Dream Cancel Forum

King of Fighters XIII => Character Discussion => Ryo Sakazaki => Topic started by: nilcam on July 27, 2010, 02:48:42 AM

Title: Ryo Sakazaki (Arcade Version)
Post by: nilcam on July 27, 2010, 02:48:42 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 Moves
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
Post by: metaphysics on August 01, 2010, 07:07:42 AM
 jodanuke is forward + B my man you have two command moves for forward+A  - corrected. Thanks!
Title: Re: Ryo Sakazaki
Post by: krazykone123 on August 01, 2010, 07:39:28 AM
EDIT: Moved to the top, thanks.

Special Attacks
- Hienshippukyaku is done with B/D - corrected.
Title: Re: Ryo Sakazaki
Post by: Cibernetico on August 12, 2010, 09:50:54 PM
Kinda sucks that we haven't seen many matches featuring Ryo but I have noticed that his NeoMax has some big time damage to it. Is it possible that this is the highest damaging NM in the game?
Title: Re: Ryo Sakazaki
Post by: t3h mAsTarOth...! on August 13, 2010, 03:57:06 PM
i've seen Goro's do 70%
Title: Re: Ryo Sakazaki
Post by: Flowtaro on August 13, 2010, 08:59:27 PM
it does 500 damage, aka 50%
Title: Re: Ryo Sakazaki
Post by: Kane317 on August 15, 2010, 11:15:09 AM
Kinda sucks that we haven't seen many matches featuring Ryo but I have noticed that his NeoMax has some big time damage to it. Is it possible that this is the highest damaging NM in the game?

Ryo's NM does 480.  Goro's does 500 as mentioned before (Maxima does 450).  EDIT: King does (1-17)x30 damage, if all 17 hits she's the new queen in damage for a 510.
Title: Re: Ryo Sakazaki
Post by: TYRANNICAL on August 16, 2010, 04:35:45 AM
Kane, can you give a reason as to why someone should play Ryo aside from character favoritism?

Robert and Takuma just outclass him in tools and results.
Title: Re: Ryo Sakazaki
Post by: krazykone123 on August 16, 2010, 05:34:32 AM
Combos
- cr. B×2, cr. A, hcb B
- cr. B×2, cr. A, qcf AC 
- cr. B, cr. A, hcb BD, f b f+A
- cr. B, cr. A, hcb BD, qcf hcb AC
- st. C, hcb BD, qcf hcb AC
- st. C, hcb D (standing opponents only)
- st. C, f+A, qcf hcb P

HD Combos
- JD, st. D, f+A, [HD] st. D, f+A, qcf AC, dp C, [HDC] hcb D, dp C, [DC] qcf A, dp C, [DC] hcb D, dp C, [DC] f b f+AC, qcf hcb AC = 1001 damage
- f+A, [HD] st. D, f+A, qcf AC, [dp C, (DC) hcb D] x2, [dp C, f b f+AC]x2, qcf hcb AC = 1037 damage
Title: Re: Ryo Sakazaki
Post by: t3h mAsTarOth...! on August 16, 2010, 05:07:36 PM
Kane, can you give a reason as to why someone should play Ryo aside from character favoritism?

Robert and Takuma just outclass him in tools and results.
parry... that's his unique tool that the others don't have... and he also has an overhead which the rest of his team mates lack...
Title: Re: Ryo Sakazaki
Post by: TYRANNICAL on August 16, 2010, 07:04:29 PM
Everyone already knows about his parry.  And unless it's a beast overhead I doubt that'll matter much. At worse he'll use it as an HD starter.
Title: Re: Ryo Sakazaki
Post by: bubblanAB7 on August 17, 2010, 01:46:36 AM
Is it possible to parry multi hit attacks?
Title: Re: Ryo Sakazaki
Post by: Kane317 on August 17, 2010, 09:11:18 AM
Is it possible to parry multi hit attacks?

Word is that you can only parry one hit now, so multiple hitting moves are going to be a problem for Ryo--needs to be confirmed.
Title: Re: Ryo Sakazaki
Post by: Rex Dart on August 17, 2010, 09:31:38 AM
Couldn't you just cancel his parry into his uppercut? It has enough invincibility on start-up that it should be able to beat just about any multi-hit move cleanly.

And if you have the bars, you could DC his uppercut into just about anything else.

I agree that Ryo isn't the powerhouse that Robert and Takuma are, but he can be played very safely. He makes an excellent first-round character in my opinion.

