The King of Fighters 2002 UM/Ryo Sakazaki
Super Desperation Move
Hidden Super Desperation Moves
cr.Bx1~2, st.A, hcb+B = 20-21%
(jump-in), cr.C / cl.C, qcf+A = 21%
(jump-in), cr.C / cl.C, qcf+A, dp+A = 29%
(jump-in), cl.C, qcf,hcb+P = 37%
(jump-in), cl.C, dp+C(1) (SC) qcf,hcb+P = 44%
cr.B, st.A, qcfx2+AC, (Any 0-2 Bar Combo) = 21%+
(jump-in), cl.C, qcfx2+AC, (Any 0-2 Bar Combo) = 23%+
Ryo is a very simple but well-rounded character who may remind some of Dan from Street Fighter, except stronger. He has basic "shoto" tools, but his projectiles goes very short range and is more useful vs hop than zoning. Ryo is quite versatile and is good both on defense and offence. His buttons and specials are fast, long and safe, but he may pay for it with a little weaker meterless combos than most characters. That said, he can really pack a punch is in max mode combos: Ryo's SDM stuns the opponent, allowing you to perform any combo afterwards, which makes him a popular pick for an easy and damaging anchor.
- cl.A/B/C/D are special cancel-able
- cl.A chains into itself
- cl.B is negative on block and best used within combos
- cl.D does good guard damage and is fast for a cl.D, slightly negative on block
- only s.A is special cancel-able
- s.A chains into itself
- s.B is a great horizontal spacing tool
- s.D has a steep upward angle that makes it a decent anti-air tool. St.D will hit near the end of its active frames on opponents that are crouching or on short characters like Chin or Choi when they are standing (Bao is an exception and can be hit by the early frames of the attack). On smaller crouching opponents such as Chin or Bao it will whiff completely.
- cr.A/C/D are special cancel-able
- cr.A/B chain into themselves and each other
- cr.C has a totally vertical hitbox that is useful as an anti-air
- cr.D is whiff cancel-able
- all his crouching normals are safe to -1 on block
- many of Ryo's BnBs stem from his cr.A/B starters
- NOTE: all of Ryo's jumping normals have neutral and forward versions. These sometimes interact with character sizes differently locking or unlocking angles of attack.
- j.A:neutral is a downward elbow. Forward/backward is a chop
- neutral j.A can hit crouching medium and large characters, but will whiff on small character like Yuri, Bao, Kula etc
- j.B: neutral is a downward knee. Forward/backward is a horizontal kick
- neutral j.B's downward angle allows it to hit on all character size classes
- because of the horizontal angle of forward j.B it has limited crossup possibilities
- forward j.B will whiff on the smaller characters
- j.C: neutral is a quick horizontal punch. Forward/backward is a downward angled punch. Hop neutral j.C is also the downward angled strike
- j.C is Ryo go-to jump in tool. It has nice ambiguous crossup properties.
- j,D: Neutral jump is a spinning air roundhouse with an upward angle. Hops will also result in the spinning kick. Forward/backward jump is a downward angled kick
- j.D in neutral hop is a decent air to air for certain situations, but at full neutral jump the angle to a bit high to be useful. Hop j.D can be used as jump in on large opponents.
- j.D in normal and super jumps are a good jump in tool to start combos, but it has a deceptive hitbox that starts more toward Ryo's ankle and is not very big leaving it an imperfect tool with a tendency to whiff.
- j.D as a jump in will whiff completely on smaller characters like Bao, Chin etc
- j.D does have crossup ability which is much easier to judge on larger characters
- Ryo's s.CD is quite fast and is even on block
- s.CD is whiff cancel-able which gives Ryo an interesting advancement ability by canceling into qcf+C or by staying in pressure by canceling into one of Ryo's parry command moves
- s.CD will whiff on crouching smaller characters
- j.CD has a slight upward angle that makes it whiff on crouching characters leaving it largely as an air to air move
Tana Otoshi - (close b/f + C)
- causes hard knockdown
Tomoe Nage - (close b/f + D)
- causes soft knockdown
- Ryo throws the opponent behind him 100% of the screen
Hyouchuu Wari - (f + A)
- Ryo attacks with a standing overhead karate chop. It hits mid when canceled into but because it's not cancellable it can't combo into anything without max mode.
- Very important to his high-low game, f+A's great speed, range, priority to beat buttons, and being safe on block regardless of spacing unlike any other standing overhead near its speed are all the reasons why it's very good. Especially as soon as Ryo gets 3 bar for access to qcfx2+AC.
