Dream Cancel Forum
King of Fighters XIII => Character Discussion => Ryo Sakazaki => Topic started by: nilcam on December 14, 2011, 12:43:49 AM
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http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII) (http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII))
Submissions, questions, comments and feedback should be posted here.
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Some things that I will like to add
The wiki recommends that his koohken as an effective defensive weapon, this is true, but even the A version is dangerous if you spam it for the sake of it, even some normals from the ground could beat the move easily (s.CD of vice for example)
I will recommend it if you truly can predict your opponent hop or dominate the spacing, also if your opponent is in wake up, you can at least stop a bit his advance
FBF + A is a hard knockdown
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Some things that I will like to add
The wiki recommends that his koohken as an effective defensive weapon, this is true, but even the A version is dangerous if you spam it for the sake of it, even some normals from the ground could beat the move easily (s.CD of vice for example)
I will recommend it if you truly can predict your opponent hop or dominate the spacing, also if your opponent is in wake up, you can at least stop a bit his advance
FBF + A is a hard knockdown
Go ahead and add it, you have access to the wiki, remember?
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I put my nick and my password and nothing happens
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Minor Detail:
- 'Hyochuwari = (f+A)' has it's hit detection back to front. It hits mid when canceled in to and overhead when used by itself.
- 'Zanretsuken = (f,b,f+P)' hits mid, but the first few punches will whiff on crouching characters (except Raiden and Maxima).
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Added the following in the Tips section:
Frame Traps and Links
1.) st. A, cl. C
2.) st. A, cr. C (L)
3.) st. A, st. D
4.) cr. A, cl. C (L)
5.) cr. A, cr. C (L)
6.) cr. A, st. D
7.) st. B, st. A
8.) st. B, cr. A
9.) st. B, cl. C
10.) st. B, cr. C
11.) cr. B, cl. C (L)
12.) cr. B, cr. C (L)
13.) cr. B, st. D
14.) qcf+A, cr. C
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Ryo's Strategy section is updated for far, mid and close ranges.
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Pretty good. One thing you might want to mention is how Ryo's qcf+P extends his hurt box a bit which some characters moves can reach him during his recovery on whiff. His qcf+P is great but its almost like a limb extension or a really long and big normal punch sorta which can get hit or evade by some characters.