Dream Cancel Forum

King of Fighters XIII => Character Discussion => Ryo Sakazaki => Topic started by: nilcam on December 06, 2011, 06:04:02 AM

Title: Ryo Sakazaki (Console)
Post by: nilcam on December 06, 2011, 06:04:02 AM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/ryo_01.gif)

Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throws
Tomoe Nage - ;bk/ ;fd+ ;c/ ;d

Command Normals
Hyochuwari - ;fd + ;a

Jodanuke - ;fd + ;b

Gedanuke - ;df + ;b

Special Moves
Kohken - ;qcf + ;a / ;c *

Koho - ;dp + ;a / ;c *

Hienshippukyaku - ;hcb + ;b / ;d
  ∟ ;b / ;d (Second hit, ;d version only) *

Zanretsuken - ;fd ;bk ;fd + ;a / ;c *

Desperation Moves
Ryukohranbu - ;qcf ;hcb + ;a / ;c *

Haohshokohken - ;fd ;bk ;hcf + ;a / ;c

Neomax
Tenchihahoken - ;qcf ;qcf + ;a ;c

Ryo's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII)).

Console changes:
- Ryo travels more forward when doing his Ko’ouken.
* Ryo’s parries– the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
* Fierce Zanretsuken (f~b~f+C) recovers faster on a hit. It can be comboed to a weak Kohken (qcf A) in the corner.
* Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho’s (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
* Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken (f~hcf+P) comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Producer Yamamoto says: We’ve mainly buffed up his defense, and it brings justice to his nickname “The invincible dragon”. Ryo’s unique moves, the Joudannuke and Gedannuke, have been dramatically changed. His Gedannuke is especially fast, and aside from using it for defense, it can also be used to reduce his recovery on attacks. His Weak Koho’s motion is also faster than before, and it can be used in HD combos.
Title: Re: Ryo Sakazaki (Console)
Post by: nilcam on December 06, 2011, 06:04:14 AM
Juicy Bits - KOF13 Character Basics: Ryo (http://www.youtube.com/watch?v=FRpaSezX5YI#ws)
Title: Re: Ryo Sakazaki (Console)
Post by: nilcam on December 06, 2011, 06:04:20 AM
Reserved
Title: Re: Ryo Sakazaki (Console)
Post by: Aenthin on December 14, 2011, 04:06:40 PM
Quote
* Ryo’s parries– the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)

I'm curious. Does this actually combo?
d.B, d.C, df+B, s.D, hcb+K
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on December 15, 2011, 12:34:45 PM
Quote
* Ryo’s parries– the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)

I'm curious. Does this actually combo?
d.B, d.C, df+B, s.D, hcb+K

I've tried and tried and i've found that timing affects positioning and so on.. But i can't find a way to link even light attacks after a heavy cancelled into gedannuke. I actually think he meant that it can be used for block strings/frametraps and mixups. Slightly off from that though; If you parry claw Ioris sweep you can stand D him afterwards and he will still be in recovery. It does not work against godly sweeps like Kensou's. Can't even link light attacks it seems.

What i do think could work very well is C+D cancelled into gedannuke to keep the pressure up afterwards. It is technically possible, i just don't know how much advantage it yields, if any.
Title: Re: Ryo Sakazaki (Console)
Post by: MUSOLINI on December 15, 2011, 06:51:15 PM
that's because you can cancel his parry into a special, normals must be linked and faster ones will mostly recover in time.
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on December 15, 2011, 08:00:59 PM
The low parry works great in conjuction with his strong poking game. His pokes hit hard and reach far so you can cancel moves for quicker recovery and keep on with the pressure. Due to the range on his pokes (like far standing and crouching D), cancelling them when used at a good distance keep Ryo comfortably out of their reach. Since the recovery is much faster with cancelling you can easily punish them if they rolled through your attack.

Dunno how negative or punishable the parry is overall when used for cancelling purposes but by the looks of it only really fast moves would be able to punish it it, if at all, when used intelligently and at a proper distance.

So yeah, its a tool for pressure and not combos.
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on December 19, 2011, 08:16:47 PM
I'm really liking rto, he has good presure tools, and his combos are semi decent, he works great as a battery

Also I noticed that here is way more easier to link his croucking b into crouching c or standing c
Title: Re: Ryo Sakazaki (Console)
Post by: seekritdude on December 31, 2011, 07:48:48 AM
KOF XIII Ryo few console examples.. (http://www.youtube.com/watch?v=71rNMkS-0bI#)
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on January 03, 2012, 03:56:44 PM
Thanks for the vid.

Its so quite in this thread.

Ryo has been extremely good to me, I run him as anchor on a regular basis. I think he works great in any position, since he works really well off little or a lot of meter. Still consider his pokes and poking game to be some of the most solid in the game.

The only drive cancel combo I've find good for him is somewhat close to the corner (hcb+BD pushes them far):

sC, hcb+BD, dp+C [DC] hcb+D, dp+C

Almost 50% damage for little meter.

Also use a relatively simple HD combo for him that does 966 damage, also works about half a screen away from the corner or less:

sD, f+A HD sD, f+A, hcb+BD, [dp+C [DC] hcb+D] x2, dp+C, qcf hcb+P, neomax

If you exclude the neomax then you end up with over 730dmg iirc. Even if you don't do the super and continue with specials you get great damage for HD+1 meter.

I'm finding myself using sC into f+A more than sC into fireball for pressure often times. I know its reversal punishable, which is what mixing it up is for, but it is an always on easy hit confirm into a super or HD. It also does more damage than an A fireball.


Title: Re: Ryo Sakazaki (Console)
Post by: Joe on January 04, 2012, 07:20:04 AM
Have any of you got any tips against Andy? I can point out what most of my problems are, most of it involves random crossups to meterless BnB and eating random tackles. The most I can think of is to AA when possible to stop crossups. Are his tackles punishable at all? I think the light ones are safe if spaced right.

But the thing I'd like to know most is how to take advantage of knockdown against Andy. I know Andy has a DP, but what are the best ways to bait it and when do I know I can safely bait it? Also, a good punisher would be great, I'm using Ryo on point, so maximizing one bar of meter midscreen would be the best answer for me.

As for Ryo in general, I find this character to be really fun, I'm surprised more people don't use him. Kohkens feel almost OP if used right.
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on January 04, 2012, 03:23:45 PM
I hope you're creating a wall of offense around yourself via his far standing D, far standing C and and courching C. All excellent pokes that hit really hard and are cancellable. The guy basically hits like a truck.

On wakeup go for meaty standing D, max range meaty crouching D and meaty CD. Make sure to cancel the these into a fireball or df+B for quick recovery (if they roll through the meaty you will still be able to punish). Doing these meaty will beat or at least trade with what Andy can do. If you're opponent is being predictable on wake up then you can go for a parry punish as well. Standinig D into f+A is great, you can always hit confirm into a super or HD. Don't forget to throw in the occasional f+A overhead into super as well, keeps them on their toes.

Andy's fireballs are useless since you can just parry all day and inch you're way forward if you want. You can also ex super through his fireballs.

By tackle I guess you mean his HCF+K move? The move can be safe on block but can at the very least be thrown on block. If he gets thrown then great, if he breaks the throw then you still create some distance from him. If you see the move coming then you can always roll and punish from behind, you can often just crouch under the D version and he will land right behind you for a punish. You can also neutral jump and attack Andy on his way down. You can also poke him out of the air as well. DPs will work too, Ryo's C version has invincibility (EX version too). Haven't tried them yet but you can also try reversal dp+A and qcb+B on block, those moves are really fast.

For damage I do the basic sD, f+A, ranbu or fireball super. Fireball super is easy because you just have to input hcf+P after the f+A hits, it does less damage than the ranbu but by a very measly amount.
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on January 10, 2012, 10:44:29 PM
tips against hwa jai?
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on January 11, 2012, 03:30:37 PM
Hwa Jai's main weakness appears to be range and getting in, he has to get in to be effective and unlike Joe he does not have a hurricane or slash kick to give him that forward moving range.

