Difference between revisions of "Ryo Sakazaki (KoF '94-Era) (KoF '98)"

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|align="center"| HL
 
|align="center"| HL
 
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! dp+[[image:snka.gif]]
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! dp + [[image:snka.gif]]
 
|align="center"| 2/3+12/21
 
|align="center"| 2/3+12/21
 
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|valign="bottom" style="border-right:0px;"| [[image:ORyo98_dpA1.png|center]]
 
|valign="bottom" style="border-right:0px;"| [[image:ORyo98_dpA1.png|center]]
 
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_dpA2.png|center]]
 
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_dpA2.png|center]]
|rowspan="2" align="left"|'''Kohou (dp+P)'''  
+
|rowspan="2" align="left"|'''Kohou (dp + P)'''  
 
* The A version is one of the best, if not the best, anti-airs in the game. Like Ryu's DP in SF, it has good startup invincibility, has better range than regular Ryo's DP and it's hard to punish. EX Ryo's main strength compared to his normal version.
 
* The A version is one of the best, if not the best, anti-airs in the game. Like Ryu's DP in SF, it has good startup invincibility, has better range than regular Ryo's DP and it's hard to punish. EX Ryo's main strength compared to his normal version.
 
|-
 
|-
! dp+[[image:snkc.gif]]
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! dp + [[image:snkc.gif]]
 
|align="center"| 5/3+17/28
 
|align="center"| 5/3+17/28
 
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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_hcbB2.png|center]]
 
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_hcbB2.png|center]]
 
|rowspan="2" align="left"|'''Hien Shippuu Kyaku (hcb + K)'''  
 
|rowspan="2" align="left"|'''Hien Shippuu Kyaku (hcb + K)'''  
*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. The B version can sometimes be useful to catch jumping enemies that are outside the range of your DP. Still, be careful when using it.
 
|-
 
|-
 
! hcb + [[image:snkd.gif]]
 
! hcb + [[image:snkd.gif]]
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|rowspan="2" valign="bottom" style="border-right:0px; border-left:0px;"| [[image:ORyo98_fbfP2.png|center]]
 
|rowspan="2" valign="bottom" style="border-right:0px; border-left:0px;"| [[image:ORyo98_fbfP2.png|center]]
 
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_fbfP3.png|center]]
 
|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_fbfP3.png|center]]
|rowspan="2" align="left"|'''Zanretsu Ken (f, b, f + P)'''
+
|rowspan="2" align="left"|'''Zanretsu Ken (f b f + P)'''
 
*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.
 
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* '''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.
+
* '''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.
 
Useful mainly in combos.
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* '''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.
+
* '''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.
 
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.

Latest revision as of 22:59, 17 February 2019

Ryo98 stance.gif

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

Snka.gif Snkb.gif Snkc.gif Snkd.gif
Ryo98 colorA.png Ryo98 colorB.png Ryo98 colorC.png Ryo98 colorD.png

Movelist

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 3/4/9 -1/-3 C,S,Su HL
Ryo98 clA.png
Can be used as combo filler instead of cr.A/B
Snkb.gif 3/7/8 -4/-6 C,S,Su HL
Ryo98 clB.png
Can be used as combo filler instead of cr.A/B
Snkc.gif 2/10/13 -3/-5 C,S,Su HL
Ryo98 clC.png
Very fast, extremely useful as a meaty attack. One of his best normals.
Snkd.gif 4/9/16 -7/-9 C,S,Su HL
Ryo98 clD.png
Cancelable. cl.C is better
Standing Far
Snka.gif 3/3/8 +1/-1 C,S,Su HL
Ryo98 stA.png
A great, versatile normal. Very good priority (can trade favorably with Yashiro's s.B, for example), decent range, can be cancelled into a hcb + K. Good to combo from cr.B.
Snkb.gif 5/2/12 -2/-4 HL
Ryo98 stB.png
Really good long ranged poke. Even when it's not on the godly level of Yashiro's standing B, it's still a great normal move and you should abuse it to keep your opponent from getting too close / apply pressure safely.
Snkc.gif 7/6/24 -11/-13 HL
Ryo98 stC.png
Nice damage, fast and long ranged. Watch out for the recovery.
Snkd.gif 12/4+4/16 -5/-7 HL
Ryo98 stD1.png
Ryo98 stD2.png
long poke. anti-air on 1st hit
Snkc.gif+Snkd.gif 9/8/18 KD/-5 S,Su HL
Ryo98 stCD.png
One of the best standing CDs in the game. Fast, very nice range, cancellable. Can surprise opponents running at you and beats lots of stuff. Cancelling into a C fireball can be useful to Guard Crush and will always combo if you get a counter.
Crouching
Snka.gif 3/5/5 +2/0 R,C,S,Su HL
Ryo98 crA.png
Standard crouching A, cancelable.
Snkb.gif 3/5/5 +2/0 R L
Ryo98 crB.png
Your main combo starter. Comes out fast and has nice range, good for footsies.
Snkc.gif 1/2+3/23 -8/-10 C,S,Su HL
Ryo98 crC1.png
Ryo98 crC2.png
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.
Snkd.gif 7/5/18 KD/-5 C,S,Su L
Ryo98 crD.png
sweep attack. cancelable
Jump
Snka.gif 6/7/- H
Ryo98 jA.png
Snkb.gif 3/7/- -/- H
Ryo98 jB.png
Very fast. Great jump-in. Will beat lots of stuff in an air-to-air clash.
Snkc.gif 6/4/- -/- H
Ryo98 jC.png
Ryo's main cross-up. Good jump-in (better than j.D) .
Snkd.gif 5/4/- -/- H
Ryo98 jD.png
Good jump-in. Weird cross-up properties.
Snkc.gif+Snkd.gif 13/5/- KD/- HL
Ryo98 jCD.png
Jump-in.
Command Normals
f + Snka.gif

17/9/11 H
Ryo98 f+A.png
Overhead, excellent used as a meaty attack.
f + Snka.gif
(cancel)
HL
Special Moves

qcf + Snka.gif

13/36 HL
ORyo98 qcfP.png
Ko ou Ken (qcf + P)
  • A good full screen projectile. Can miss small crouching characters next to you, so be careful against them.
qcf + Snkc.gif 13/38 HL
dp + Snka.gif 2/3+12/21 HL
ORyo98 dpA1.png
ORyo98 dpA2.png
Kohou (dp + P)
  • The A version is one of the best, if not the best, anti-airs in the game. Like Ryu's DP in SF, it has good startup invincibility, has better range than regular Ryo's DP and it's hard to punish. EX Ryo's main strength compared to his normal version.
dp + Snkc.gif 5/3+17/28 HL
ORyo98 dpC1.png
ORyo98 dpC2.png

air qcf + Snka.gif

14/18+2+~10 HL
ORyo98 jqcfP.png
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.
air qcf + Snkc.gif 14/20+2+~10 HL
hcb + Snkb.gif HL
ORyo98 hcbB1.png
ORyo98 hcbB2.png
Hien Shippuu Kyaku (hcb + K)
  • Both versions are unsafe and easily punishable when blocked, so use them mainly in combos. The B version can sometimes be useful to catch jumping enemies that are outside the range of your DP. Still, be careful when using it.
hcb + Snkd.gif HL
ORyo98 hcbD1.png
ORyo98 hcbD2.png
ORyo98 hcbD3.png

f b f + Snka.gif

13/43/18 HL
ORyo98 fbfP1.png
ORyo98 fbfP2.png
ORyo98 fbfP3.png
Zanretsu Ken (f b f + P)
  • 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 b f + Snkc.gif 13/87/20 HL

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.