![street fighter alpha 2 evil ryu street fighter alpha 2 evil ryu](https://wiki.supercombo.gg/images/7/75/SFA2_EvilRyu_Portrait.png)
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Red: Hitbox - attacking area of an action.Blue: Hurtbox - hittable area of a character.Upper: Has frames that are invincible to mid/higher attacks (aka low profile).Īll framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).Īll framedata collected with the game speed set to normal.Īll hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared. Lower: Has frames that are invincible to lower attacks. Startup: Has frames at the start that are completely invincible. Absorb: Will absorb an opponent's projectile. Reflect: Will reflect an opponent's projectile back at them. Projectile: Produces a projectile (i.g.Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.Soft Knockdown: Will knockdown, but opponent can quick rise or roll.Throw/Air-Throw: A normal throw or command grab.Super Cancel: Can canceled into a super attack.Special Cancel: Can canceled into a special attack.Chain Cancel: Can be canceled into itself or another light attack.(48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively) The units of meter gained on whiff/block/hit. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value Ex: +2oB/+3oH, -4oB/-3oH) These are frame advantage values when the attack blocked. ()=Inactive frames in-between active frames. How many frames a move remains active for. The frame the move hits on (1st active frame). Units of stun done to Ken (40 units of stun). Most moves have a damage range (unknown RNG formula). Units of damage done to Ken at 100% life (144 units of health). Move List Normal Moves SFA2 Framedata Glossary This is unique to Evil Ryu and results in a much wider range of CC usage and new ways to combo into CC.ĭefense Modifier: Has a lower defense modifier, which results in Evil Ryu taking more damage (similar to Akuma). Infinite CC Blowout Range: CC blowout has no range restriction, will hit full-screen and will blowout even active normals. Raging Demon: New move (similar to Akuma). Messatsu Goshoryu: New move (similar to Akuma/Ken).
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All versions do less damage(unless getting all hits) and stun. This results in new juggle abilities(similar to Akuma), but all versions do less damage and stun.Īir Tatsu: and versions are multi-hitting. Tatsu: and versions are multi-hitting and have an additional hitbox on the way up (similar to Akuma/Ken). 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). Shoryuken: and versions are multi-hitting which may result in dropped combos if not done up close. Fingers crossed.Hadoken: All strengths are red fireballs and knockdown at close range. Last week Yun, Yang and Evil Ryu were spotted in a new batch of Super Street Fighter IV Xbox 360 Achievements, leading some to speculate that they will be added as DLC. But will they make it to the home console versions? They follow Yun and Yang as newcomers to the SSFIV roster. We're not sure what Oni Akuma's about, but he looks like he could be an even more dangerous version of the Akuma we know and love (hate). He's more powerful and aggressive than his sulky counterpart, and plays similarly to Akuma. And let's hope so, Evil Ryu was great in Street Fighter Alpha 3.Įvil Ryu is, as his name suggests, a naughty version of Ryu. It's not clear at this stage whether the dastardly duo are playable characters, but it's a good bet. In a new trailer released today (spotted by Eventhubs) an image showing Evil Ryu and Oni Akuma can be seen around the 2 minute 20 second mark. The heavily rumoured addition of Evil Ryu and Oni Akuma to Super Street Fighter IV has been confirmed for the Japanese-only Arcade Edition.