Keep him at bay with your pokes (far sC, sD etc) and set up a wall of fireballs so he won't be able to get in properly, just make sure to not spam so you don't get hit by the super. If he gets jumpy or starts using those crescent kicks then you have your cr.C, parry and invincible DP.

On wakeup he needs to commit to a dp or super for reversals, all very punishable, so depending on how careful your opponent is you may take the initiative on his wakeup. Remember that all of Ryo's far standing normals and sweep are cancelable so use them at max range into fireballs or low parry, this will reduce your chances of getting hit by the 1 frame grab super.
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on January 12, 2012, 05:13:45 AM
Thanks Diavle, I had to try it
Title: Re: Ryo Sakazaki (Console)
Post by: WINBACK on January 20, 2012, 06:14:54 AM
Top 4 from a 13-man tournament we had last weekend. Stream has poor sound but decent image quality.

I used Ryo as my 2nd character. All critique is welcome. I play very basic for easy, guaranteed damage. I pretty much save up all my meter & drive for Ryo, play lame, and then do an easy 80% damage 3-bar HD combo. I was having some trouble dealing with Saiki since I wasn't familiar with his supers or normals. His fireball game is pretty frustrating.

http://www.twitch.tv/f_swipes/b/305506455 (http://www.twitch.tv/f_swipes/b/305506455)
@31:00 = Renegade vs Winback (Winners Finals)
@1:09:10 = 1:29:00 Renegade vs Winback (Grand Finals)


I keep thinking about playing Robert over Ryo since he seems to be a better character and easier for me to use. The qualities I would put Ryo over Robert are:
-faster close HP.
-better hop (it's lower to the ground thus making it harder to react to).
-better jumping Blowback (much better angle than Robert's imo).
-better range on his Crouching HK (but it's slower than Robert's).
-Standing HK is a good poke. Easy to use and cancel with.
-Crouching HP is a fast, 2-frame move and a great anti-air (faster than any normal that Robert has).
-Jumping/Hop HK can be a tricky cross-up.
-his overhead (f+LP) is a nice tool to have for mix-up and can cancel into an easy 80% 3-bar HD combo.
-his qcf+P is a good close/mid range pressure tool that you can safely throw out.
-has small invincibility on his dp+LP (if the opponent blocks this but doesn't react fast enough you can throw this out without getting punished).
-using Parry (as well as the occasional qcf+LP) makes Ryo a lot better at playing lame/patient from longer ranges against rushdown as well as against fireball characters.
-Standing HK into d/f+LK cancel gimmicks, although I'm still having trouble fully utilizing this.

That's all I got. Robert excels at a lot of his own things too, possibly more things than Ryo.
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on January 20, 2012, 03:21:34 PM
Why do you keep jumping into Saiki's fireball super? It doesn't travel full screen, it would have fizzled out before it reached you (you were always at full screen's lenght from it).

Also, why aren't you canceling your parries into specials? What does the other guy have to fear if you don't do anything after it?
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on January 22, 2012, 03:02:24 AM
you should had use better your jumping D, since after you connected one you never did anything after, would have been better even without hit confirm, just doing a cr.c + qcf + a, also you feel quickly on saiki zoning, doing some FB against him is fine since I believe that he doesn't had any normal who could trade against if he is standing, I don't know with qcb + k, but well

Overall, you could try to be more succesfull when you had your opponent in the corner, there is where real could be really scary
Title: Re: Ryo Sakazaki (Console)
Post by: WINBACK on January 22, 2012, 05:22:52 AM
Why do you keep jumping into Saiki's fireball super? It doesn't travel full screen, it would have fizzled out before it reached you (you were always at full screen's lenght from it).
That's one of the things I didn't know about Saiki, I thought it was just like Ash's. The first time I tried to quickly jump over it thinking it would go under me but I landed on it because I didn't know it just stops there. 2nd time I waited a little bit later but I still didn't clear over it. 3rd time I just said "fuck it" and I just backdashed and let Saiki come in. Now I know.

Also, why aren't you canceling your parries into specials? What does the other guy have to fear if you don't do anything after it?
You mean after parrying Saiki's fireball, right? You gotta be like 1/3 of the screen away from him to punish his fireball with f,hcf+P which does like 20% damage. I think most of the time I was much further away. Plus if I'm Ryo I'll save my meter for HD combo (3 bars), and if I have a 4th bar that gives me access to qcf+AC or a Guard Blowback in case he corners me.

you should had use better your jumping D, since after you connected one you never did anything after, would have been better even without hit confirm, just doing a cr.c + qcf + a, also you feel quickly on saiki zoning, doing some FB against him is fine since I believe that he doesn't had any normal who could trade against if he is standing, I don't know with qcb + k, but well

Overall, you could try to be more succesfull when you had your opponent in the corner, there is where real could be really scary
I think I hit Hop D too high and that's why Stand D never combo'd. And you're right about Close C, I should use that because it's a lot faster (easier to link) instead of Standing D.

In the corner I need to learn to do more qcf+A into hcb+B. Other than that I usually like to put some space between me and my opponent to avoid any wake-up DP bullshit.
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on January 22, 2012, 05:33:11 AM
You can fireball after a parry or HCB+B. HCB+B is really fast and will hit them when within the range of  3, give or take, character spaces. The fireball will put something out there for him to back off. Its about doing something so he thinks twice about approaching, just parrying is kinda pointless.

Also, QCF+C is long lasting so if you do it within range then it will "eat up" fireballs and hit the opponent.

Don't know why you need to save all that meter for 1 HD combo when your characters can do lots of damage with little meter, you were often sitting fully stocked. Ryo's 1 meter and 1 drive combo does over 50% damage (while building back over 80% of a power bar).
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on January 22, 2012, 06:08:49 AM
Which 1 stock 1 gauge does ryo has with more than 50%?
Title: Re: Ryo Sakazaki (Console)
Post by: LouisCipher on January 22, 2012, 09:18:33 AM
Just fyi, it appears that Ryo's jumping D will beat Billy's crC. This definitely gives him an advantage in that matchup.
Title: Re: Ryo Sakazaki (Console)
Post by: Aenthin on January 31, 2012, 03:55:00 AM
Is this here yet? I think it should be.

KOF XIII School of Ryo - There is No Projectile (http://www.youtube.com/watch?v=sl4zPQojQ14#)

Some uploader's notes: If a hit or projectile does more than 2-hits, you have to cancel it with a move that has invincibility, hence why he parried Athena's EX Psycho Ball then cancelled it into an EX Kohou.
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on February 03, 2012, 03:24:09 AM
isn't a really bad idea to do an ex koho just to parry a fireball?

You spend a meter, and you are completely free after that
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on February 18, 2012, 09:24:08 PM
Started messing around with Ryo... Found some cool corner stuff...

Corner - 1 meter + 1 drive

j.C, s.C, qcf+C, dp+AC, DC, qcf+A, hcb+D, dp+C = 555 dmg

Corner - 2 meter HD combo

j.C, s.D, f+A, HD, s.D, qcf+A, dp+C, DC, qcf+A, *slight delay* dp+C, DC, hcb+D, dp+C, DC, qcf+A, *slight delay* dp+C, DC, hcb+D, dp+C, DC, Neomax = 892 dmg
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on March 23, 2012, 02:37:49 PM
Interesting, looks like the combo sD, HCB+B can act as a link.

The active and cancel frames on the sD are so long and the HCB+B is so fast that you can hit confirm the sD landing visually and then input the HCB+B. Its actually surprising how late you can enter the HCB+B after the sD and still have it combo.

This also works with the ex version but you have slightly less time to enter the attack after the confirm.

Doesn't work with HCB+D because of the long startup.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 24, 2012, 07:55:36 PM
i just started using ryo along with kim and takuma and i really finding it hard to use ryo because he only has 1 safe move. even though im using his pokes which are ok compared to ralf (my main) i feel like im spamming his kohoken way to much and i cant really parry (it aint no 3rd strike type ish) i think its because of the start up frame to get it out
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on March 24, 2012, 09:58:22 PM
If it's possible to reliably hitconfirm ex hien shinpuukyaku off of s.D then that's awesome, though i don't think that the b version makes any difference really, cool if it does though.

