | -11 | - | [Hit] Hard Knockdown | |
Jump up LP | H | 50 | 50 | 20 | - | 4 | 9 | - | - | - | - | |
Jump up MP | H | 80 | 100 | 40 | - | 4 | 5 | - | - | - | - | |
Jump up HP | H | 100 | 200 | 60 | - | 4 | 4 | - | - | - | - | |
Jump up LK | H | 40 | 50 | 20 | - | 5 | 9 | - | - | - | - | |
Jump up MK | H | 80 | 100 | 40 | - | 6 | 10 | - | - | - | - | |
Jump up HK | H | 100 | 200 | 60 | - | 4 | 4 | - | - | - | - | |
Jump forward LP | H | 50 | 50 | 20 | - | 4 | 9 | - | - | - | - | |
Jump forward MP | H | 50*30 | 50*50 | 40*20 | - | 7 | 3*4 | - | - | - | [Air] [1st Hit] gives perfect Juggle state/ [2nd Hit] gives Juggle state and has Pursuit Property | |
Jump forward HP | H | 100 | 200 | 60 | - | 6 | 4 | - | - | - | - | |
Jump forward LK | H | 40 | 50 | 20 | - | 4 | 8 | - | - | - | - | |
Jump forward MK | H | 70 | 100 | 40 | - | 6 | 6 | - | - | - | - | |
Jump forward HK | H | 100 | 200 | 60 | - | 7 | 4 | - | - | - | - | |
Overhead f+MP | H | 30*50 | 50*50 | 40*20 | - | 17 | 2(1)2 | 18 | -6 | +4 | [Hit] -2 Frame Advantage against crouching opponents/ [Counter Hit] Hitstun +2 | |
f+MK | HL | 70 | 100 | 40 | - | 16 | 2 | 17 | -2 | 0 | 3-4F Paces? [Hit]/ 5~ Midair/ 5~15 Lower half of body [Hit Invincibility]/ Pursuit property | |
d+MK (air) | HL | 70 | 100 | 40 | - | 13 | ??? | ??4 | - | - | 1~12 Lower half of body [Hit Invincibility] | |
close MP > HP | HL | 90 | 100 | 60 | su | 8 | 3 | 20 | -5 | 0 | 2nd attack Cancellable | |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | - | 21 | 2 | 35 | -21 | -21 | - | |
Focus attack LVL 2 | HL | 80 | 150 | 40 | - | 17+12 | 2 | 35 | -15 | - | - | |
Focus attack LVL 3 | - | 140 | 200 | 60 | - | 65 | 2 | 35 | - | - | - | |
Forward Throw | 0.92 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | [Hit] Hard Knockdown | |
Back throw | 0.92 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | [Hit] Hard Knockdown | |
Hadoken | HL | 60 | 100 | 10/20 | su | 13 | - | ??45 | -6 | -2 | [Air Hit] Gives Juggle state/ 14~15 Cancellable | |
Hadoken EX | HL | 50*50 | 50*50 | -250/0 | su | 12 | - | ??42 | 0 | +3 | [Air Hit] Gives Juggle state/ Pursuit property/ 12~14 Cancellable | |
Shakunetsu Hadoken LP | HL | 50 | 200 | 10/30 | su | 25 | - | ??53 | -7 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shakunetsu Hadoken MP | HL | 35*35 | 50*100 | 10/16*16 | su | 25 | - | ??61 | -7 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shakunetsu Hadoken HP | HL | 33x3 | 35x3 | 10/16*16*16 | su | 25 | - | ??69 | -7 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shakunetsu Hadoken EX | HL | 47x3 | 70*70*100 | -250/0 | su | 25 | - | ??53 | +9 | - | [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable | |
Shoryuken LP | HL | 100[70] | 100 | 30/40 | su | 3 | 14 | 14+10 | -17 | - | 1~2 [Invincible]/ 3~4 [Throw Invincible]/ 2~16 Lower half of body [Invincible]/ 4~ [Airborne]/ [Hit] Gives Juggle state | |
Shoryuken MP | HL | 100*30 | 100*50 | 20/20*20 | su | 3 | 2*12 | 25+18 | -34 | - | 1~4 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property | |
Shoryuken HP | HL | 90*60 | 150*50 | 20/20*20 | su | 3 | 2*12 | 28+18 | -37 | - | 1~4 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property | |
Shoryuken EX | HL | 80*60*50 | 100*50*50 | -250/0 | su | 3 | 2*2*12 | 30+18 | -29 | - | 1~8 [Invincible]/ 9~18 Lower half of body [Invincible]/ 8~ [Airborne]/ [Hit] gives Juggle state/ 2nd and 3rd hits have Pursuit property | |
