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Saturday
Aug062011

EVIL RYU - SPECIAL MOVES - SUPER STREET FIGHTER 4: ARCADE EDITION

HADOKEN (FIREBALL)

QUARTER CIRCLE FORWARD + PUNCH

The Hadoken is a projectile attack, launching a fireball horizontally across the screen.  The speed of the fireball depends on which Punch Button you use to initiate the move, with the Light Punch version traveling the slowest and the Hard Punch version traveling the fastest.  All three normal versions do the same damage and stun.

The EX version of Hadoken hits twice, and as such does more damage.  It also has slightly faster startup and recovery than the regular versions, but only just. 

SHAKUNETSU HADOKEN (MULTI-HIT FIREBALL, ALSO KNOWN AS THE "RED" FIREBALL)

HALF CIRCLE BACK + PUNCH

Evil Ryu's Shakunetsu Hadoken is like Akuma's move of the same name.  With this move Evil Ryu will throw a red fireball which inflicts multiple hits.  The Light Punch version does a single hit, the Medium Punch version does 2 hits and the Heavy Punch version does 3 hits.  Interestingly, the Light Punch version does the least amount of damage but the most amount of stun among the non-EX versions.  The Medium Punch version does more damage but less stun and the Heavy Punch version does the most damage and the least stun.

Do to this move's slow startup and recovery, it is best to use this move either at extremely close range or at very long range.  At any other range this move is fairly easy to see coming and your opponent can jump over or otherwise evade it and punish you. 

If you are in the middle of a fireball war with another character who can do so, mixing in a Red Fireball at the right time can tip the balance in your favor. If he is throwing out single-hit fireballs, a Red Fireball (since it does multiple hits) can absorb the hit of the single hit fireball of your opponent and keep on going, which can tip the balance in your favor.

An EX Red Fireball does 3 hits just like the Heavy Punch version but it does more damage and stun while having the same recovery as the Light Punch version. However, Evil Ryu has much better uses for his meter than to use the EX version of this move.  Use this one in specific situations such as when getting the extra damage will get you the win, the extra stun might get you a dizzy, and so forth. 

SHORYUKEN (DRAGON PUNCH)

FORWARD, DOWN, DOWN FORWARD + PUNCH

Evil Ryu's Shoryuken brings him into a powerful uppercut punch.  The Light and Medium Punch versions pretty much go straight up with the Light Punch having the least vertical height and the Medium Punch having more height.  The Heavy Punch version looks similar to Akuma's in that Evil Ryu moves forward a bit before bringing his uppercut into the air and has the most height of the three normal versions.  The Light Punch version does the least damage and stun and does one hit.  The Medium Punch version does two hits and does more damage and stun (assuming all hits connect).  And the Heavy Punch version does the most damage and stun and does two hits like the Medium Punch version. 

All three versions of Evil Ryu's Shoryuken are good anti-airs as all three versions have frames of invincibility.  The Light Punch version has the least but seems to be easier to juggle after.  The Medium Punch version and the Heavy Punch version both have the same amount of invincibility to start but the Heavy Punch version brings Evil Ryu forward a bit before he launches into the air, similar to Akuma's, so the Medium Punch version may be the better one to go with of those two.

If you hit an airborne opponent with a Light Punch Dragon Punch, you can juggle him into an Ultra 1: Mensu Hadoken.  Be sure to practice the timing of this in training mode.

The EX version of the Shoryuken does more damage than the Heavy Punch version but does the same stun and consists of three potential hits.  It also has the most frames of invincibility of all versions, making this a great counter if used intelligently.  Using the EX version in your combos increases the damage output of course so it's very useful in that regard as well, but always keep meter management a consideration before going for the extra damage.

As you would expect, Evil Ryu's Shoryuken can be FADCed.  If your opponent blocks your Shoryuken, you have two stocks of meter available, and you don't want to get punished by your opponent you can FADC out of the Shoryuken back away from your opponent.  You can also FADC into either Ultra.