Ryo's one safe special is all he needs though, the rest comes down to footsies and setups. The high parry works as an anti air, cancel it into the b koho and it won't run the risk of trading, another good use is to just throw it out at any point where your opponent usually tries to poke out of your pressure if you feel that he/she is predictable. The low parry is very quick but i generally prefer it for shortening my c/d attacks recovery with the bonus of moving me forward a bit, enabling close stand C to be used twice in a row for example.
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on March 24, 2012, 10:54:55 PM
yep, with that safe move you are done, since is really hard, if not' impossible to punish
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 25, 2012, 01:06:53 AM
if ur parrying skills aint good then u dont have any type of mix up options right??/
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on March 25, 2012, 02:42:54 PM
I don't know, I feel like Ryo's overhead is a bit underrated, since is a bit fast and you can do some cool things after it, even though  a bit limited. Actually, the overhead works only when you had meter or gauge

Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 26, 2012, 12:02:23 AM
you do have a point i never did say anything about the overhead come to think about it most people dont talk about anybodys over head thats beside the point compared 2 leonas over head which i think is the fasts i think he lack offensive options but on defense he has the best options available in the game in my opinion he might as well be a charge character
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on March 26, 2012, 12:16:23 AM
It's possible to hitconfirm Ryo's NeoMax off of his overhead so that is pretty sweet. It's also pretty fast so it works as a good tool in footsies if for nothing else, then atleast to simply get to your opponent. Then there's the obvious option of overhead, HD, combo if you hit. I think it has a way bigger impact on Ryo's gameplay than his parry moves.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 26, 2012, 12:38:00 AM
using his overhead as a footsie is unheard of for me but i will give it a try.

what i really find usefull is being able to cancel  ;dn ;d into his kohoken to give him much more range
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on March 26, 2012, 12:50:32 AM
his overhead has a bit of a risk though, if your opponent blocks it and has meter, you are FREE, I had to test it against some normals

Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 26, 2012, 12:52:08 AM
plus the range is no good
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on March 26, 2012, 12:56:45 AM
yep, even cancelling it from normals is bad at times
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 26, 2012, 01:20:48 AM
now with his parry when ever im successful doin it i cant cancel into another move so whats the timing on it is it right when he parrys or do i wait just a lil bit
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on March 26, 2012, 01:36:24 AM
Problem with parry, is that unless your opponent is really stupid to throw something in the air, you can never truly guess what attack could be, and then you can be incredible free, meanwhile if you connect the parr, yo don't had that many options to make worthy the risk

If onlyyo could do a kohoand bypass it into max mode (I hadn't tested it thpugh, maybe is possible)
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on March 26, 2012, 02:02:14 AM
now with his parry when ever im successful doin it i cant cancel into another move so whats the timing on it is it right when he parrys or do i wait just a lil bit

There is only a small cancellable gap so the simplest way to go about it is to do the parry and allways input your followup, if you do parry, the followup comes out, otherwise you're just stuck in parry animation. Using it like this though means that you can be baited into throwing out something unsafe, for example D hien shinpuukyaku by an opponent smart enough to throw out a jab when expecting a parry.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 26, 2012, 02:34:06 AM
can he double parry??
Problem with parry, is that unless your opponent is really stupid to throw something in the air, you can never truly guess what attack could be, and then you can be incredible free, meanwhile if you connect the parr, yo don't had that many options to make worthy the risk

If onlyyo could do a kohoand bypass it into max mode (I hadn't tested it thpugh, maybe is possible)
its not like its 3rd strike and people are going to be able 2 read people and just throw out a patty when ever so i dont really think the bypass would b as useful but on the other hand it would be much safer
Title: Re: Ryo Sakazaki (Console)
Post by: sibarraz on March 26, 2012, 02:56:20 AM
can he double parry??
Problem with parry, is that unless your opponent is really stupid to throw something in the air, you can never truly guess what attack could be, and then you can be incredible free, meanwhile if you connect the parr, yo don't had that many options to make worthy the risk

If onlyyo could do a kohoand bypass it into max mode (I hadn't tested it thpugh, maybe is possible)
its not like its 3rd strike and people are going to be able 2 read people and just throw out a patty when ever so i dont really think the bypass would b as useful but on the other hand it would be much safer

Parry works only if you can predict and air attack, or if your opponent is too predictible with his attacks (even though maybe with guys with guard like maximum maybe cancelling your guarded punch into a parry could be interesting, even though the cancellable frames could be a bit late
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 26, 2012, 06:04:12 AM
is it me or when u "dash" and try to do kohoken after it buffers out to do a shoryuken same with hcf
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on March 26, 2012, 06:13:04 AM
Yes, there is some leniency that is not character specific, so when you dash forward, let your stick/pad go to neutral for a moment and then do the input. Alternatively, if you just want to run a short distance just double tap forward and go to neutral, there is a minimum distance your character will run, so by doing this you can dash and quickly go to fireball as you please.
Title: Re: Ryo Sakazaki (Console)
Post by: Saitsuofleaves on March 26, 2012, 06:23:41 AM
Or a more consistent way...just TK your QCF.  Ko'ouken will come out every time.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on March 26, 2012, 04:47:19 PM
Or a more consistent way...just TK your QCF.  Ko'ouken will come out every time.

Tiger knee? Isn't that when you input a dragon punch with a uf instead of a forward at the start so that you activate the move just when you get airborne?

I'd assume that you're saying; activate ko'ouken on uf instead of f, because i do that in strings if there are overlapping inputs.
Title: Re: Ryo Sakazaki (Console)
Post by: Saitsuofleaves on March 26, 2012, 06:04:19 PM
It's when you end any input on UF or UB, not just DPs.

Just do QCF, UF + P.  Ko'ouken will come out every time if you did it right.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on March 27, 2012, 02:02:45 AM
just addin more to get out a simple move but it must be done
Title: Re: Ryo Sakazaki (Console)
Post by: Zeromurasame on April 14, 2012, 01:25:58 PM
Are there any tips as to how you can drive cancel Ryo's fireball off of his DP? From what I've seen it looks like the cornerstone of if high damage corner juggles.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on April 14, 2012, 07:30:01 PM
you can do qcf 2x or just get the timing down for the cancel which is easy but i play it safe with the qcf 2x
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on April 14, 2012, 09:01:46 PM
Are there any tips as to how you can drive cancel Ryo's fireball off of his DP? From what I've seen it looks like the cornerstone of if high damage corner juggles.

All you do is hold down the punch button, preferably the second one, after doing the dp. Ryo will automatically do the fireball. This works particularly well in HD since cancel timings become more lenient after activation.
Title: Re: Ryo Sakazaki (Console)
Post by: Zeromurasame on April 14, 2012, 11:49:03 PM
I can do it in HD mode no problem. But I'm having a lot of trouble doing that normally. But that works?
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on April 15, 2012, 12:41:57 AM
That works in HD, it would be a problem if it worked outside of it for Ryo since you would be getting accidental drive cancels often.

Outside HD you just gotta make sure you don't hit any back direction when you do the dp and fireball motions or you will get accidental fireball super supercancels. Also, try to finish the fireball motion in the up fwd position, this helps clear the buffer and not get the fireball super by accident.

Once you complete the fireball motion, continue holding the final direction and punch. This makes the game repeat your input for 5 frames. So if you did the motion too early then the game will not only register it regardless but will perform it at the first possible frame.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 15, 2012, 06:10:17 PM
Ryo is a BEAST with HD... All of the following HD combos start from (cr.B, s.B) or (j.D, s.D, f+A) or (f+A)...

