Super Street Fighter IV AE/Evil Ryu

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Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


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.png 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.png damage and stun in seconds. In terms of defense, however, he becomes very reliant on his Shoryuken, as his teleport is very slow in comparison to Akuma's, and some of his normals (especially his Crouching Medium Kick, Crouching Heavy Punch, and Crouching Heavy Kick) are not as fast as Ryu's. In addition, one must take the time to hone their execution with Evil Ryu, as some of his most damaging combos require precise timing. Once all is said and done, Evil Ryu becomes a solid character that doesn't sacrifice too much for the power to end rounds very quickly.


Moves

Unique Attacks

Name
Command
Notes
Zugai Hasatsu
F.png + Mp.png
overheads
Senbukyaku
F.png + Mk.png
goes over lows
Tenmakujinkyaku
in air, D.png + Mk.png
Target Combo 1
Mp.png , Hp.png

Throws

Name
Command
Notes
F.png or N.png + Lp.png + Lk.png
Throw.png
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Ex.png
Shakunetsu Hadoken
Hcb.png + P.png
Ex.png
Shoryuken
Dp.png + P.png
Ex.png
Tatsumaki
Qcb.png + K.png
Ex.png , can be done in air
Ashura Senku
Dp.png or Rdp.png + 3p.png or 3k.png
Dp.png moves E.Ryu forward; Rdp.png moves E.Ryu backwards; 3p.png travels farther than 3k.png
Ryusokyaku
Hcf.png + K.png
Armorbreak.png , Ex.png version overheads

