Street Fighter Alpha 2/Evil Ryu

From SuperCombo Wiki

Overview

Evil Ryu
SFA2 EvilRyu Portrait.png
Health: 144
Defensive Rating: -4
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 51f (3+48+0)
Neutral Jump: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 51f
Quick Rise: 20f
Throw Range: 20
Colors
Punch 2 Punches Punch(Auto)
A2 EvilRyu Color1.png A2 EvilRyu Color3.png A2 EvilRyu ColorAuto1.png
A2 EvilRyu Color2.png A2 EvilRyu Color4.png A2 EvilRyu ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

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.

Players to watch: PezMan81

Moveset

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).

Playstyle

A2 Icon Akuma.png Evil Ryu, is...

Strengths Weaknesses
  • 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 AA against jump-in CCs
  • Infinite CC blowout range and interrupt
  • Lowest defense rating in the game, resulting in more damage taken
  • DP is multi-hitting
  • Raging Demon is terrible, used only for flashiness

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (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)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, November 2021

Standing

st.Lp.png

A2 EvilRyu st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lk.png, cr.Lp.png & cr.Lk.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[1], 6[0] 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[2] 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[0] 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[1], 9[0] 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[0] 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[0] 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lk.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[1] 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[2], 13[0] 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[0] 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png
  • Can rapid fire into itself or chain cancelled into: st.Lp.png, st.Lk.png & cr.Lp.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[1] 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[2] 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.

Neutral Jumping

nj.Lp.png

A2 EvilRyu nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 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[1] 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[2] 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[0] 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[1] 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[2] 8 13 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 EvilRyu dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 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[0], 6[0] 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[2] 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[0] 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[1] 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[2] 8 7 6 - 2/5/9 High.png -

Best when used when jumping from far away, good priority.

Command Normals

Sakatsu Wari
Overhead, Collarbone Breaker
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[1], 14[0] 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.

Senpukyaku
Hop Kick
F.png+ Mk.png

A2 EvilRyu f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 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
Punch Throw
B.png/F.png + Mp.png/Hp.png

A2 EvilRyu ThrowRange.png
A2 EvilRyu PThrow 1.png
A2 EvilRyu PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19[0] 0 1 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
Kick Throw
B.png/F.png + Mk.png/Hk.png

A2 EvilRyu ThrowRange.png
A2 EvilRyu KThrow 1.png
A2 EvilRyu KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19[0] 0 1 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.

Alpha Counters

Punch Alpha Counter
(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[1], 16[0], 4[0] 8, 6, 6 4 4(0)8(0)10 -38 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • Hits 1 time.

Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 EvilRyu KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 4 6 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Use on the ground, his best ac.

Special Moves

Hadoken
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 15[5], 14[6] 8, 12 12 3(0)inf -11 4/5/7 Mid.png Proj.png
Softknockdown.png
Mp.png 16[6], 14[6] 10, 12 12 3(0)inf -12 4/5/7 Mid.png Proj.png
Softknockdown.png
Hp.png 18[9], 14[6] 12, 12 12 3(0)inf -13 4/5/7 Mid.png Proj.png
Softknockdown.png

Shakunetsu Hadoken aka Red Fireball 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.


Lp.png

  • Softknockdown when hit within the first 3 frames.
  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png

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

Hp.png

  • Softknockdown when hit within the first 4 frames.
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

Shoryuken
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 14[7], 8[8], 4[7] 8, 8, 2 4 4(0)8(0)2 -21 9/9/10 Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
Mp.png 10[8], 8[8], 4[8] 8, 2, 2 4 4(0)8(0)6 -28 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png
Hp.png 5[10], 11[8], 9[7], 4[8] 8, 2x3 3 1(0)4(0)8(0)10 -38 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png
  • Unscaled damage in CC.

Lp.png - [Hitboxes pictured]

  • 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

  • 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

  • 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
Hurricane Kick, Tatsu
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[4], 12[4] 2, 2 12 3(3)3 -5 6/7/8 Mid.png Softknockdown.png
Mk.png 14[5], 7[5]x4 2x5 3 2(7)[3(3)x3]3 -5 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 16[8], 7[8]x6 2x7 3 2(7)3[(3)3x5] -5 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

Used for mobility and to punish fireballs, use Lk.png version to pass fireballs when you cant use Hk.png version to hit opponent.


Lk.png

  • Hits 1 time max.

Mk.png

  • Hits 2 time max.

Hk.png

  • Hits 2 time max.

(air)Tatsumaki Senpukyaku
(air)Hurricane Kick, (air)Tatsu
(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 11[7] 1 7 3 - 6/7/8 Mid.png Softknockdown.png
Mk.png 7[7], 7[7] 1, 1 7 3(15)3 - 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png
Hk.png 7[8]x3 1x3 7 3(9)3(9)3 - 6/6+1 per hit/6+2 per hit Mid.png Softknockdown.png

If connected against a grounded opponent allows for a juggle with dj.Mp.png, DP or supers.