Corner 4 bar HD...

j.D, s.D, f+A, HD, s.D, qcf+C, dp+AC, DC, qcf+A, hcb+D, dp+C, DC, hcb+D, dp+C, DC, DM, DC, Neomax = 1006 dmg

Corner 3 bar HD...

j.D, s.D, f+A, HD, s.D, qcf+C, dp+A, DC, qcf+A, hcb+D, dp+C, DC, hcb+D, dp+C, DC, DM, DC, Neomax = 934 dmg

Corner 2 bar HD...

j.D, s.D, f+A, HD, s.D, f+A, qcf+C, dp+A, DC, qcf+A, hcb+D, dp+C, DC, hcb+D, dp+A, DC, hcb+D, dp+C, DC, Neomax = 883 dmg

Full screen 3 bar HD... (if hcb+BD doesn't fully corner them)

j.D, s.D, f+A, HD, s.D, f+A, hcb+BD, *slight delay* dp+C, DC, hcb+D, dp+C, DC, hcb+D, dp+A, DC, hcb+D, dp+C, DC, Neomax = 914 dmg

Full screen 3 bar HD... (if hcb+BD fully corners them)

j.D, s.D, f+A, HD, s.D, f+A, hcb+BD, dp+C, DC, hcb+D, dp+C, DC, hcb+D, dp+A, DC, hcb+D, dp+C, DC, Neomax = 915 dmg

Full screen 3 bar HD... (Easy Version)

j.D, s.D, f+A, HD, s.D, dp+C, DC, qcf+C, DC, DM, DC, Neomax = 850 dmg

Mid screen 2 bar HD...

j.D, s.D, f+A, HD, s.D, dp+C, DC, qcf+C, DC, Neomax = 701 dmg

Ryo's Evil corner combo... qcf+AC, qcf+AC, Neomax... 666 dmg ...lol
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 19, 2012, 03:08:50 PM
Yeah Ryo's bauss with meter.

d.B, d.A, [HDB]hcb+BCD is a great low confirm into bypass.

Ryo frames are up:
http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII)#Move_Metadata (http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII)#Move_Metadata)
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 23, 2012, 01:07:40 PM
Yeah Ryo's bauss with meter.

d.B, d.A, [HDB]hcb+BCD is a great low confirm into bypass.

Ryo frames are up:
http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII)#Move_Metadata (http://dreamcancel.com/wiki/index.php?title=Ryo_Sakazaki_(XIII)#Move_Metadata)
omg... That frame data makes me like Ryo so much more... His frames are amazing...

Btw instead of bypass you can always HD cancel from cr.B, s.B or cr.B, cr.B, s.A into HD, s.D...

His best 1+1 corner combo that i found...

j.D, s.D, qcf.C, dp+AC, DC, qcf+A, hcb+D, dp+C... Does 550ish dmg iirc...
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 23, 2012, 01:44:49 PM
Yeah easy enough to do the d.B, s.A, HD with Ryo, but in this case bypass which I don't do much other than this one is pretty good bc EX hien will do 80,80 dmg wheras s.D,f.B do 70,70 unscaled.

Totally bauss frames.

Let's see he's got the crazy d.C at 3 wk dp at 4 +'s on d.B, d.A, s.A (+2,+2,+1) and that low jump of his paired with 7F j.D (and j.CD). That s.D at 5 isn't bad either. A/EX Koho's at 4F.

Good to go.


 
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on May 23, 2012, 01:55:03 PM
Hmm, the charts are wrong on atleast one part; All of Ryo's grounded light attacks do 6 points of stun, not 3. Not much to bitch about, but it is worth noting.
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 23, 2012, 01:58:52 PM
His best 1+1 corner combo that i found...

j.D, s.D, qcf.C, dp+AC, DC, qcf+A, hcb+D, dp+C... Does 550ish dmg iirc...

Damn, I think your right.

Just tried that to get 555.

@fluke, yeah shit. Seeing that too. Think I'll go in and change that rt now.

Thanks bud
Title: Re: Ryo Sakazaki (Console)
Post by: desmond_kof on May 23, 2012, 04:26:38 PM
Any of you fellas here wanna help update and fill up his wiki page with some info? It's one of the more dry looking pages. Thanks in advance...
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 23, 2012, 11:38:09 PM
I'll do it... Combos ofcourse and other stuff if i have time...
Title: Re: Ryo Sakazaki (Console)
Post by: desmond_kof on May 24, 2012, 12:48:32 AM
I'll do it... Combos ofcourse and other stuff if i have time...

Cool man, whatever you can contribute is cool with me. Anyone else wanna help?
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on May 24, 2012, 12:57:30 AM
Ryo's my point, I'll try my best to think of essential stuff that needs to be up there.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 24, 2012, 01:13:46 AM
LOL at my guard crush string from yesterday... Had an anchor Iori raw Neomax my first character Karate... So my Ryo came in with 4 meters and full HD and he had no meter for Iori... Got him in the corner and did this...

j.D, s.D, qcf+A, cr.C, qcf+AC, s.D, qcf+A, far s.C... He got guard crushed and i did raw Neomax on him... REVENGE...!!! LOL
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 24, 2012, 03:08:12 AM
@MezzoForte - sounds good man.

t3h mAsTarOth...! - RAAAHAHAHAH

Yeah that works out pretty well. That qcf+AC - positive and get's you back in. ahahhah
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 24, 2012, 03:46:53 PM
@MezzoForte - sounds good man.

t3h mAsTarOth...! - RAAAHAHAHAH

Yeah that works out pretty well. That qcf+AC - positive and get's you back in. ahahhah
qcf+AC is so stupid... In the corner j.D, s.D, qcf+AC, cr.C, qcf+A... Can't even be escaped... It's a true block string...
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 24, 2012, 04:14:35 PM
heheh, noticed that - so he on your team already?

I've run him last mainly for a while and he can get it done much of the time.

Oh and I love jump ins where you have time to AA with dp and dc into ranbu.
Title: Re: Ryo Sakazaki (Console)
Post by: Stone Drum on May 24, 2012, 05:44:10 PM
I am thinking about switching my anchor from Andy to Ryo simply because I'm not finding Andy very fun.  Are there any significant setbacks or pluses for making Ryo my anchor?


 Also, I've grazed all of the wikis of Ryo, but can't find the lowdown on his playstyle or any good videos of good Ryo players.  I've only seen a few combos videos n such, but he seems like a counter type character to me with his super that goes through projectiles and ability to diffuse projectiles and so on.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 24, 2012, 06:47:20 PM
Ya he is a counter type character... Imo i wouldn't use him as anchor unless ur second character is a meter builder... Sooo if you run Andy second then Ryo anchor would be fine... As battery Ryo needs nothing... As second he needs some meter...
Title: Re: Ryo Sakazaki (Console)
Post by: Stone Drum on May 24, 2012, 07:56:55 PM
Well my original team was kensou/leona/andy, but I was thinking to replace andy with ryo to have kensou/leona/ryo, but I think leona would need the meter and so ryo wouldn't have enough to be a threat.  So I guess I should just do kensou/andy/ryo instead, since andy builds meter well. 

Sorry, I'm really new to kof13 and it's my first kof and I don't know what I'm doing yet or who I want to learn
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 24, 2012, 11:55:48 PM
heheh, noticed that - so he on your team already?
well he is my alternate for Mai's bad matchups... So he is always second on my team... I still need to work on him cause i just ppicked him up recently... And i don't mind blowing meter on HD anytime i land a hit with him just like i do with Mai... His mid-screen HD is better than Mai... And corner HD is one of the best in the game...

@Stone Drum - Ya Kensou, Andy, Ryo is a pretty solid team... Kensou/Andy on point/second is great... Ryo last after Andy will most likely leave you with HD and 2-3 meters almost everytime...
Title: Re: Ryo Sakazaki (Console)
Post by: Stone Drum on May 25, 2012, 05:14:40 AM
thanks mastaroth. 

what's Ryo's best meterless punish?  I've been watching Ryo vids, and saw an athena do a heavy dp at point blank and for the punish, the ryo just did a st.a and nothing else...  So basically what is the best meterless punish, which I guess would also be his best meterless midscreen bnb?  Ryo seems to have really difficult confirms as well as very limited meterless combo potential. 
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 25, 2012, 12:57:21 PM
He doesnt do much without meter... s.D, dp+C/hcb+D is your best punish... In the corner he can do s.D, qcf+A, dp+C... Ideally you wanna have meter with him... Cause s.D, f+A, DM/EX-DM does a lot for a punish...

