Capcom vs SNK 2/Evil Ryu

From SuperCombo Wiki

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 300 3 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

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 900 9 SU Mid High 5 6 17 28 -1 -1 None

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 1300 13 None Mid High 8 6 23 37 -5 -5 None

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 400 4 SP/SU Mid Mid 4 8 7 19 +2 +2 None

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 800 8 None Mid High 8 8 12 28 +2 +2 None

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 1200, 1100 12, 11 SP/SU Mid High 4 12 18 34 -6 -6 None

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 400 4 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700 7 SP/SU Mid High 3 10 10 23 +2 +2 None

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 1100, 1000 11, 10 SP/SU Mid High 3 6 24 33 -8 -8 None

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 400 4 SP/SU Mid Mid 4 8 7 19 +2 +2 None

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 800 8 SP/SU Mid High 3 8 16 27 +1 +1 None

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 800+500 8+5 SU Mid High 7 12 18 37 +2 +2 None

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 300 3 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 None

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 800 8 SP/SU Mid Mid 4 7 11 22 +4 +4 None

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 1100, 800 11, 8 SP/SU Mid High 3 11 26 40 -13 -13 None

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 200 2 RF/SP/SU Low Low 3 4 8 15 +5 +5 None

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 700 7 SP/SU Low Low 4 6 17 27 -1 -1 None

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 1200 12 SP/SU Low Low 4 6 35 45 DWN -15 None

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 500 5 SP High High 3 22 - 25 - - None

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
U.png+Mp.png 700 7 SP High High 4 10 - 14 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mp.png 700+700 7+7 SP High High 5 12 - 17 - - None

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 1100 11 None High High 5 8 - 13 - - None

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
U.png+Lk.png 400 4 SP High High 4 22 - 26 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Lk.png 400 4 SP High High 3 22 - 25 - - None

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
U.png+Mk.png 700 7 None High High 5 10 - 15 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mk.png 700 7 None High High 5 12 - 17 - - None

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
U.png+Hk.png 1000 10 SP High High 3 8 - 11 - - None

Placeholder

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Hk.png 1000 10 None High High 6 7 - 13 - - None

Placeholder

Command Normals

Sakatsu Wari

Sakatsu Wari
6MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mp.png 300+500 3+5 None High High 28 5 20 53 -3 -3 None

Placeholder

Senpu Kyaku

Senpu Kyaku
6MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mk.png 700 7 None Mid High 19 4 15 38 -4 +1 6-27 (Airborne)

Placeholder

Tenma Kujin Kyaku

Tenma Kujin Kyaku
j.2MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Uf.png, D.png+Mk.png 800 8 None High High 7 Varies 1 Varies +10 +15 None

Placeholder

Target Combo

Target Combo
cMP HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png, Hp.png 1000 10 None Mid High 8 6 23 37 DWN -5 None

Placeholder

Throws

Aeoi Nage

Seoi Nage
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

Tomoe Nage

Tomoe Nage
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

Special Moves

Hadoken

Hadoken
Fireball
236P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png - - - - - - - - - - - -
Qcf.png + Mp.png - - - - - - - - - - - -
Qcf.png + Hp.png - - - - - - - - - - - -

Placeholder

Shakunetsu Hadoken

Shakunetsu Hadoken
Red Fireball
63214P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lp.png - - - - - - - - - - - -
Hcb.png + Mp.png - - - - - - - - - - - -
Hcb.png + Hp.png - - - - - - - - - - - -

Placeholder

Shoryuken

Shoryuken
623P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lp.png - - - - - - - - - - - -
Dp.png + Mp.png - - - - - - - - - - - -
Dp.png + Hp.png - - - - - - - - - - - -

Placeholder

Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
214K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lk.png - - - - - - - - - - - -
Qcb.png + Mk.png - - - - - - - - - - - -
Qcb.png + Hk.png - - - - - - - - - - - -

Placeholder

Air Tatsumaki Senpukyaku

Air Tatsumaki Senpukyaku
j.214K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.png + Lk.png - - - - - - - - - - - -
In Air, Qcb.png + Mk.png - - - - - - - - - - - -
In Air, Qcb.png + Hk.png - - - - - - - - - - - -

Placeholder

Ashura Senku

Ashura Senku
Teleport
623/421 PPP/KKK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png/Rdp.png + 3p.png - - - - - - - - - - - -
Dp.png/Rdp.png + 3k.png - - - - - - - - - - - -

Placeholder

Super Moves

Shinku Hadoken

Shinku Hadoken
6321463214P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png + Lp.png - - - - - - - - - - - -
Hcb.png + Mp.png - - - - - - - - - - - -
Hcb.png + Hp.png - - - - - - - - - - - -

Placeholder

Messatsu Goshoryu

Messatsu Goshoryu
23623P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngD.pngDf.png + Lp.png - - - - - - - - - - - -
Qcf.pngD.pngDf.png + Mp.png - - - - - - - - - - - -
Qcf.pngD.pngDf.png + Hp.png - - - - - - - - - - - -

Placeholder

Denjin Hadoken

Denjin Hadoken
6321463214K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png + K.png - - - - - - - - - - - -

Placeholder

Shun Goku Satsu

Shun Goku Satsu
Raging Demon
LP LP 6 LK HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Lp.png Lp.png F.png Lk.png Hp.png - - - - - - - - - - - -

Placeholder

Colors

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
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori