Capcom vs. SNK 2 Evil Ryu movelist including special moves like Hadoken, Shoryuken, and unblockable supers. Learn Evil Ryu's combos and attacks.
Movelist:
Specials:
- Hadoken: QCF + P
- Shakunetsu Hadoken: HCF + P
- Shoryuken: FDP + P
- Tatsumaki Senpukyaku: QCB + K (In Air: HCB + K)
- Ashura Senku: D, F, D-F (D, B, D-B) + Kx3/Px3
Super Specials:
- Shinku Hadoken: HCBx2 + P
- Messatsu Goushoryu: QCFx2 + P
- Metsu Hadoken: HCBx2 + K (Unblockable, Level 3 & MAX only)
- Shungokusatsu: LP, LP, F, LK, SP (Unblockable, Level 3 & MAX only)
Movelist Breakdown:
Normal Attacks:
Standing:
- LP (Quick Jab): Fast, low damage, good for combos.
- LP Close (Quick Elbow): Close range, can be chained into normal LP.
- MP (Standing Punch): Decent speed and damage, hard to combo into.
- MP Close (Cross Punch): Good, but a bit slow, not for combos.
- SP (Fierce Punch): Somewhat slow, good damage, hard to combo off of.
- SP Close (Uppercut): An uppercut, can attempt combos but not guaranteed.
- LK (High Kick): Fast, good combo starter, low damage.
- LK Close (Shin Kick): Close range, good combo starter.
- MK (Slow High Kick): Similar to Standing MP.
- MK Close (High Knee): Close range, good for comboing into Standing MP or Rapid-Fire Chain.
- SK (Roundhouse Kick): Good against airborne opponents, but slow.
- SK Close (High Heel Kick): Hits opponent in the chin then slams heel down, pushes both characters away.
Crouching:
- LP (Quick Jab): Same as Standing LP.
- MP (Normal Punch): Same as Standing MP.
- SP (Upper Punch): Great anti-air move, pretty safe.
- LK (Foot Kick): Same as Standing LK.
- MK (Extended Foot Kick): Reaches a bit further than LK.
- SK (Leg Sweep): Excellent for corner fights or setting up combos, do not abuse.
Jumping:
- LP (Falling Fist): Lasts entire jump, can combo off of.
- Jumping-Up MP (Quick Diagonal Punch): Punches down, lasts about a second, needs timing for grounded opponents.
- MP (Quick Face Punch): Not a great move, best not to use.
- SP (Strong Diagonal Punch): Slower than Jumping-Up MP but stronger, needs timing for grounded opponents.
- Jumping-Up LK (Falling Heel): Lands on opponent heel first, lasts entire jump, good for hitting airborne opponents without moving.
- LK (Knee Punch): Uses knee and fist, good against Tatsumaki Senpukyaku and Shungokusatsu.
- Jumping-Up MK (Quick Heel Kick): Super fast version of Jumping-Up LK, needs timing for grounded opponents.
- MK (Karate Kick): Good against air attacks and attacks like Shungokusatsu.
- Jumping-Up SK (Spin Heel Kick): Spins foot sideways, nothing too special.
- SK (Quick Karate Kick): Super fast version of MK, needs timing for grounded opponents, good for combos.
Throws:
- SP + <- or -> (Seoi Nage): Throws opponent over back.
- <- or -> +SK (Tomoe Nage): Throws opponent over using foot, directional input must be done first.
Special Moves Breakdown:
Hadoken:
- Speed depends on the P button used. Mix up slow and fast Hadokens to confuse opponents.
- Strong vs.: Anti-Air attacks, Air attacks, Rush attacks, Other attacks.
- No Effect vs.: Projectile attacks (cancels out with them), Teleport moves.
- Weak vs.: Air attacks (Zanku Hadoken, Flying Squirrel, etc.), Other attacks, New Psycho Reflector (Athena), Dark Barrier (Rugal/Ultimate Rugal).
- Great for stalling opponents and playing keep-away games.
Shakunetsu Hadoken:
- Does more damage than Hadoken, slightly slower start-up. Can be thrown out with Hadoken. Pushes opponents back if they get too close.
- Strong vs.: Same as Hadoken.
- No Effect vs.: Same as Hadoken.
- Weak vs.: Same as Hadoken.
Shoryuken:
- Ascent distance depends on the P button pressed. Be wary when using this move; if blocked, the opponent can punish heavily. Try using it as a wakeup counter.
- Strong vs.: Missed Anti-Air attacks (Shoryuken, Somersault Kick, etc.), Dash attacks.
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