EDIT: I don't think his Hienshippukyaku has the D-followup any more. There was no difference I could detect between hcb+D and hcb+D,D.
Title: Re: Ryo Sakazaki
Post by: metaphysics on August 19, 2010, 04:34:10 AM
Definitely cannot parry multi hits just one I tried to parry terry's sC and it would not parry the second hit I was however able to do a dp through it tho it was pretty hard I did it twice out of thirty tries
Title: Re: Ryo Sakazaki
Post by: Kane317 on August 20, 2010, 12:12:01 AM
Definitely cannot parry multi hits just one I tried to parry terry's sC and it would not parry the second hit I was however able to do a dp through it tho it was pretty hard I did it twice out of thirty tries
 

Thirty times?!  I sure hope that was training mode, otherwise you must have had a repetitive opponent :)  Thanks for the confirmation about the parry.
Title: Re: Ryo Sakazaki
Post by: Cibernetico on August 20, 2010, 06:08:10 AM
Yeah, it sorta sucks that he doesn't have the many tools and options Yuri, Takuma and Robert have but I don't mind. I've always felt Ryo was more of a safety and conservative character in KOF. At least that's how I play him.
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on August 22, 2010, 07:10:54 AM
i was wondering something. if you jump in and attack with ryo, do a standing or crouching HP, if you perform his HP (C) with B+C, would ryo do his dp in hd mode? if so canceling to his HCB+D right afterwards could easily  be used to creat a good juggle state. anybody?
Title: Re: Ryo Sakazaki
Post by: Judge Fudge on September 01, 2010, 07:28:24 PM
What kind of frame advantage does Ryo have on parry?  I'm thinking the easiest way to deal with all these Raidens would be to simply parry the dropkick instead of block it.  But then again, I don't know much about the parry mechanic since it wasn't in 98.
Title: Re: Ryo Sakazaki
Post by: Kane317 on September 01, 2010, 08:02:13 PM
What kind of frame advantage does Ryo have on parry?  I'm thinking the easiest way to deal with all these Raidens would be to simply parry the dropkick instead of block it.  But then again, I don't know much about the parry mechanic since it wasn't in 98.

It's not so much frame advantage that should concern you, he technically should be able to, it's the sheer speed and reaction time you should worried about. Unless you're fullscreen, you're not going to react quick enough (even still it might be hard).  Also he can combo it in a variety of ways so parrying will be out of the question.
Title: Re: Ryo Sakazaki
Post by: thwak on September 11, 2010, 02:16:36 AM
Anyone know if you can max cancel out of his zanretsuken?

If so I imagine you could do some pretty neat combos like:  cr. B, cr. A, hcb BD, f b f+A, qcf qcf+AC
Title: Re: Ryo Sakazaki
Post by: Bakuhakubasugasu on September 11, 2010, 04:51:47 AM
Anyone know if you can max cancel out of his zanretsuken?

If so I imagine you could do some pretty neat combos like:  cr. B, cr. A, hcb BD, f b f+A, qcf qcf+AC

Someone has got to try this out. I was wondering the same but to my own concern I think it might be able to work. I mean, Takuma can drive cancel out of his and go for his command throw or anything else, so hopefully Ryo can do the same.
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on September 11, 2010, 05:40:19 PM
ofcourse he can, it was in the tech vids.
Title: Re: Ryo Sakazaki
Post by: Cibernetico on September 12, 2010, 06:13:05 AM
Speaking of Ryo and his parries, does anyone know if there has been any player who has used those parries as part of their game? I know the parries only parry one hit and you have to be super precise on when you do them, but has there been any high success players who use them?
Title: Re: Ryo Sakazaki
Post by: metaphysics on September 12, 2010, 06:41:30 AM
in my experience with him his parries are really good when you are able to parry one hit specials cause alot of blockstun, or where the special's two hits are far in between  its really good

for example if you block Kyo's double kick special you have to wait till the end of the second kick to do something since you'll be be in blockstun for the duration of the special. now if you parry the first hit you can hit him with a multitude of different specials, dragon punch, ex spin kicks, and set up other things with your drive cancels and supers, neomaxes, what not

Now the problem is actually parrying those specials, in my experience its usually educated guesses, since ryo's parry has a bit of start up its hard to parry fast specials even if you see it a good distance like robert's dash kick it'll hit you before you get to the frame that actually parries

Title: Re: Ryo Sakazaki
Post by: Bakuhakubasugasu on September 12, 2010, 07:52:39 AM
ofcourse he can, it was in the tech vids.