Also try to land counter hit j.C+Ds... It nets you free damage anywhere... Hcb+D afterwards and try to corner them... In the corner this gets stupid... You can land j.C+D, qcf+A, hcb+D, dp+C, DC, hcb+D, dp+C/A depending on their height... It only costs one drive, builds you a shit load of meter and does over 500 dmg...

LMFAO... Do this from starting position... Super jump CH j.C+D, qcf+A x5!!!!!!!!!!, qcf+A, (dp+C, DC, hcb+D) x2, dp+AC... WOW...!!!
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 28, 2012, 08:08:07 AM
Had a long session using Ryo today... Found out his FBs are very bad for countering hops or jump-ins... If you trade during the move you just loose... The FB doesnt even hit them...

Also dp+A is very fast but will trade a lot and the trade is not in your favour... dp+C is rather slow and can be safe jumped very easily... So do not attemp this against hops... However, if they jump then you will win everytime and you can super cancel for good damage...

Against most characters s.D, f+A is safe if they dont have any meter... The pushback is just too far... So if you run Ryo on point then this actually a safe block string for the most part...

Also Ryo in the corner is just stupid and if you get in their head then you can setup a lot of nasty stuff... A lot of the time i noticed that they want to roll or jump after blocking qcf+A... You can bait this by walking back a little bit... If you see them jumping then do qcf+A and you can do a full juggle... If you see them roll then you can just do a corner HD combo on them...
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 28, 2012, 08:57:10 AM
Yeah they've given him some razzing hurt boxes on his ko-oh kens since 1.1 - C being properly bad...

Trading with dp+A can be good as you can catch the opponent with ranbu without DC. It should have invincibility enough to not trade if you wait until the opponent's closer.

Yeah, corner good times ,iiii
Title: Re: Ryo Sakazaki (Console)
Post by: Stone Drum on May 28, 2012, 07:15:58 PM
I think for hop ins, f.b is actually pretty useful if used at the right time?  You can condition the opponent to stop doing hop in pressure attacks by cancelling the parry into a nice damage heavy dp, and I think if used at a proper height and time (kind of high in the hop) in the hop in, it is relatively safe in that by the time the opponent reaches the ground and the startup time of the crouching attack for an empty hop you could already be blocking low?

Also, I tried out some of those combos mastaroth.  The 5d-6a-DM does solid damage, but weaker than kensou's midscreen 1 meter combo.  And his strongest meterless combo of 5d-hcb.d does less than kensou's meterless midscreen combo.  I'm not very impressed with Ryo's damage output so far or the difficulty of his confirms, but maybe I just need to study him more
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 29, 2012, 12:13:05 AM
I told you he doesnt do damage without meter... Without meter he does Mai level damage... Pitiful... But thats not his strength... He is a slow counter type character... I dont even bother worrying about damage unless i punish someone with a full b&b or HD... Only other time i fish for damage is when i go for CH j.C+D or when i corner them...

Also dont forget he has a deceptive cross-up with j.B... Thats how i've mainly been landing full screen 3 meter 900 dmg HD combos... After yesterday my friend stop shitting on Ryo (he kept saying he is the worst character in the game)... After eating a few CH j.C+Ds from mid-screen and getting cornered and loosing 500 life he was like wtf... After being stuck in the corner and eating frame traps and eating about 10+ HD combos he stopped shitting and started complaining that Ryo does too much damage... LOL...
Title: Re: Ryo Sakazaki (Console)
Post by: Stone Drum on May 29, 2012, 12:36:09 AM
I told you he doesnt do damage without meter... Without meter he does Mai level damage... Pitiful... But thats not his strength... He is a slow counter type character... I dont even bother worrying about damage unless i punish someone with a full b&b or HD... Only other time i fish for damage is when i go for CH j.C+D or when i corner them...

Also dont forget he has a deceptive cross-up with j.B... Thats how i've mainly been landing full screen 3 meter 900 dmg HD combos... After yesterday my friend stop shitting on Ryo (he kept saying he is the worst character in the game)... After eating a few CH j.C+Ds from mid-screen and getting cornered and loosing 500 life he was like wtf... After being stuck in the corner and eating frame traps and eating about 10+ HD combos he stopped shitting and started complaining that Ryo does too much damage... LOL...

hmm I need to watch your Ryo.  Do you have any videos of you playing?  In fact, I can't really find any good Ryo footage.  If you have any, could you please share?
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 29, 2012, 01:41:36 AM

@t3h mAsTarOth...!

What are you using to go coast to coast with HD?
def in terested in that.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 29, 2012, 12:59:33 PM

@t3h mAsTarOth...!

What are you using to go coast to coast with HD?
def in terested in that.
s.D, f+A, HD, s.D, f+A, hcb+BD, *slight delay* dp+C, hcb+D... That will corner them...
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 29, 2012, 01:36:39 PM
Ah OK, that's what I do. Unfortunately not full scrn, but really the only option Ryo has to carry for distance that I know of.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on May 29, 2012, 04:01:25 PM
Ah OK, that's what I do. Unfortunately not full scrn, but really the only option Ryo has to carry for distance that I know of.

well ya... It's like 90% carry... Which is good enough... Most of the time when they have about 800 health i just do the lazy HD... DM > Neomax... Still so much damage... Now only if this was XI Ryo with all the other moves, he would be epic...
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on May 29, 2012, 06:09:37 PM
Yeah that's what kills me about xiii ryo, but let me not rant about that AGAIN...

(see my comments on nerfs and buffs thread T_T )
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on June 02, 2012, 05:26:50 PM
j.D, s.D, qcf.C, dp+AC, DC, qcf+A, hcb+D, dp+C... Does 550ish dmg iirc...

Slight modification:
j.D, d.B, d.C, qcf.C, dp+AC, DC, qcf+A, hcb+D, dp+C = 549

1 pt dmg less with the low mixed in. Damn that's crazy good...
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on June 02, 2012, 06:39:19 PM
Nice... The link is a bit tougher than XI... But it's really good if u can hit confirm from cr.B. cause of the delay before the cr.C and cancel with hcb+D... It's his best low damage...

So i put Ryo on point... Ryo, Mai, Billy... This is to get as much practice as possible with him as i can...

UPDATE: Ryo on point is AMAZING... As I'm getting better with him, I do not need to blow meter... If he dies then Mai gets enough meter for ...you know ...the best move in the game... If he survives the first round then watch out cause any hit he lands on your second is gonna lead to 600-900 dmg...
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on June 04, 2012, 12:11:00 PM
s.D, f+A, HD, s.D, f+A, hcb+BD, *slight delay* dp+C, hcb+D... That will corner them...

Ah OK, that's what I do. Unfortunately not full scrn, but really the only option Ryo has to carry for distance that I know of.

Its a full screen carry.
Title: Re: Ryo Sakazaki (Console)
Post by: BioBooster on June 04, 2012, 12:55:15 PM
I stand corrected. Was used to going into HD off of lows and occasionally find myself out of position.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on June 04, 2012, 06:42:46 PM
Gonna try out my new team today against everyone in toronto... Lets see how it goes...
Title: Re: Ryo Sakazaki (Console)
Post by: Stone Drum on June 05, 2012, 02:16:53 AM
good luck! May I ask why you use him as point?  He seems a bit limited without meter to me.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on June 05, 2012, 01:02:47 PM
good luck! May I ask why you use him as point?  He seems a bit limited without meter to me.
ya he is... But like i said i dont really try to get big damage in... Just chip them little by little and build meter... He builds meter really fast... They also cant guard roll punish him for a while so you can pressure them really well...