TATSUMAKI (HURRICANE KICK)

QUARTER CIRCLE BACK + KICK

The Light Kick version does one hit, does the least amount of damage and stun, and pushes the opponent back only slightly.  The Medium Kick version does two hits, does more damage and stun, and pushes back further.  The Heavy Kick version does 3 hits, the most damage and stun, and pushes back even further.  Evil Ryu's Hurricane Kick is a very useful move in a variety of different capacities but, like Ryu's, it cannot hit a crouching opponent, so keep that a consideration.  Also, make sure that you use a Hurricane Kick when you are relatively sure of landing it. If your opponent blocks or ducks, you can get punished hard.

Like Akuma's Hurricane Kick, Evil Ryu's puts your opponent into a juggle state if it connects.  This gives Evil Ryu's Hurricane Kick a lot of combo potential as you can follow up with a Shoryuken then FADC into Ultra.

Also consider that this move can be very useful for posotioning your opponent.  See above for the amount of pushback this move does amongst its various versions.  If you want your opponent to stay where they are, use the Light Kick version.  If you want to push your opponent towards the corner, use the Medium or Heavy Kick versions.

You can use the Hurricane Kick as a cross-up, but it takes a lot of precision to do so.  Hit training mode against different characters to practice the positioning and timing.  Note that if you hit with a cross-up Hurricane Kick you push your opponent pretty far away so you can't really follow up with anything, but it can still be useful in some situations.

The EX Hurricane Kick is similar to Ryu's in that it does 5 hits but the first four hits juggle the opponent backward and forward before the 5th hit spins him away.  Despite doing more hits, it does the same damage and stun as the Heavy Kick version.  This move is most useful when you are near the corner, as you can juggle your opponent into the corner and if you are close enough you can hit him with a Shoryuken or an Ultra.  If you use EX Hurricane Kick in the air you will remain stationary at that spot for a short period of time.  This is only useful if you are trying to avoid coming down into a dangerous situation, such as Hakan's Ultra 2 (Oil Combination Hold).

AHURA SENKU (TELEPORT) 

Evil Ryu's teleport, like Akuma's, is primarily used for positioning and to potentially get out of mix-ups.  However, it is not as good as Akuma's teleport.  Like Akuma's teleport, all versions are invincible at the start of the teleport.  However, Evil Ryu's version takes longer to recover. 

It is also good to keep in mind your positioning before determining if you should use the move and which version.  If you are close to a corner and you teleport that direction, you will stop teleport movement when you hit the corner and you can be punished during the move's recovery.  It is best to use this move when your back is to open space so that you can get as much distance away as you can.  You would also do well to not be too predictable with this move, as your opponent can put himself into position to punish you as you recover if he knows it's coming. 

If your opponent has you in the corner and you want to get out, this teleport is not a safe option to do so.  Your farthest teleport range will only put you only a character width on the other side of your opponent.  This is not far enough away to be safe, and when you consider this move's considerable recovery time you are likely to get punished hard trying to do this.

There are four different direcitons and distances Evil Ryu can travel with the Teleport:


APPROACH (FAR)

APPROACH (SHORT)

RETREAT (FAR)

RETREAT (SHORT)

 

Ryusokyaku (AXE KICK) *ARMOR BREAKING*

HALF CIRCLE FORWARD PLUS KICK

Evil Ryu's Ryusokyaku, known more commonly as the Axe Kick, is a new move totally unique to this character.  The Light Kick version has the fastest startup and the most recovery, does good damage and stun. The Medium Kick version does the least amount of damage and stun of all versions, has slightly more startup but slightly less recovery than the Light Punch Version but it is easier to link in a combo.  The Heavy Kick version does the most damage, does the same stun as the Light Kick version, has the most startup but the least recovery of the normal versions, and results in a hard knockdown.  It must be noted that even though the move looks like an overhead because of it's huge arching animation, none of the normal versions are actual overheads. Only the EX version is.

 

The EX version of the Axe Kick is an overhead, results in a hard knockdown and is almost as fast as the Medium Kick version! 