- Combo Advice: With 3 bars, f+A becomes a threatening starter into relatively easy and very damaging qcfx2+AC conversion. f+A, BC run, st.B, qcfx2+AC works almost from full f+A range. You can then use the stun to add a combo follow-up for an almost guaranteed corner carry and 60% damage.
- Standing overhead
Joudan Uke - (f + B)
- Ryo throws out his palm and forearm, ready to perform a fast, but NOT instant parry on the opponent's next move. This version will parry high and mid attacks and fireballs such as Athena's or Kensou's, but not lows and lower hitting projectiles such as Iori's. Ryo is able to cancel the catch into any of his specials or DMs, allowing for a direct punish. It has some immediate upper-body invincibility during the startup, and the catch frames start right when his upper hurtbox comes back, making this move perfect for beating out predictable jump attacks
- An additional use for this is the fact that since it is a command normal, you can cancel your other normals into Ryo's parry on block, allowing for a way to parry a GCCD on a read, you then let the parry recover and have enough time to full punish the opponent.
- Note that Ryo can parry multiple hits but only as long as f+B is active, moves with multiple hits can outlast it. When unsure, cancel the catch into dp+C as soon as you can.
- Mid/High parry
- If timed correctly, this move can parry both hits of a 2 hit normal, such as Lin's cl.C
- He can be thrown out of the parry by normal and command throws
Gedan Uke - (df + B)
- Ryo blasts a fist to the ground with a parry almost entirely similar in nature to his other one, except for the fact that it only works on lower-hitting attacks, has complete lower-body invulnerability throughout the entire move, and has a faster recovery.
- Low parry
- He can also be thrown out of the parry by normal and command throws
Ko Ou Ken/Ken Ko - (qcf + A/C)
- Ryo throws a puissant fist toward the opponent, creating a large burst of physical energy
- both versions can be comboed into, hit mid, make the opponent fly into the air and cause soft knockdown
- both versions have a small hurtbox on Ryo's fist making it possible for opponents to hit Ryo out of the move if you are too predictable in applying it.
- A version is faster and leaves Ryo stationary
- A version is negative on block, but can be made safe by spacing
- A version is one of Ryo's primary pressure and combo tools
- C version is slower and moves Ryo forward toward the opponent
- C version is more negative on block, but it can be mitigated by spacing
- C version is Ryo's harder hitting combo ender for a jumpin you've confirmed and a great way to space your opponent while advancing on them
Kohou - (dp + A/C)
- Ryo leaps into the air with the most classic expression of fighting: the dragon punch
- both versions hit mid and cause soft knockdown
- both versions are negative on block, C version much more so
- both versions are super cancellable
- A version hits once and has a much shorter vertical reach
- A version is Ryo's best reversal
- C version hits twice, has a vertical reach that nearly hits the top of the screen and Ryo moves forward slightly before hitting
- C version is best used as a more damaging combo ender or way into super, but can be used sparingly in anti-air instances
Hien Shippu Kyaku - (hcb + B/D)
- Ryo flys through the air in a flurry of kicks
- both versions hit mid and causes soft knockdown
- both versions are extremely negative on block
- both versions are comboable
- B version hits twice and goes about half the screen
- D version hits three times and goes full screen
- D version's 2nd and 3rd hits will whiff on crouching opponents even if comboed (on large opponents only the 3rd hit whiffs)
- because of how negative on block these moves they should mostly remain combo filler for corner carry
Zansetsuken - (f, b, f + A/C)
- Ryo creates a vacuum of punches in front of him, sending the opponent bruised and flying
- both versions hit mid and are very unsafe on block
- both versions can be comboed into
- interestingly both versions will whiff the first hits on crouching opponents, but if it then hits anyway it will still do the full 13 hits
- A version ends with horizontal smash and a hard knockdown
- C version ends with an uppercut and soft knockdown
- C version stays on the screen longer
- if you hit with this move as an anti-air it will vacuum and land all the hits, though it is a little slow to be using consistently as anti-air
Kohou Shippuken - (qcb + A/C)
- Ryo reels back then bursts forward with a sickening punch
- both versions hit from Ryo about 1/2 the screen away and are safe on block
- hits mid
- both versions are super cancellable
- both versions do significant guard damage
- C version does slightly more damage
- can combo into hcb + B or run far.A qcfx2+AC as well