Hurricane Kick LK | HL | 70 | 50 | 30/30 | - | 11 | 2(6)2 | 12+8 | -9 | - | 7~20 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ [Hit] gives Juggle state/ Armor Break effect/ Can hit from behind/ Doesn't hit crouching opponent | |
Hurricane Kick MK | HL | 80*40 | 100*50 | 30/20*10 | su | 5 | 2(5)[2(5)2](5)1 | 16+12 | -8 | - | 7~26 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ First Hit [Ground Hit] Forces stand/ [Hit] gives Juggle state (Only for first hit in midair)/ After 2nd hit: has Pursuit property/ Doesn't hit crouching opponent/ For first big hit, second half can hit from behind | |
Hurricane Kick HK | HL | 80*40*40 | 200 | 30/30 | su | 5 | 2(5)[1(5)1](5)[1(5)1](5)1 | 13+8 | -1 | - | 7~36 Lower half of body [Projectile Invincible]/ 7~ [Airborne]/ First Hit [Ground Hit] Forces stand/ [Hit] gives Juggle state (Only for first hit in midair)/ After 2nd hit: has Pursuit property/ Doesn't hit crouching opponent/ For first big hit, second half can hit from behind | |
Hurricane Kick EX | HL | 30x4*40 | 40x5 | -250/0 | - | 11 | 1(3)1 (3)1(3) 1(3)1 | 18+8 | -1 | - | 6~27 Lower half of body [Projectile Invincible]/ 6~ [Airborne]/ Hits 1~4 [Ground Hit] Forces stand]/ Hits 1~4 [Air Hit] and hit 5 [Hit] gives Juggle state/ has Pursuit property | |
Hurricane Kick (air) | HL | 60/70/80 | 50 | 10/30 | - | 9 | 2(6)2(6)2 | ??10 | - | - | [Hit] gives Juggle state/ attack power weak:60, middle:70, strong:80 | |
Hurricane Kick EX (air) | HL | 40x5 | 50x5 | -250/0 | - | 7 | [1(3)]x4*1 | ??4 | - | - | [Hit] gives Juggle state/ has Pursuit property | |
Axe Kick LK | HL | 100 | 200 | 30/40 | su | 17 | 2 | 22 | -7 | 0 | Armor Break effect/ Doesn't hit midair enemy | |
Axe Kick MK | HL | 80 | 100 | 30/40 | su | 20 | 2 | 20 | -2 | +4 | [Air Hit] gives Juggle state/ Armor Break effect | |
Axe Kick HK | HL | 140 | 200 | 30/40 | su | 27 | 2 | 18 | +1 | - | [Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property | |
Axe Kick EX | H | 160 | 200 | -250/0 | su | 22 | 2 | 22 | -4 | - | [Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property/ Hits overhead | |
Teleport PPP | - | - | - | - | - | - | - | ??61 | - | - | 1~49 [Invincible]/ Goes through opponent | |
Teleport KKK | - | - | - | - | - | - | - | ??53 | - | - | 1~40 [Invincible]/ Goes through opponent | |
Super Combo | - | 350 | 0 | -1000/0 | - | 1+0 | 37 | 13 | - | - | 1F Invincible/ [Hit] Hard Knockdown/ Can [kara] cancel from any normal or special move | |
Ultra Combo 1 | HL | 38x7*75 (53x7*60) | 0 | 0/0 | - | 0+11 | 0 | ??125 | -30 | - | 1~9 [Invincible]/ Hits 1~7 [air Hit] and hit 8 [Hit] gives Juggle property into Hard Knockdown/ has Pursuit property/ Can charge up to 41 frames, point blank hit does 431 damage, outside point blank does 403 damage | |
Ultra Combo 2 | HL | 30*15x3* 75*35x4[501] | 0 | 0/0 | - | 0+9 | 4*6(26) 4*4*4(37) 2*2*3*3*3 | 31+62 | -78 | - | 1~16 [Invincible]/ 9~ [Airborne]/ [Hit] Hard Knockdown/ Armor Break effect/ If 6th hit lands, opponent is locked in animation | |
Block | Super Meter | Frames | ||||||||||
Move Name | HL | Damage | Stun | Gain | Cancel Ability | Startup | Active | Recovery | On Guard | On Hit | Notes |
All Jump Attacks -- Activates just before attack: [Projectile Invincibility] [Legs only]
Note translations provided by Rizhall. Minor edits/additions by Theli.