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
CVS2 EvilRyu 5LP.png
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

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5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 EvilRyu 5MP.png
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

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5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 EvilRyu 5HP.png
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

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5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 EvilRyu 5LK.png
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

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5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 EvilRyu 5MK.png
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

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5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 EvilRyu 5HK.png
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

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Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
CVS2 EvilRyu cLP.png
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

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clMP

Close Strong
cl.MP
CVS2 EvilRyu cMP.png
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

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clHP

Close Fierce
Close Heavy Punch
cl.HP
CVS2 EvilRyu cHP.png
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

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clLK

Close Short
Close Light Kick
cl.LK
CVS2 EvilRyu 5LK.png
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

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clMK

Close Forward
Close Medium Kick
cl.MK
CVS2 EvilRyu cMK.png
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

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clHK

Close Roundhouse
Close Heavy Kick
cl.HK
CVS2 EvilRyu cHK.png
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

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Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 EvilRyu 2LP.png
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

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2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 EvilRyu 2MP.png
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

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2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 EvilRyu 2HP.png
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

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2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 EvilRyu 2LK.png
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
CVS2 EvilRyu 2MK.png
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
CVS2 EvilRyu 2HK.png
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
CVS2 EvilRyu jLP.png
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

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j.MP

Jump Strong
Jumping Medium Punch
j.MP
CVS2 EvilRyu njMP.png
Neutral Jump
CVS2 EvilRyu jMP.png
Diagonal Jump
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
CVS2 EvilRyu jHP.png
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

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j.LK

Jump Short
Jumping Light Kick
j.LK
CVS2 EvilRyu njLK.png
Neutral Jump
CVS2 EvilRyu jLK.png
Diagonal Jump
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

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j.MK

Jump Forward
Jumping Medium Kick
j.MK
CVS2 EvilRyu njMK.png
Neutral Jump
CVS2 EvilRyu jMK.png
Diagonal Jump
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
CVS2 EvilRyu njHK.png
Neutral Jump
CVS2 EvilRyu jHK.png
Diagonal Jump
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

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Command Normals

Sakatsu Wari

Sakatsu Wari
6MP
CVS2 EvilRyu 6MP.png
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

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Senpu Kyaku

Senpu Kyaku
6MK
CVS2 EvilRyu 6MK.png
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)

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Tenma Kujin Kyaku

Tenma Kujin Kyaku
j.2MK
CVS2 EvilRyu j2MK.png
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

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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

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Throws

Seoi Nage

Seoi Nage
Punch Throw
Near Opponent, 4/6HP
CVS2 EvilRyu punchthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1700 0 - Grab - 3 1 13 17 - - -

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Tomoe Nage

Tomoe Nage
Kick Throw
Near Opponent, 4/6HK
CVS2 EvilRyu kickthrow.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2000 0 - Grab - 5 1 13 19 - - -

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Special Moves

Hadoken

Hadoken
Fireball
236P
CVS2 EvilRyu 236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png + Lp.png 900 9 None Mid High 10 - 38 48 -5 -5 None
Qcf.png + Mp.png 1000 10 None Mid High 10 - 39 49 -6 -6 None
Qcf.png + Hp.png 1100 11 None Mid High 10 - 40 50 -7 -7 None

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Shakunetsu Hadoken

Shakunetsu Hadoken
Red Fireball
41236P
CVS2 EvilRyu 41236P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png + Lp.png 1000 10 None Mid High 13 - 41 54 DWN -8 None
Hcf.png + Mp.png 1100 11 None Mid High 13 - 42 55 DWN -9 None
Hcf.png + Hp.png 1200 12 None Mid High 13 - 43 56 DWN -10 None

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Shoryuken

Shoryuken
623P
CVS2 EvilRyu 623P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png + Lp.png 1100+400+300 11+4+3 None Mid Mid 2 16 26 44 DWN -18 2 (Full) 3-18 (Lower)
Dp.png + Mp.png 1200+400+300 12+4+3 None Mid Mid 2 18 37 47 DWN -29 8 (Full) 9-20 (Lower)
Dp.png + Hp.png 1300+400+300 13+4+3 None Mid Mid 2 20 48 70 DWN -40 8 (Full) 9-22 (Lower)

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Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
214K
CVS2 EvilRyu 214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png + Lk.png 600 6 None Mid High 13 8 17 38 DWN - 34 (Airborne)
Qcb.png + Mk.png 600 6 None Mid High 13 44 17 74 DWN - 70 (Airborne)
Qcb.png + Hk.png 600 6 None Mid High 13 58 17 88 DWN - 82 (Airborne)

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Air Tatsumaki Senpukyaku

Air Tatsumaki Senpukyaku
j.214K
CVS2 EvilRyu j214K.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.png + Lk.png 600 6 None Mid High 5 20 6L Varies DWN - None
In Air, Qcb.png + Mk.png 600 6 None Mid High 5 26 5L Varies DWN - None
In Air, Qcb.png + Hk.png 600 6 None Mid High 5 38 5L Varies DWN - None

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Ashura Senku

Ashura Senku
Teleport
623/421 PPP/KKK
CVS2 EvilRyu teleport.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png/Rdp.png + 3p.png - - - - - 20 1~46 11 32~77 - - 21~66 (Full)
Dp.png/Rdp.png + 3k.png - - - - - 20 1~31 11 32~62 - - 21~51 (Full)

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Super Moves

Shinku Hadoken

Shinku Hadoken
6321463214P
CVS2 EvilRyu 6321463214P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png + Lp.png 2200 0 None Mid High 4:5 - 45 54 DWN -6 7 (Full)
Hcb.pngHcb.png + Mp.png 3400 0 SP/SU Mid High 4:5 - 45 54 DWN -3 12 (Full)
Hcb.pngHcb.png + Hp.png 4800 0 None Mid High 4:5 - 45 54 DWN 0 19 (Full)

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Messatsu Goshoryu

Messatsu Goshoryu
23623P
CVS2 EvilRyu 23623P.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngD.pngDf.png + Lp.png 2800 0 None Mid Mid 4:4 8(17)31 26 91 DWN -28 8 (Full) 13-28 (Lower)
Qcf.pngD.pngDf.png + Mp.png 4100 0 SP/SU Mid Mid 4:4 12(14)34 37 105 DWN -39 14 (Full) 15-32 (Lower)
Qcf.pngD.pngDf.png + Hp.png 5900 0 None Mid Mid 4:4 8(17)8(14)34 37 126 DWN -39 22 37-52 (Full) 23-28 (Lower)

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Denjin Hadoken

Denjin Hadoken
6321463214K
CVS2 EvilRyu 6321463214K.png
Charge
CVS2 EvilRyu 6321463214K 2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.pngHcb.png + K.png 4000 A lot None Unblockable High 4:55 - 45 104 DWN - 10 (Full)

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Shun Goku Satsu

Shun Goku Satsu
Raging Demon
LP LP 6 LK HP
CVS2 EvilRyu demon.png
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 7000 0 None Grab Grab 4:5 43 9 61 DWN - 22 (Full)

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Colors

Evilryu CvS2 colors.PNG


CvS2 Wiki Navigation

General
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C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
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M. Bison (Dictator)
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Yun
Zangief
SNK Characters
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Todo
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Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori