|Health (at Ratio 2)|
|Slide||Corpse Hop=No, Proj. Hop=No|
|8.2||Slightly Above Average|
|Wakeup Speed compared to Ryu|
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.
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.
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.
!!!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!!!
Close Standing Normals
|Version||Damage||Stun||Cancel||Guard||Parry||Startup||Active||Recovery||Total||Adv Hit||Adv Block||Invul|