- Ryo's premier mid-range pressure tool and easily confirmed into super
- its hitbox starts on Ryo's elbow when his back is turned giving it an awkward and unlikely anti-air possibility
- its downsides are a lack of invulnerability
Mouko Raijinsetsu - (qcf + B/D)
- Ryo jumps up and falls on the opponent with a fierce chop
- both versions hit overhead and are safe on block
- both versions cause hard knockdown
- B version is a slow short hop that will hop over a crouching opponent if done point blank
- B version can hit opponents trying to jump out of your block except in the corner where Ryo will whiff under their jump
- B version is best saved as a mixup when you have your opponent cornered or in pressure
- D version is a quick, higher arced jump that can hop over the opponent from even three character distances away
- D version is a fast way to get on top of your opponent if you suspect they will block or if they are crouching
- Ryo can't combo into this move, but you can make interesting blockstrings with it or threaten the overhead as a mixup
- it can't reliably as an air to air move as it is easily beaten by most air normals
Haohshoukoken - (f, hcf + A/C)
- Ryo summons great power and unleashes a giant fireball
- hits mid
- causes soft knockdown
- A version is slower. can be used in combos or to punish lazy jumping
- C version is faster, can be used in combos or to punish lazy zoners
Ryuuko Ranbu - (qcf, hcb + A/C)
- classic Sakazaki standard multiple hit ranbu super. Ryo end his in an uppercut
- hits mid
- causes soft knockdown
- A version hits from about starting screen at max range
- A version leaves Ryo grounded and has no lower body invulnerability
- C version is slightly slower, but hits full screen if your opponent happens to whiff something that far away
- C version sees Ryo leave the ground slightly thus will beat lows from the opponent
- either version works as Ryo's go to combo ender
- neither version has full upper body invulnerability so it is not a useful anti-air tool
Super Desperation Move
Tenchi Haohken - (qcf x 2 + AC)
- Ryo rears back and unleashes hell in the form of a midsection punch
- hits mid
- can combo into it and it will knock the opponent all the way back to opposite corner
- on hit it produces an unique effect of leaving the opponent dizzy allow Ryo to follow in with a full combo
- extremely unsafe on block
- interestingly it does zero guard damage on block
Hidden Super Desperation Move
Retsu Ryuuko Ranbu - (qcf, hcb + AC)
- Ryo goes beast mode and slams the opponent with many hard hits, ending it by unleashing the tiger and a giant uppercut
- hits mid
- causes soft knockdown
- has the same range as his A version ranbu super. Also it has the same lack of lower body invulnerability
- when you have the meter and/or are in BC mode this is Ryo's most damaging ender
Geki Ryuuko Ranbu - (qcf + C • A)
- Ryo cancels into a completely invulnerable and unblockable version of his Ranbu.
- the input requires it being hidden inside another move (ie, a normal, a backdash, a roll, an empty jump) and requires precise timing.
- for an in depth look at how to execute this move here is a video by youtube user ryoandr:
You can add a jump-in to every combo that doesn't start with qcb+A or f+A if you remove a cr.B when there's one.
You can always replace cl.C by cr.C for better range and priority but 1% less damage.
★ cr.Bx1~2, st.A / cr.A, hcb+B
- Main meterless confirm for decent damage though a single cr.B is more consistent. After 2 cr.B's, cr.A will whiff on Robert, Shermie and these inconsistent characters while st.A will whiff on crouching(K’, Joe, Benimaru, Iori, Mature, Vice, Leona, Athena, Kensou, Mai, Yuri, Chris, Kula, Foxy, Angel). 21%.
★ cr.B, cr.C, qcf+A
- 2f link for a slightly more damaging low conversion. Doing cr.C too late and missing the link is still a frame trap and isn't too dangerous since qcf+A is safe on block, definitely a route worth considering. 25%.
★ cr.C, qcf+A
- Main midrange and jump-in conversion. qcf+A being safe means you can always default to it to profit of cr.C's good range and great priority, hence why cr.C preferred to cl.C though you can use cl.C after a jump-in just fine. 20%.
- cl.C, hcb+D / f,b,f+A
- hcb+D is a little less damage but good carry while f,b,f+A is max damage, decent carry and hard knockdown for plenty of oki but requires to be point-blank. However, both tend to very easily miss crouchers so are best kept after a jump-in or qcfx2+AC to confirm the opponent standing. Hence why qcf+A is preferred. With f,b,f+A, it does 25%.
★ qcb+A, hcb+B
- Nice and reliable meterless conversion when qcb+A lands. It works almost all the way to the tip of qcb+A. If you confirm that the opponent is standing you can use hcb+D for more damage and better carry. 22%.
