Difference between revisions of "Ryo Sakazaki (KoF '94-Era) (KoF '98)"
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|valign="bottom" style="border-right:0px;"| [[image:Ryo98_crC1.png|center]] | |valign="bottom" style="border-right:0px;"| [[image:Ryo98_crC1.png|center]] | ||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_crC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_crC2.png|center]] | ||
− | |align="left"|Extremely fast for ground-to-ground situations. A great pressure tool; you will be cancelling it into qcf+P a lot. Links from cr.B/cr.A. Works very well as an anti-air too. | + | |align="left"|Extremely fast for ground-to-ground situations. A great pressure tool; you will be cancelling it into qcf + P a lot. Links from cr.B/cr.A. Works very well as an anti-air too. |
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! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
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|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
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− | ! f+[[image:snka.gif]]<br><br> | + | ! f + [[image:snka.gif]]<br><br> |
|align="center"| 17/9/11 | |align="center"| 17/9/11 | ||
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|rowspan="2" align="left"|Overhead, excellent used as a meaty attack. | |rowspan="2" align="left"|Overhead, excellent used as a meaty attack. | ||
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− | ! f+[[image:snka.gif]]<br>(cancel) | + | ! f + [[image:snka.gif]]<br>(cancel) |
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|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
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− | ! <br>qcf+[[image:snka.gif]]<br><br> | + | ! <br>qcf + [[image:snka.gif]]<br><br> |
|align="center"| 13/36 | |align="center"| 13/36 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3"| [[image:ORyo98_qcfP.png|center]] | |rowspan="2" colspan="3"| [[image:ORyo98_qcfP.png|center]] | ||
− | |rowspan="2" align="left"|'''Ko ou Ken (qcf+P)''' | + | |rowspan="2" align="left"|'''Ko ou Ken (qcf + P)''' |
*A good full screen projectile. Can miss small crouching characters next to you, so be careful against them. | *A good full screen projectile. Can miss small crouching characters next to you, so be careful against them. | ||
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− | ! qcf+[[image:snkc.gif]] | + | ! qcf + [[image:snkc.gif]] |
|align="center"| 13/38 | |align="center"| 13/38 | ||
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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_dpC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_dpC2.png|center]] | ||
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− | ! <br> | + | ! <br>air qcf + [[image:snka.gif]]<br><br> |
|align="center"| 14/18+2+~10 | |align="center"| 14/18+2+~10 | ||
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|align="center"| HL | |align="center"| HL | ||
|rowspan="2" colspan="3"| [[image:ORyo98_jqcfP.png|center]] | |rowspan="2" colspan="3"| [[image:ORyo98_jqcfP.png|center]] | ||
− | |rowspan="2" align="left"|'''Kuuchuu Ko ou Ken ( | + | |rowspan="2" align="left"|'''Kuuchuu Ko ou Ken (Air qcf + P)''' |
*An Akuma-esque diagonal air fireball. It's not as safe as Akuma's, because Ryo 'hangs' up a bit while performing it, giving your opponent the chance to roll and punish. Use it mainly to punish baited anti-airs. | *An Akuma-esque diagonal air fireball. It's not as safe as Akuma's, because Ryo 'hangs' up a bit while performing it, giving your opponent the chance to roll and punish. Use it mainly to punish baited anti-airs. | ||
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− | ! | + | ! air qcf + [[image:snkc.gif]] |
|align="center"| 14/20+2+~10 | |align="center"| 14/20+2+~10 | ||
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|align="center"| HL | |align="center"| HL | ||
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− | ! hcb+[[image:snkb.gif]] | + | ! hcb + [[image:snkb.gif]] |
|align="left"| | |align="left"| | ||
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*Both versions are unsafe and easily punishable when blocked, so use them mainly in combos. A version can sometimes be useful to catch jumping enemies that are outside the range of your DP. Still, be careful when using it. | *Both versions are unsafe and easily punishable when blocked, so use them mainly in combos. A version can sometimes be useful to catch jumping enemies that are outside the range of your DP. Still, be careful when using it. | ||
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− | ! hcb+[[image:snkd.gif]] | + | ! hcb + [[image:snkd.gif]] |
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|valign="bottom" style="border-left:0px;"| [[image:ORyo98_hcbD3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:ORyo98_hcbD3.png|center]] | ||
|- | |- | ||
− | ! <br>f | + | ! <br>f b f + [[image:snka.gif]]<br><br> |
|align="center"| 13/43/18 | |align="center"| 13/43/18 | ||
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*Ryo doesn't have much of a use for this move. As an anti-air it's an inferior option, it doesn't deal a lot of damage, and it leaves you open for a long time with a 'rape me' sign in your head. Avoid. | *Ryo doesn't have much of a use for this move. As an anti-air it's an inferior option, it doesn't deal a lot of damage, and it leaves you open for a long time with a 'rape me' sign in your head. Avoid. | ||
|- | |- | ||
− | ! f | + | ! f b f + [[image:snkc.gif]] |
|align="center"| 13/87/20 | |align="center"| 13/87/20 | ||
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Revision as of 20:26, 16 December 2018
Gameplay overview
'94 Ryo trades '98 Ryo's versatility and mix up options for a zoning centered, shoto esque gameplay style. His main weapons and what differences him from his regular counterpart are his high-priority, low-risk DP and a long range fireball. He can still be used as a poking, pressure character like '98 Ryo, only not as effectively.
Colors
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Movelist
Desperation Moves
- Ryuuko Ranbu (qcf,hcb + P) - A multi hit DM. If blocked, Ryo will keep pulling attacks as if it connected, but omitting his finishing DP. This is mostly bad, as it will leave you open for a long time after it finishes, and your opponent can just Guard Cancel Roll and punish you if he has a free stock. Still, if your opponent has no stock and very little bar left, a blocked Ryuuko Ranbu (after a blocked cl.C for example) can finish him off thanks to the chip damage it deals.
Useful mainly in combos.
A version comes out faster and covers less distance, C version is the opposite. MAX version does more hits.
- Haou Shoukou Ken (f,hcf + P) - A bigger, more damaging Ko ou Ken. Goes through normal projectiles. A version is slower, and is sometimes difficult to evade if your opponent doesn't guess which version you are doing. An early roll or jump expecting a C version will fall directly into it.
C version travels faster, and is sometimes good to use it as a counter to normal projectiles. Just be aware of its startup, so fast projectiles could hit you before you pull it.
Both versions can be good to catch jumping opponents.
MAX versions are bigger and deal more damage / hits. The A version has the same speed as the C version.
Combos
- cr.A / cr.B x 2, st.A >
- hcb + B
- cr.B, cr.A/cl.A >
- hcb + D (Very close.)
- hcb + B
- (cr.B (optional), cr.C) / cl.C,
- DM qcf hcb + P
- DM f hcf + A
- hcb + D
- f + A
Strategy Corner
- MAX: cl.C > hcb + D
deals ??? than
- cl.C > qcf hcb + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.