Super Street Fighter IV AE/Evil Ryu

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Evil Ryu

SSFIV-Evil Ryu Face.jpg

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

Name
Command
Notes
Zugai Hasatsu
f + mp
overheads
Senbukyaku
f + mk
goes over lows
Tenmakujinkyaku
in air, d + mk
Target Combo 1
mp , hp

Throws

Name
Command
Notes
f or n + lp + lk
throw
b + lp + lk
throw

Special Moves

Name
Command
Notes
Hadoken
qcf + p
ex
Shakunetsu Hadoken
hcb + p
ex
Shoryuken
dp + p
ex
Tatsumaki
qcb + k
ex , can be done in air
Ashura Senku
dp or rdp + 3p or 3k
dp moves E.Ryu forward; rdp moves E.Ryu backwards; 3p travels farther than 3k
Ryusokyaku
hcf + k
armorbreak , ex version overheads

Super Combo

Name
Command
Notes
Raging Demon
lp lp f lk hp
throw

Ultra Combos

Name
Command
Notes
Metsu Hadoken
qcf qcf + 3p
hold 3p to charge it
Messatsu-Goshoryu
qcf qcf + 3k


AE ver. 2012 Changes

Health

Adjusted from 850 to 900.


Stun

Adjusted from 850 to 900.


Airborne Tatsumaki Senpukyaku

Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump. Enabled Airborne Tatsumaki Senpukyaku to be canceled out of a Senbukyaku at all strengths, and changed the characteristics from normal use. Set stun to 100 for light and medium versions when canceled into from a Senbukyaku.


Ryusokyaku

Increased hit stun by 1F for light version, giving the attacker a possible +1F advantage on a hit. Changed heavy version’s startup from 27F to 26F, damage from 140 to 130, and stun from 200 to 150. Also enabled follow-up against opponents that have been knocked back, as with the medium version. Inhibited quick-stand after a medium or heavy version hit against an airborne opponent. Changed EX version’s startup from 22F to 21F. Enabled further follow-up from a Senbukyaku→EX Airborne Tatsumaki Senpukyaku combo with the medium version when at the edge of the screen.


Far Standing Heavy Kick

Adjusted size and position of hitbox to match Ryu’s.


Crouching Heavy Kick

Changed damage from 90 to 100, and lengthened active hitbox period from 2F to 3F.


Raging Demon

Changed damage from 350 to 370.


Far Standing Medium Kick

Slightly expanded hitbox forward. Also slightly increased amount of forward motion during startup. Reduced recovery by 1F, taking the total frame count from 26F to 25F.


Target Combo

Made 2nd hit a knockdown.


Far Standing Heavy Punch

Made this move cause a knockdown on a counter-hit.


Metsu Hadoken

Time taken the charge the attack by holding down the button has been cut compared to before.This makes it easier to land repeated knee-crippling hits in a Focus Attack. Expanded hitbox downward in 1st active frame when executed as a charged attack at close range to an opponent.


Shoryuken

Extended invincibility of medium version by 1F, making first 5F totally invincible. Changed heavy version’s damage from 90 + 60 (150 total) to 100 + 60 (160 total).


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 Retains Cancellable status when chained into
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/ [2nd Hit] aimed backwards/ 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 aimed backwards
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 aimed backwards
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.