- qcb+A(2), run, cr.C / st.A, hcb+B
- Optimized version of the previous route at a range where qcb+A does 2 hits. After cr.C, you can use qcf+C for more damage. Only worth it if you're consistent at it, with cr.C, 32%.
★ cl.C, qcf+A, dp+A
- Good damage but needs to be almost point-blank. You can replace dp+A by "cr.C(hit), f+A(whiff)" for a tricky reset but it's a 3f link so generally not worth it over dp+A's damage. 28%.
- cr.C, qcf,hcb+P
- Best kept after a jump-in to have an actual confirm. You can use cl.C instead for a slightly easier and more damaging combo but less range. 36%.
- cl.C, dp+C(1), (SC) qcf,hcb+P
- Do the SC as f,qcf+C, qcb+P. For consistency, omit dp+C if the opponent is crouching. Not much of a confirm, not really worth it unless you really need the damage. 45%.
- f+A / cl.C, BC run, cl.C, dp+C(1), (SC) qcf,hcb+P
- Do the SC as f,qcf+C, qcb+P. For consistency, omit dp+C if the opponent is crouching. Not much of a confirm, not really worth it unless you really need the damage. With cl.C starter, 45%.
Follow-up = (Anywhere) deep j.X cl.C, f,b,f+A || (Corner) j.C, cl.C/D, qcf+A, dp+A
- Damage values noted for the corner follow-up, the anywhere follow-up is 3% less.
- qcfx2+AC forces the opponent to stand after stun so f,b,f+A is guaranteed with its great damage and hard knockdown.
- You can use hcb+D for better carry or qcf+C for something easier, neither would need a deep jump-in. However, both of those are less damage and soft knockdown, so less oki.
★ cr.Bx1~2, st.BC/cr.BC, qcfx2+AC, follow-up
- Main 3 bar low confirm for great damage from a reliable confirm. cl.BC can whiff on some crouchers so make sure to use st.BC only at a range where you'd get far B, like after 2 cr.B's. 60%.
- cr.Bx1~2, st.A/cr.A, qcfx2+AC, follow-up
- More damaging but overall less reliable version of the previous, here a single cr.B is safer. Do it as cr.Bx1~2, qcf, st.A/cr.A, qcf+AC. After 2 cr.B's, cr.A will whiff on Robert, Shermie and these inconsistent characters while st.A will whiff on crouching(K’, Joe, Benimaru, Iori, Mature, Vice, Leona, Athena, Kensou, Mai, Yuri, Chris, Kula, Foxy, Angel). 62%.
★ cl.C, f+A, qcfx2+AC(Max Bypass), follow-up
- Good max bypass route to confirm from. You can input it as "f+A, qcf+BC, qcf+AC" or "f+A, qcfx2+BC, AC". 66%.
- cl.C, f+A, BC run, st.B, qcfx2+AC, follow-up
- A bit more work for a bit more damage. 67%.
- cl.C, f+A, BC run, cr.C / st.C, qcfx2+AC, follow-up
- Max damage conversion but much too hard. 71% with st.C, 70% with cr.C.
★ f+A / cl.C, BC run, cl.C, f+A, qcfx2+AC, follow-up
- Not much of a confirm outside of a jump-in but good max conversion from close. With cl.C starter, 67%.
★ f+A, BC run, st.B, qcfx2+AC, follow-up
- Only conversion possible near the tip of f+A. 60%.
3 Stocks combos with new Follow-up = (Anywhere) j.C, cl.C/D, qcf,hcb+P || (Corner) raw BC, deep j.C, cl.C/D, f,b,f+C(13), (C) qcb+C(1), (C) dp+C(1), (C) qcf+D
- The anywhere route does 9% more than the 3 stocks version.
- The corner route is harder while only doing 1% more than the anywhere one so you can default to the latter.
- The small advantage of the corner route is you're left with enough max time to cl.D(meaty) into super if the opponent techs the knockdown with a recovery roll.
3 Stocks combos with new Follow-up = (Anywhere) deep j.C, cl.C/D, dp+C(1), (SC) qcf,hcb+P || (Anywhere, HSDM) raw BC, j.C, cl.C/D, qcf,hcb+AC
- Each combo does 16% more than the 3 Stocks version with the non-HSDM route and 23% with the HSDM.
- qcfx2+AC forces standing after stun so the dp+C is guaranteed to hit as long as you do a deep enough jump-in.
- Replacing the follow-up with the HSDM route on the 71% 3 Stocks starter and adding a jump-in is a ToD.
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