Haha, I should of checked. Its been too long for me now to remember. I been playing wayyyyyyy too many other games to remember. Its good that it does though.
Title: Re: Ryo Sakazaki
Post by: Kane317 on September 12, 2010, 09:09:44 AM
in my experience with him his parries are really good when you are able to parry one hit specials cause alot of blockstun, or where the special's two hits are far in between  its really good

for example if you block Kyo's double kick special you have to wait till the end of the second kick to do something since you'll be be in blockstun for the duration of the special. now if you parry the first hit you can hit him with a multitude of different specials, dragon punch, ex spin kicks, and set up other things with your drive cancels and supers, neomaxes, what not

Now the problem is actually parrying those specials, in my experience its usually educated guesses, since ryo's parry has a bit of start up its hard to parry fast specials even if you see it a good distance like robert's dash kick it'll hit you before you get to the frame that actually parries


Aren't his parries cancelable anyways?  So you parry the first hit of a multi hit special and then cancel it into a dp...does that work?
Title: Re: Ryo Sakazaki
Post by: metaphysics on September 12, 2010, 10:46:08 AM
Yeah your supposed to input it kinda like an option select anyways so input the dp right after the parry so if it parries it cancel right into the dp if it doesn't then you just get the parry animation but it all depends on the special too like you can't knockout K out of his multihit dp the succession of hits are to fast
Title: Re: Ryo Sakazaki
Post by: Rex Dart on September 12, 2010, 03:16:51 PM
So I did some experimenting with Ryo today. Specifically, I trying to see if you could cancel from his zanretsuken into his NeoMax. My conclusion is no.

Just to review, the A version ends with a punch that sends his opponent flying back. The C version ends with a punch that sends them airborne. If you cancel into his NM from the A version, the opponent is already too far back for it to connect. Even in the corner, Ryo's fist just seemed to pass right through the opponent. It looks possible, but I don't think it is. If you cancel into his NM from the C version, the opponent is still too high in the air for it to connect. Disappointing. I was however able to connect a Haohshokoken rather easily. 

In my opinion, the easiest way I've found to hit-confirm his NM (other than Max canceling into it from his ranbu) is:

EX Zanretuken -> NM
EX Hienshippukyaku -> NM

The advantage of these is that they can both be done anywhere on the screen, and they're not cancels, so you don't even need to be in HD mode to do them. If you ARE in HD mode, then you have enough time to follow either one up with more attacks without needing to waste any of your HD cancels. Those two EXs are really good.

Title: Re: Ryo Sakazaki
Post by: MUSOLINI on September 16, 2010, 06:57:41 PM
damn i would like to see a vid of some ryo combos. since his ex dm sucks for nm canceling (ex dm does same amount of damage as normal dm when canceling to nm, unless its possible to cancel after the haohshokoken if in the corner, whsat i odubt). his ex zanrutsuken or henshipukyaku look good for juggling into non hd mode nm finishers. 
Title: Re: Ryo Sakazaki
Post by: Remxi on October 03, 2010, 08:32:34 AM
Just saw a vid where he cancelled a naked f+A into super, didn't cost HD gauge, just the one stock for super. I wonder if it works with specials too.
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 03, 2010, 09:46:59 AM
Just saw a vid where he cancelled a naked f+A into super, didn't cost HD gauge, just the one stock for super. I wonder if it works with specials too.

I just checked the Mook, it has Super Canceling-Only properties, so specials won't work--this is news to me too (I know metaphysics is going to be ecstatic)
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 03, 2010, 08:19:44 PM
no not juts super canceling properties. ive seen it get cancelled into hd mode for even more damage.
Title: Re: Ryo Sakazaki
Post by: Diavle on October 04, 2010, 02:09:02 AM
no not juts super canceling properties. ive seen it get cancelled into hd mode for even more damage.

Iori, Kyo etc can do that as well, prolly can be done with any overhead in the game.
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 04, 2010, 04:57:03 AM
Just saw a vid where he cancelled a naked f+A into super, didn't cost HD gauge, just the one stock for super. I wonder if it works with specials too.

I just checked the Mook, it has Super Canceling-Only properties, so specials won't work--this is news to me too (I know metaphysics is going to be ecstatic)
wow I didn't know that, I wonder if it works the same even after sC, F+A combo I'll try it out 2morrow for sure by the way remxi do you have a link for the video? or where I could find it
Title: Re: Ryo Sakazaki
Post by: Remxi on October 04, 2010, 08:41:04 AM
I think it's in the KCE set that just got posted to the front page. Part 2 maybe?
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 04, 2010, 09:36:30 AM
no not juts super canceling properties. ive seen it get cancelled into hd mode for even more damage.

I should be more specific, when I said SC only I mean it'll Super Cancel only and not normal cancel (specials).  Of course you can HD cancel it, you can HD cancel any move.

wow I didn't know that, I wonder if it works the same even after sC, F+A combo I'll try it out 2morrow for sure

It'll work after s.C if it has SC properties.  Time to work on your d.B combos for mix ups now :)
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 04, 2010, 09:38:54 AM
all attacks? even non cancelable like terrys far D?
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 04, 2010, 09:55:11 AM
It'll work after s.C if it has SC properties.  Time to work on your d.B combos for mix ups now :)
ah yes another great way to open up the opponent's defense, I need to use this more often
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 04, 2010, 11:55:50 AM
all attacks? even non cancelable like terrys far D?