 

SUPER - RAGING DEMON

    
LIGHT PUNCH, LIGHT PUNCH, TOWARD, LIGHT KICK, HARD PUNCH

NOTE: There is a shortcut to doing this move. Instead of hitting all of the inputs one at a time in sequence you can hit FORWARD + LIGHT KICK + HEAVY PUNCH at the same time. This can be extremely helpful.

Evil Ryu's Super is Raging Demon, Akuma's own much-respected Super!  What's interesting is that Evil Ryu's version does even more damage than Akuma's, even though the difference is not large.  Raging Demon is a zero frame grab.  This means that if the opponent is not actively evading (by jumping for instance) when they are right in front of you they will be hit.  Raging Demon also travels a distance straight forward and will grab anyone not smart enough to get out of the way or disrupt it, but don't expect that to work against a smart opponent.  Raging Demon in its movement phase is incredibly easy to jump over, evade, or disrupt.

 

ULTRA 1 - METSU HADOKEN

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES (HOLD THREE PUNCHES TO CHARGE)

Metsu Hadoken, like Ryu's Ultra 1 of the same name, unleashes a giant Hadoken fireball at your opponent.  Evil Ryu's Metsu Hadoken is extremely versatile Ultra.  Here are some ways you can combo into this Ultra:

  • While the opponent is jumping you can hit them out of the air with a Light Punch Shoryuken then hit them with Ultra 1 as they fall to the ground in front of you. Practice the timing.  You can use the Ultra's charge to delay releasing the Ultra until your opponent falls into the right position.
  • While the opponent is jumping you can jump toward him and hit him with a Diagonal Jump Medium Punch, which puts him into a juggle state as he falls to the ground. You will land first and you can hit him with Ultra 1 as he falls in front of you.  Again, practice timing. 
  • If you have your opponent in the corner you can hit them with an EX Hurricane Kick (by itself or as a combo ender), which will throw the opponent into the corner in a juggle state where you can hit him with Ultra 1 as he falls down in front of you.
  • FADC from Shoryuken into Ultra 1.
  • Like Vanilla Street Fighter 4 Ryu, you can also hit an opponent with Ultra 1 if they jump at you with an attack and you hit him with a Light Punch Shoryuken at the same time.  The trade will pop the opponent into the air and you can hit him with Ultra 1 as he falls in front of you.

Evil Ryu's Metsu Hadoken can be charged for more damage by holding all three Punch buttons after inputting the Ultra.  However, this has very limited value as an opponent with any kind of sense will see it and be able to get out of the way.  You can do this after a Level 3 Focus Attack crumple.  After the crumple immediately input the Ultra, hold the three punch buttons, and release.  Your opponent may have fallen to his knees by this time but if you inputted the Ultra fast enough you should still hit him. Practice the timing in training mode.  You can also use the charge to affect the timing of some of the above methods for landing the Ultra. 

 

ULTRA 2 - MESSATSU GOSHORYU

QUARTER CIRCLE FORWARD X2 + KICK X3

As if Metsu Hadoken wasn't useful enough, Evil Ryu's Ultra 2 is also extremely good and some would argue is his preferred Ultra.  There are many ways to combo into Ultra 2. Here are some methods:

  • Like Ultra 1, you can hit a jumping opponent with a Light Punch Shoryuken and hit them as the fall down in front of you.  The timing of this is tricky, so practice it.
  • Like Ultra 1, you can hit a jumping opponent with a Diagonal Jump Medium Punch to put them into a juggle, you will land first, and you can hit them with Ultra 2.  You really need to practice the timing though as it can be tricky.
  • FADC from Shoryuken.  This method won't get you the full animation or damage, but the damage output is still great.
  • Like Ultra 1, you can hit a cornered opponent with Ultra 2 after connecting with an EX Hurricane Kick.
  • This Ultra is also a good anti-air, so if your opponent jumps toward you when you have Ultra 2 available it starts up fast enough that you can punish them with this on reaction. 

If you don't hit the opponent with the first hit of the Ultra, you will not get the full animation and the damage output will be significantly reduced.  This is important to keep in mind when using this Ultra as an anti-air. Time it so that the opponent is hit by the first uppercut for full damage output.

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