UPDATE: against weaker players Ryo destroys them... They get guard crushed... Eat FBs all day... I got a few OCVs with him... However, against the better players here i was having troubles... They roll punish you if you try to pressure them... So you have to play very smart... You have to just play turtle and win with pokes and do a lot of baiting... If you corner them then dont get greedy...
Title: Re: Ryo Sakazaki (Console)
Post by: Amedø310 on June 23, 2012, 12:11:50 AM
Ryo Sakazaki Guard Gauge Damage
st. A: 6%
st. B: 6%
far. C: 12%
cl. C: 12%
far. D: 12%
cl. D: 12%
cr. A: 6%
cr. B: 6%
cr. C: 12%
cr. D: 12%
st. CD: 16%
j. A: 5%
(head) j. A: 6%
j. B: 5%
(head) j. B: 6%
j. C: 10%
(head) j. C: 12%
j. D: 10%
(head) j. D: 12%
j. CD: 12%
(head) j. CD: 15%
f+A: 12%
qcf+A: 13%
qcf+C: 16%
qcf+AC: 16%
dp+A: 10%
dp+C: 10% (1st hit) + 3% (2nd hit) [13% Total]
dp+AC: 12%
hcb+B: 12%
hcb+D: 6% (1st hit) + 6% (2nd hit) + 6%(3rd hit) [18% Total]
hcb+BD: 8% (1st hit) + 12% (2nd hit) [20% Total]
qcfx2+AC: 100%

This does not apply against Maxima, Goro, Clark, or Ralf.
Title: Re: Ryo Sakazaki (Console)
Post by: bopper on August 28, 2012, 07:23:59 PM
Did a summary of the Ryo combos i use over at srk:

http://shoryuken.com/forum/index.php?threads/kofxiii-ryo-sakazaki.167325/#post-7409870 (http://shoryuken.com/forum/index.php?threads/kofxiii-ryo-sakazaki.167325/#post-7409870)

If anyone has better ones for any categories, please let me know :).
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on August 28, 2012, 08:34:56 PM
you can use dp+A instead of dp+AC for the 1 bar + 1 drive corner combo listed there, obviously making it 0 bar + 1 drive. Hands down the best damage in the corner for 1 drive.
Title: Re: Ryo Sakazaki (Console)
Post by: bopper on August 28, 2012, 11:45:02 PM
Nice! Dunno how i did not think about that hehe
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on August 29, 2012, 12:00:40 AM
I've been an ass and haven't posted what i use, but i keep it simple;

d.B s.A hcb.B+D dp.A DC hcb.D hcb.B: 350 damage Full screen wallcarry with more than enough time for a safejump at the end. If you get to the corner early you can finish with dp.C instead and get 380 ish damage. If you start close to the corner you can obviously just do dp.C DC hcb.D dp.C

f.A Delayed HD hcb.B+D dp.A HC hcb.D dp.A HC hcb.D dp.C HC hcb.D dp.C HC hcb.D dp.A/d.C depending on if you want a reset or not. The last dp.C can be cancelled into NeoMax for just under 900 damage. I don't recall what this combo usually does, but i'd say, around 600 damage and works full screen. Can also be started from d.B d.B s.A or the usual s.D f.A. Depending on spacing you can switch out the second dp.A for dp.C and get extra damage.

If i'm really close to the corner i'll use the standard;

HD s.D f.A hcb.B+D "dp.C HC hcb.D"*3 dp.A HC hcb.D dp.A/d.C again, depending on if i want reset. Last dp.C into NeoMax if i want that.
Title: Re: Ryo Sakazaki (Console)
Post by: bopper on August 29, 2012, 03:00:28 AM
If i'm really close to the corner i'll use the standard;

HD s.D f.A hcb.B+D "dp.C HC hcb.D"*3 dp.A HC hcb.D dp.A/d.C again, depending on if i want reset. Last dp.C into NeoMax if i want that.

This works fullscreen, no need to be close to the corner. And you can end it with a dp.C into whatever instead of dp.A/d.C
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on August 29, 2012, 08:52:18 AM
i can get three dp.C HC hcb.D from corner to corner, but after that i can't connect another dp.C, so it's right back to ending with dp.A/d.C. Cool that it works, though i prefer my corner to corner combo still.

I realised that even though a fourth dp.C wouldn't connect, i still had hd so it's possibly to add dp.A HC hcb.D and then dp.A/d.C.

haha.. i found a simple modification to get 1001 damage; j.D s.D f.A HD "dp.C HC hcb.D" *2 dp.C HC f.b.f.A+C (slight delay before) dp.C into NeoMax.
Title: Re: Ryo Sakazaki (Console)
Post by: bopper on August 29, 2012, 12:35:50 PM
"HD s.D f.A hcb.B+D "dp.C HC hcb.D"*3 dp.A HC hcb.D dp.A/d.C again"

Oh sorry, misread your post, thought it said dp.C HC qcb.D*2 :P

Anyway i tried out some of your combos.

d.B s.A hcb.B+D dp.A DC hcb.D hcb.B

In this case, d.B, st.A, hcb.BD, dp.C DC hcb.D, hcb.B makes the combo stronger, and easier. 350 dmg vs 388. If you end it with dp.C its 374 vs 401 dmg.

Regarding f.A Delayed HD hcb.B+D dp.A HC hcb.D dp.A HC hcb.D dp.C HC hcb.D dp.C HC hcb.D dp.A/d.C

HD s.D f.A hcb.BD dp.C DC hcb.D*2 dp.A DC hcb.D, dp.C into ender of choice is a better alternative. Easier, more damage and way better opitions for ending it. You can DC into hcb.D, dp.A for 0 bars, f,b,f.AC, f,b,f.A for 1 bar, neomax for 2 and f,b,f.AC, ex super for 3.

Its nice to have the same combo for all levels since you get ages to confirm how much bar you need to spend in order to kill :)


Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on August 29, 2012, 10:36:21 PM
Regarding f.A Delayed HD hcb.B+D dp.A HC hcb.D dp.A HC hcb.D dp.C HC hcb.D dp.C HC hcb.D dp.A/d.C

HD s.D f.A hcb.BD dp.C DC hcb.D*2 dp.A DC hcb.D, dp.C into ender of choice is a better alternative. Easier, more damage and way better opitions for ending it. You can DC into hcb.D, dp.A for 0 bars, f,b,f.AC, f,b,f.A for 1 bar, neomax for 2 and f,b,f.AC, ex super for 3.

No, because i specifically use the delay for hitconfirm, wich obviously isn't possible otherwise. If you do the delay you will get a s.C wich makes hitting a f.A highly range dependant unlike doing it from a s.D, thus i skip it. The rest should work out pretty much as you said though.

Its nice to have the same combo for all levels since you get ages to confirm how much bar you need to spend in order to kill :)

Yeah, that's really nice about Ryo. Since i realised that he can wallcarry just as well and maybe even better than Shen Woo i've been thinking that he might deserve to move up a bit on tier lists in general. The two of them really are pretty similar in potential imo.
Title: Re: Ryo Sakazaki (Console)
Post by: Furious Fandango on November 29, 2012, 07:30:10 PM

What best Ryo meterless combo ?

If im put Ryo in first is it good ? or middle ?

unfortunately Ryo cannot combo after (std C or D, f A) just cancel to super ?


Thanks for help  :)
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on November 29, 2012, 09:39:26 PM

What best Ryo meterless combo ?

If im put Ryo in first is it good ? or middle ?

unfortunately Ryo cannot combo after (std C or D, f A) just cancel to super ?


Thanks for help  :)


sC or sD, hcb+D
Is his most damaging meterless outside the corner, can miss if the opponent is crouching though.

sC or sD, dp+C
His second most damaging meterless outside the corner, does slightly less damage than the one above but hits both standing and crouching opponents.

sC or sD, qcf+A, dp+C or qcb+B
Is his most damaging meterless in the corner.

And yeah, you can only do a super after std C or D, f A. This restriction is removed if you are in HD though, he can do any move after the f A in HD.