Mk.png

  • Hits 2 times.

Hk.png

  • Hits 2 times max.

Hado no Kamae
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 Counterhit.png

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
Teleport
Rdp.png/Dp.png + 3p.png/3k.png

A2 EvilRyu Teleport 1.png
A2 EvilRyu Teleport 2.png
A2 EvilRyu Teleport 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
3p.png N/A N/A N/A N/A N/A 2/-/- N/A Startupinv.pngCounterhit.png
3k.png N/A N/A N/A N/A N/A 2/-/- N/A Startupinv.pngCounterhit.png

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

  • Invul on first frame.

P.png

  • 25-66 frames of invul. forward
  • 23-66 frames of invul. backward
  • 10 frames of recovery

Teleport that travels a little over full-screen.


K.png

  • 27-51 frames of invul. forward
  • 24-51 frames of invul. backward
  • 10 frames of recovery

Teleport that travels a little under half-screen.

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
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
12[12], 11[12], 5[12] 0, 2, 2 5+0 9(0)inf -13 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
15[12], 12[12], 7[12], 6[12] 0, 1x3 5+0 9(0)inf -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
20[12], 12[12], 10[12], 6[12], 6[12] 0, 0, 1x3 5+0 9(0)inf -7 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

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.

  • Cannot be air blocked.

Level 1

  • 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

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

Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 5 times.

Shinku Tatsumaki Senpukyaku
Hurricane Kick Super
Qcb.pngQcb.png + K.png

A2 EvilRyu TatsuSuper 1.png
A2 EvilRyu TatsuSuper 2.png
A2 EvilRyu TatsuSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
11[13], 9[13], 6[13]x3 0x4, 3 5+0 3[(3)3x4] 0 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 2
K.pngK.png
11[13], 9[13], 4[13]x7 0x8, 3 5+0 3[(3)3x8] +1 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 3
3k.png
5[13]x13 0x12, 3 5+0 3[(3)3x12] +2 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

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.


Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 15 frames of startup projectile invul.
  • Hits 5 times.

Level 2

  • 6 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 9 times.

Level 3

  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • Hits 13 times.

Messatsu Goshoryu
Dragon Punch Super
Qcf.pngQcf.png + K.png

A2 EvilRyu DPSuper 1.png
A2 EvilRyu DPSuper 2.png
A2 EvilRyu DPSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
13[13], 9[13], 12[13], 6[13] 0, 0, 2, 2 5+0 4(0)8(13)5(0)26 -30 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 2
K.pngK.png
15[13], 10[13], 8[13], 10[13], 4[13], 4[13] 0x3, 1x3 5+0 4(0)8(13)5(0)26 -31 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
Level 3
3k.png
15[13], 8[13], 11[13], 9[13], 5[13], 9[13], 8[13], 6[13] 0x5, 1x3 5+0 4(0)8(13)4(0)8(13)5(0)26 -37 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • The first two hits occur before the super screen freeze ends.
  • A full 2 quarter-circles isn't required. Required inputs: D.pngDf.pngF.pngD.pngDf.png + K.png

Range is bad, but this thing hurts. Combo 2 point blank lks.


Level 1

  • 5 frames of startup hit invul.; 1 of which while active.
  • 10 frames of startup projectile invul.
  • Hits 4 times.

Level 2

  • 5 frames of startup hit invul.; 1 of which while active.
  • 14 frames of startup projectile invul.
  • Hits 6 times.

Level 3

  • 5 frames of startup hit invul.; 1 of which while active.
  • 18 frames of startup projectile invul.
  • Hits 8 times.

Shun Goku Satsu
Raging Demon
Lp.pngLp.pngF.pngLk.pngHp.png

A2 EvilRyu RagingDemon 1.png
A2 EvilRyu RagingDemon 2.png
A2 EvilRyu RagingDemon 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
72 0 5+7 47 N/A 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 2/3 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


These combos are exclusive only to Evil Ryu, for more combos that both Evil Ryu and regular Ryu can do, click here

(next to opponent standing) c.mk (or c.lk x2) xx lk hurricane, fp dp

(standing or crouching) c.fp xx hadouken

c.lk x2 or c. mk xx any lvl shoryureppa

c.lk x3 or c.mk xx any lvl shinku hadouken


Standing Chars Only

j.Mp.png , cr.Mk.png xx Hp.png Hadouken OR Any Level Shinkuu Hadou OR Any Level Shoryureppa (End with Reppa for the most damaging combo)

Corner Only

c.fp xx hk hurricane (hurts sagat bad)

j. mp xx Any Level Reppa (Timing is slightly later against smaller characters like Chun)

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 (mirror):

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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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Miscellaneous

How To Pick Evil Ryu

How To Pick 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.

Tournament Legality

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.


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