Super Combo

Name
Command
Notes
Raging Demon
Lp.png lp F.png Lk.png Hp.png
Throw.png

Ultra Combos

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


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 Jab.gif HL 30 50 20 ch/sp/su 3 3 6 +2 +5
Close Strong.gif HL 70 100 40 sp/su 3 3 21 -3 +3
Close Fierce.gif HL 100 200 60 sp/su 5 4 22 -7 -3 [Ground Hit] Forces stand
Close Short.gif HL 30 50 20 sp/su 5 5 7 -1 +3 Retains Cancellable status when chained into
Close Forward.gif HL 80 100 40 sp/su 3 5 16 -7 -2
Close Roundhouse.gif HL 40*70 125*75 60*20 su*- 8 8(2)4 17 -3 +2 [Air Hit] [1st Hit] Gives Juggle state
Far Jab.gif HL 30 50 20 ch/sp/su 4 3 6 +2 +5
Far Strong.gif HL 80 100 40 sp/su 5 4 14 -2 +2
Far Fierce.gif HL 120 200 60 - 7 3 18 0 +3 [Counter-hit] Knockdown
Far Short.gif HL 40 50 20 - 5 6 6 -1 +2
Far Forward.gif HL 70 100 40 - 7 4 15 -3 +2
Far Roundhouse.gif HL 110 200 60 - 8 4 22 -8 -4
crouch Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
crouch Strong.gif HL 60 100 40 sp/su 4 4 8 +2 +5
crouch Fierce.gif HL 90 200 60 sp/su 6 6 23 -10 -5 [Ground Hit] Forces stand
crouch Short.gif L 20 50 20 ch/sp/su 4 3 9 -1 +2
crouch Forward.gif L 60 100 40 sp/su 7 3 16 -4 0
crouch Roundhouse.gif L 100 100 60 - 7 3 26 -11 - [Hit] Hard Knockdown
Jump up Jab.gif H 50 50 20 - 4 9 - - -
Jump up Strong.gif H 80 100 40 - 4 5 - - -
Jump up Fierce.gif H 100 200 60 - 4 4 - - -
Jump up Short.gif H 40 50 20 - 5 9 - - -
Jump up Forward.gif H 80 100 40 - 6 10 - - -
Jump up Roundhouse.gif H 100 200 60 - 4 4 - - -
Jump forward Jab.gif H 50 50 20 - 4 9 - - -
Jump forward Strong.gif 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 Fierce.gif H 100 200 60 - 6 4 - - -
Jump forward Short.gif H 40 50 20 - 4 8 - - -
Jump forward Forward.gif H 70 100 40 - 6 6 - - -
Jump forward Roundhouse.gif H 100 200 60 - 7 4 - - -
Overhead Right.gif+Strong.gif 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
Right.gif+Forward.gif HL 70 100 40 - 16 2 17 -2 0 3-4F Feet [Hit Invincibility]/ 5~ Midair/ 5~15 Lower half of body [Hit Invincibility]/ Pursuit property
Down.gif+Forward.gif (air) HL 70 100 40 - 13 Until landing After landing 4 - - 1~12 Lower half of body [Hit Invincibility]
close Strong.gif > Fierce.gif HL 90 100 60 su 8 3 20 -5 - [Hit] Gives Juggle State
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 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 - Total 45 -6 -2 [Air Hit] Gives Juggle state/ 13~15 Cancellable
Hadoken EX.gif HL 50*50 50*50 -250/0 su 12 - Total 42 0 +3 [Air Hit] Gives Juggle state/ Pursuit property/ 12~14 Cancellable
Shakunetsu Hadoken Jab.gif HL 50 200 10/30 su 25 - Total 53 -7 - [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Shakunetsu Hadoken Strong.gif HL 35*35 50*100 10/16*16 su 25 - Total 61 -7 - [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Shakunetsu Hadoken Fierce.gif HL 33x3 35x3 10/16*16*16 su 25 - Total 69 -7 - [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Shakunetsu Hadoken EX.gif HL 47x3 70*70*100 -250/0 su 25 - Total 53 +9 - [Hit] Gives Juggle state/ Pursuit property/ 25~26 Cancellable
Shoryuken Jab.gif HL 100[70] 100 30/40 su 3 14 14+After landing 10 -17 - 1~2 [Invincible]/ 3~4 [Throw Invincible]/ 2~16 Lower half of body [Invincible]/ 4~ [Airborne]/ [Hit] Gives Juggle state/ [] Refers to Active frames 3-14
Shoryuken Strong.gif HL 100*30 100*50 20/20*20 su*- 3 2*12 25+After landing 18 -34 - 1~5 [Invincible]/ 6~16 Lower half of body [Invincible]/ 5~ [Airborne]/ [Hit] gives Juggle state/ 2nd hit has Pursuit property
Shoryuken Fierce.gif HL 100*60 150*50 20/20*20 su*- 3 2*12 28+After landing 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.gif HL 80*60*50 100*50*50 -250/0 su*su*- 3 2*2*12 30+After landing 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 Short.gif HL 70 50 30/30 - 11 2(6)2 12+After landing 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 Forward.gif HL 80*40 100*50 30/20*10 su 5 2(5)[2(5)2](5)1 16+After landing 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/ Active frames in [] hits once at most and second half aimed backwards
Hurricane Kick Roundhouse.gif HL 80*40*40 200 30/30 su 5 2(5)[1(5)1](5)[1(5)1](5)1 13+After landing 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/ Active frames in [] hits once at most and second half aimed backwards
Hurricane Kick EX.gif HL 30x4*40 40x5 -250/0 - 11 1(3)1 (3)1(3) 1(3)1 18+After landing 3 -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 Short.gif (air) HL 60 50 10/30 - 9 2(6)2(6)2 After landing 10 - - [Hit] gives Juggle state
Hurricane Kick Forward.gif (air) HL 70 50 10/30 - 9 2(6)2(6)2 After landing 10 - - [Hit] gives Juggle state
Hurricane Kick Roundhouse.gif (air) HL 80 50 10/30 - 9 2(6)2(6)2 After landing 10 - - [Hit] gives Juggle state
Hurricane Kick EX.gif (air) HL 40x5 50x5 -250/0 - 7 [1(3)]x4*1 After landing 4 - - [Hit] gives Juggle state/ has Pursuit property
Hurricane Kick Short.gif (air, after Right.gif+Forward.gif) HL 30x2 50x2 10/20*20 - 9 2(6)2(6)2 17 + After landing 10 -4 0 1~26f Lower body invincible to projectiles
Hurricane Kick Forward.gif (air, after Right.gif+Forward.gif) HL 40x2 50x2 10/20*20 - 9 2(6)2(6)2 17 + After landing 10 -6 -2 1~26f Lower body invincible to projectiles
Hurricane Kick Roundhouse.gif (air, after Right.gif+Forward.gif) HL 40*50 50x2 10/20*20 - 9 2(6)2(6)2 17 + After landing 10 -8 - 1~26f Lower body invincible to projectiles / [Hit] gives Juggle state
Hurricane Kick EX.gif (air, after Right.gif+Forward.gif) HL 40x5 50x5 -250/0 - 7 [1(3)]x5 17 + After landing 4 -8 - [Hit] gives Juggle state
Axe Kick Short.gif HL 100 200 30/40 su 17 2 22 -7 +1 Armor Break effect/ Doesn't hit midair enemy
Axe Kick Forward.gif HL 80 100 30/40 su 20 2 20 -2 +4 [Air Hit] Hard Knockdown / Armor Break effect/ has Pursuit Property
Axe Kick Roundhouse.gif HL 130 150 30/40 su 26 2 18 +1 - [Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property
Axe Kick EX.gif H 160 200 -250/0 su 21 2 22 -4 - [Hit] Hard Knockdown/ Armor Break effect/ has Pursuit property/ Hits overhead
Teleport PPP - - - - - - - Total 61 - - 1~49 [Invincible]/ Goes through opponent
Teleport KKK - - - - - - - Total 53 - - 1~40 [Invincible]/ Goes through opponent
Super Combo - 370 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 Total 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 39 frames, point blank hit does 431 damage, outside point blank does 403 damage
Ultra Combo 2 HL 30*15x2* 75*35x4[501] 0 0/0 - 0+9 4*6(26) 4*4*4(37) 2*2*3*3*3 31+After landing 62 -78 - 1~16 [Invincible]/ 9~ [Airborne]/ [Hit] Hard Knockdown/ Armor Break effect/ If 6th hit lands, opponent is locked in animation/ [] refers to 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]