Ryo is a great all around character, he works well in any position.
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on November 30, 2012, 08:13:13 PM
agreed regarding Ryo's position versatility. As an anchor he's devastating and he can work around all sorts of meter/drive situations. I use him on point just because of the fact that he can do so much work with nothing. Excellent normals, frametraps for days, Kouken as a general and safe means to control space and build meter.
Title: Re: Ryo Sakazaki (Console)
Post by: GunsTariq on December 21, 2012, 07:17:05 PM
I wish some of the things Ryo specializes in the corner he could do midscreen. 
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on December 21, 2012, 09:01:17 PM
sC or sD, qcf+A, dp+C or qcb+B
Is his most damaging meterless in the corner.

Actually s.D f,b,f.C qcf.A f,b,f.A deals more damage than the typical s.D qcf.A dp.C.

Then again, the combo i just wrote isn't really hitconfirmable, unsafe on block, and just overall not worth it. Cool punish though.
Title: Re: Ryo Sakazaki (Console)
Post by: Diavle on December 24, 2012, 03:01:09 AM
I wish some of the things Ryo specializes in the corner he could do midscreen.  

Yeah but then he would be broken hehe, his corner output is damn good.

Still, over 50% damage anywhere on the screen for 1 bar and 1 drive isn't half bad.

sC or sD, qcf+A, dp+C or qcb+B
Is his most damaging meterless in the corner.

Actually s.D f,b,f.C qcf.A f,b,f.A deals more damage than the typical s.D qcf.A dp.C.

Then again, the combo i just wrote isn't really hitconfirmable, unsafe on block, and just overall not worth it. Cool punish though.

Nice one, flashy.

But yeah, the damage increase is minimal and the DP lets you go into a drive cancel.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on January 11, 2013, 04:23:07 PM
Oh man that corner one is so flashy and cool...

Picked up something from this beast japanese Ryo... When you are doing hcb.B+D mid-screen and not going for a drive cancel, finish with f~b~f+A... It will plant them in the corner with a hard KD...

Also you can pressure mid-screen with Ryo extremely well with s.C+D, qcf+C... This is a true block string... Can't really be punished due to the pushback... but the best thing about this is on counter hit the string will connect... On top of that you can hit confirm the string into his DM/EX-DM for big damage... iirc about 500 with EX-DM...
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on January 11, 2013, 08:17:35 PM
you're talking about Yukichi, right? Yeah. His dominant matches all seem like one long ass pressure string. Watching him also makes me realize how good EX Kouken is, how it leads to huge damage in the corner if you catch the jump. It never seems like there's a bad time to fire one off.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on January 17, 2013, 10:55:36 AM
it official for me ryo iz the second funnest character 2 use... been practicing alot wit his parry but the problem i do have with him iz his hcb D will only hit 1 time but whiff the other hits hon crouching opponents... which really sucks
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on January 17, 2013, 08:23:22 PM
you really shouldn't be using D Hien like that anyway. I only ever use it in drive or HD combos. It's really slow and leaves you completely vulnerable if it whiffs even partially, which most of the time it will. In general it will get totally stuffed. I use B Hien occasionally to tag far pokes. Kouken should be your standard for hit confirms and general space control.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on January 18, 2013, 04:07:13 AM
all that iz needed iz 1 successful parry then u can tear that azz up....

now that i think about it can he parry a cross up
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on February 15, 2013, 12:58:55 PM
Found a two bar corner hd combo with Ryo that does 865 damage, pretty neat.

j.D, s.D, f.A, HD, s.D-qcf.A, srk.C-hcb.D, srk.A-hcb.D, srk.C-2xqcf.A+C

I've seen similar posted, but this one seems so effective i thought i'd post it just in case.

Forgot to mention but you can change the ender to just srk.C-qcf.A f,b,f.A for 696 (i think) damage. Fantastic new alternative for me, though i don't know if it will work all too well online hehe.. Nothing wrong with the simple loops though.
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on February 15, 2013, 08:03:42 PM
sweet.
Title: Re: Ryo Sakazaki (Console)
Post by: GunsTariq on March 13, 2013, 05:08:11 PM
You guys think Ryo can win tournaments?
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on March 13, 2013, 05:10:03 PM
Reynald says yes. The potential is great.
Title: Re: Ryo Sakazaki (Console)
Post by: t3h mAsTarOth...! on March 14, 2013, 05:02:08 PM
If played properly, Ryo can deal with anyone pretty much... He is not easy to play at high level though... To deal with certain match-ups, your Kohkens have to be timed and placed properly... Obiously normals have to be done right but Ryohas a high pressure game, using normals correctly is extra important... Another important part of his gameplay that is only really used in high level are his parries... They are game changers and at tourney level, if you can't parry right then you loose out right in certain match-ups...

Overall his pressure game is great... Footsie game is really good... Damage isn't high unless he corners you or has some meter to spend... His HD damage is amazing anywhere as long as he 1 meter... With 2-3 meters, he just does too much damage...
Title: Re: Ryo Sakazaki (Console)
Post by: selfReg on March 14, 2013, 05:32:56 PM
his general game plan especially in the corner lends itself to crushing the guard as well. Hard-hitting blockstrings, counterhit conversions, parry-cancels, overhead mixup---he's an extremely dangerous character.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on June 12, 2013, 10:57:31 PM
I found a new combo variation for ryo that opens up some new possibilities. srk.A DC qcf.A hcb.D srk.C.

You can either use it from d.B s.A in the corner. d.B s.A srk.A DC qcf.A hcb.D srk.C does 346 damage off of a low for only 1 drive.

Or use it off of a qcf.C in the corner. s.D qcf.C srk.A DC qcf.A hcb.D srk.C does 429 damage yet again, for 1 drive.
Title: Re: Ryo Sakazaki (Console)
Post by: desmond_kof on June 13, 2013, 01:39:30 AM
Yo, that's really dope man. I think I'll start using that! BALA actually found some combos using the same dp+A (DC) qcf+A string using 1 stock and 1 drive that does a good amount of damage:

Ryo KOF XIII Easy Damage (http://www.youtube.com/watch?v=m1QQQtjkDEM#ws)
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on June 13, 2013, 10:40:10 AM
Nice, i'll go ahead and try those out.
Title: Re: Ryo Sakazaki (Console)
Post by: mechanica on June 20, 2013, 10:49:55 AM
http://www.twitch.tv/seattlefootclan/b/419325914 (http://www.twitch.tv/seattlefootclan/b/419325914)

Trying to learn Ryo. Here's some casuals with a few friends who are newer to the game. Matches start at 30 or 40m in, but I get more on point as I warm up and we buckle down and stop chatting as much while playing lol.
Title: Re: Ryo Sakazaki (Console)
Post by: mechanica on June 27, 2013, 10:09:20 PM
Thanks for the fbf+P followup idea, that's helped me a lot. I love that you can stay neutral for the swag pose, or cancel it into run to go for a safejump.

Bala's drive combos helped me figured out my meterless starter to his corner HD.

f.A -> HD, s.D xx f.A xx qcf+C, dp+A xx qcf+A, hcb+D, dp+C xx hcb+D, dp+C xx qcf+A, neomax.
Title: Re: Ryo Sakazaki (Console)
Post by: lindseyboi on July 26, 2013, 01:26:55 PM
ey peeps, i must confess i didnt look at the full thread, before asking this, however is there an easy way of cancelling dp into ex qcf+AC in normal mode? HD mode it doesnt seem too difficult but as you only press dp+C~AC and it comes out but in normal i struggle, because i keep getting exdp+ac after dp+C

ive tried inputting dp+C~b~f+AC and i get the ex hundred hand slap.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on July 26, 2013, 08:15:03 PM
it seems that for some reason outside of HD koho only cancels into ko'ouken slightly closer to the ground. Try delaying it and see how it goes.
Title: Re: Ryo Sakazaki (Console)
Post by: sketchspace on October 11, 2013, 08:45:01 AM
Hey I'm wondering if there's any way to finish the HD corner juggle combo with an EX Zanretsuken.  I just think EX Zanretsuken -> A Zanretsuken looks stylish.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on October 11, 2013, 08:54:00 AM
you can always do the EX Zanretsuken after a DP
Title: Re: Ryo Sakazaki (Console)
Post by: sketchspace on October 12, 2013, 05:26:01 AM
you can always do the EX Zanretsuken after a DP

So something like HCB, F + FP (the DP shortcut), B, F + PP for the EX Zantetsuken.

Aight I'll give it a shot.
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on October 12, 2013, 09:00:31 AM
you can always do the EX Zanretsuken after a DP

So something like HCB, F + FP (the DP shortcut), B, F + PP for the EX Zantetsuken.

Aight I'll give it a shot.

Basically but most people dont use it because of the damage scaling way to many hits
Title: Re: Ryo Sakazaki (Console)
Post by: sketchspace on October 13, 2013, 01:22:32 AM
you can always do the EX Zanretsuken after a DP

So something like HCB, F + FP (the DP shortcut), B, F + PP for the EX Zantetsuken.

Aight I'll give it a shot.

Basically but most people dont use it because of the damage scaling way to many hits

Well I'm not worried too much about damage scaling since it's near the end of the combo (so by then each hit is worth less damage so cool with having more hits) and the LP Zanretsuken is a hard knockdown.  Right now it's 829 off a jumpin, 81? off a ground starter.

What's the preferred way to end the combo with one meter?
Title: Re: Ryo Sakazaki (Console)
Post by: bigvador on October 13, 2013, 07:38:55 AM
since theres no video thread and i dont feel like making one check out da WOO

http://youtu.be/pBmBNYDA7OQ (http://youtu.be/pBmBNYDA7OQ)
Title: Re: Ryo Sakazaki (Console)
Post by: marchefelix on November 03, 2013, 06:39:35 PM
KOF XIII : Ryo Sakazaki best damages combos tutorial (http://www.youtube.com/watch?v=Awdwba9VJKU#)
Title: Re: Ryo Sakazaki (Console)
Post by: Malik on November 26, 2013, 04:10:41 PM
KOF XIII - Ryo: Corner drive cancel combos & safe jump set up (http://www.youtube.com/watch?v=vXQVCErEN_s#ws)
Title: Re: Ryo Sakazaki (Console)
Post by: meiji_99 on June 02, 2014, 12:55:16 PM
anyone know the exact timing or maybe there is shortcut to ryo EX DP drive cancel to QCF A? thx :).
Title: Re: Ryo Sakazaki (Console)
Post by: ottomatic on June 06, 2015, 11:10:40 AM
I think this may be new tech.
Ryo's F + A can be used to hit confirm into HD using one meter (F + A , HCB + BCD). I mean completely confirmable not just cancelable into HD like all the others. You have at least until the red damage indication disappears from the opponents HP to input the BCD.

Also I found a dependable HD combo to follow up with. DP + A xx HCB + D, DP + C xx HCB + D, DP + A xx HCB + D, DP + C xx QCF + A, DP + C xx QCF +A, EX Ranbu( with meter) or F, B, F +A (without meter).

This HD works anywhere on screen, coast to coast or in the corner. At least 693 damage for the one meter off of a overhead depending on distance to corner. Other characters can cancel out of overheads using HD but Ryo seems to be the only one with a such a long cancel period.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on June 06, 2015, 07:24:36 PM
Nah, that's not really new and it should work for all overheads, it is good though. What i do is hitconfirm with a normal delay HD activation wich is basically the same thing but causes an automatic s.C to come out, wich also works for all overheads. Close C for Ryo allows for some delay too so you get a second shot to reconfirm your followup so that's nice.
Title: Re: Ryo Sakazaki (Console)
Post by: ottomatic on June 06, 2015, 10:07:11 PM
I know that everyone can delay cancel to s.C but it won't always hit properly (I've missed because close s.C came out from too far away) this bypasses that giving a guaranteed hit upon activation confirm. If you miss the timing, no activation no spent meter or HD.

But yeah, I did some more tests this morning and similar start ups can be used on other characters but their mileages seem less viable (except for Kim, sorta). Vice can shoulder ram for no meter but if it comes out too slow you can block the HD meaning tighter timing. Both Kyo's have the run attacks but you gotta cancel that almost immediately to get a reasonable HD, and their s.C's can whiff like Ryo's can. My only issue with Kim is close s.C needs to be canceled right away, far s.C still hits and gives you time to cancel it, QCB +BCD is just another plausible tool to that already vicious threat.

Back to the point. Delay canceling overheads with HD into s.C gives varied results with certain characters, I've had Ryo HD drops due to whiffs off of mid range overheads. This always hits in follow up and due to the move being so fast and forward moving it can be done at any range for the same success. Plus it gives you a little bit of time to compose yourself for the HD you just started.

Hope this wall of text doesn't come off as angry or argumentative, just stating the tool and reasons to use it over other options. I personally still jump the gun and activate too early sometimes, but when I remember to activate HD late, this gives me success each time rather than an occasional whiff.

TL:DR
Delay canceling HD into s.C can whiff at odd distances. Special bypass canceling off overheads is a generally unexplored option. I hope I don't sound angry.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on June 07, 2015, 04:30:07 PM
No worries, you have a good point. I've had it happen aswell, hitting at that sweetspot range that gets cl.C to whiff. Since that range isn't random it could be wise to use your starter for midrange confirms. Close and far, i think a regular delayed confirm would net more damage and as i said, would leave more room to reconfirm in case you have a bad twitch activation.

There are some other fun confirms you can do btw, as an aside. Ryos s.D can be used after a d.B for example to delay activate HD. Kims far C is superior to his far D in its consistency at beating lows, and can be delay activated off of aswell. Mais s.D works aswell, although that normal has less reason to hit in a way that will give you a combo.

I haven't cared to look into other characters, but i'm sure that there are lots of tools that can be used to greater effect than we usually see.
Title: Re: Ryo Sakazaki (Console)
Post by: ottomatic on June 07, 2015, 11:48:47 PM
I feel this game has a few unexplored ideas but I haven't had human opponents in a bit. I can't test if this works as well as it did in 2002um, but sweep BC overhead was nasty for some characters in that game. Practice mode doesn't really work for those types of setup tests. Yuri's still looks about as good as it was back then but it was and still is corner only (for followup purposes), Ryo's was great back then but now it looks a little easier to react to. The big issue with using HD for mixups here is much more risk for about the same reward. I wouldn't mind doing it for Ryo in the corner where he can continue to try for guard break if blocked, but unless it has good success rate overall I wouldn't try it elsewhere. If someone with regular human opponents would be willing to experiment in casuals I'd appreciate hearing it's viability.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on June 08, 2015, 02:27:57 AM
What does BC mean?

I get the feeling that what you want is something along the lines of activating HD to get a mixup somehow and i honestly haven't fiddled much with that because HD and drive is so very valuable. However i think doing stuff like overhead/low HD overhead/low could work well if the opponent isn't mashing b.C/D.
Title: Re: Ryo Sakazaki (Console)
Post by: ottomatic on June 08, 2015, 07:13:08 PM
BC is Max Mode activation, which is kinda like HD but cost super meter instead, 1 on it's own and 2 if canceling a normal. The idea in there is pretty much what you though, low xx overhead into combo. Some characters still have the options like they did in 2002um but they seem less usable due to HD meter being so precious a resource. But if it still gets results it can be added as a gimmicky tool for whoever has access to it. Kinda like how an early ghetto Goro setup was C/D HD ... DP + D xx super xx neomax.

But now I'm getting off the topic of Ryo. Any use for F, B, F + C? I can't find any reason to go for it over his other options.
Title: Re: Ryo Sakazaki (Console)
Post by: The Fluke on June 08, 2015, 10:16:18 PM
Strongest meterless corner combo = s.D f.b.f.C qcf.A f.b.f.A. I've experimented a bit with f.b.f.C and i think you can reset into it in the corner and make it relatively safe so that it either hits and gives decent followups or pushes you back and leaves you at not too poor a disadvantage. Sadly that's not much of a mixup really, so it's a risk taken for a severely scaled followup that is probably not worth spending meter on.