It's getting late so I'm getting sloppy.  What I meant is that you can activate HD combos off any normal attack, whether you can truly follow up on it depends on distancing etc.  On that related note, all non-cancelable normals become cancelable in HyperDrive such as Shen's far D, Mai's jump.down+B etc...
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 10, 2010, 07:33:20 AM


It'll work after s.C if it has SC properties.  Time to work on your d.B combos for mix ups now :)

I'm confused about what you mean here, could you clarify in detail please?
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 10, 2010, 10:50:20 AM


It'll work after s.C if it has SC properties.  Time to work on your d.B combos for mix ups now :)

I'm confused about what you mean here, could you clarify in detail please?

SC-only cancel properties refers to being able to super cancel off that move (Maxima, Terry and Shen's Far C has it as well. Iori's Far B&A and also df.C (used by itself,) also have SC-only cancel properties). Basically, you can't cancel a special off of said move if it was used by itself.  Iori's df.C is cancelable to specials as well as long as you cancel INTO the df.C. Used by itself, only a super will cancel. I think I confused everyone lol.

Since Ryo can do overhead into super, I told Abe to learn his low/overhead mixups well.
Title: Re: Ryo Sakazaki
Post by: Diavle on October 10, 2010, 03:50:47 PM
Watching the latest vids it looks like his parry is less like SF parry and more like MOTW Rock parry, seems to have similar start up too. So yeah, no doing it at the last second and more often than not it becomes a prediction tool, which is also a great tool. I use it a lot with Rock so this makes me a little more excited for Ryo, makes him more of an in your face tank and makes him less straight forward. The option select into a special is very much appreciated, being able to guarantee punish with an EX move or super sounds very interesting.

How's his DP compared to Robert and Yuri? It used to be better than theirs before iirc. Do both the light and hard version have invincibility? Can he anti-air DP cancel into a ranbu super like Robert btw? In one vid the guy did it but the super whiffed after.

Too bad he can't juggle in the corner anymore like in XII, they decided to give that to Takuma.

Anything special about his fireball? Watching the vids it came off as something with really good priority, like kind of a shield in front of him that comes out fast and hits hard. It looks to be placed higher compared to the older years so it makes for a good anti air as well.

And yeah, his neomax isn't as fast as I had thought/hoped it would be.
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 11, 2010, 12:56:52 PM
How's his DP compared to Robert and Yuri? It used to be better than theirs before iirc. Do both the light and hard version have invincibility?

I don't know about the hard version, but the weak DP still is good as his older incarnations.  In terms of comparison, I think both Yuri and Ryo's are top notch, Yuri's is not as safe but it's coz it covers more horizontal range.  Robert's might be a tad behind the other two.

Can he anti-air DP cancel into a ranbu super like Robert btw? In one vid the guy did it but the super whiffed after.

No he cannot, they left that for Robert only (questionable if you ask me, they should have gave it to Ryo since Robert already has so many toys to play with)

Too bad he can't juggle in the corner anymore like in XII, they decided to give that to Takuma.

Are you referring to after a qcf+P?  If so, he can still juggle after his qcf+P in the corner.

Anything special about his fireball? Watching the vids it came off as something with really good priority, like kind of a shield in front of him that comes out fast and hits hard. It looks to be placed higher compared to the older years so it makes for a good anti air as well.

Metaphysics has hit me several times as anti-air, it does seem like it has a higher hitbox.  Other than that, his Koken (qcp+P) is very solid.
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 11, 2010, 09:13:54 PM
just because people have not seen him do huge corner combos they are stating shit they dont know anything about. ryos zanretsuken into hienshipukyaku can probably be juggled with another hien into dp or other dc cancels or ex moves. after a high juggle i bet ryo can still do 2 hcb+D moves and still juggle on with dp. his main REAL juggle starters are probably (i still havent played, otherwise youd be seeing the shit), dp (dc), HCB+D, f-b-f+A or C (dc) HCB+D, ex f-b-f+AC, ex HCB+BD. you could potentially do dp (dc) EX HCB or f-b-f- but that way youd be wasting both DC and EX bar for the same purpose. by using ex moves and DC seperatly ryo should be able to do huge corner combos. people just still not using him right (ive seen good players, yet none with good combos). people just dont know how beast ryo is in the corner. they think its only reserved for tak, rob or yuri,. they just dont know. also ryo seems like a person that can combo you into the corner from 3/4 of the screen away from it.

then again, if there was a console version wed already be seeing ALL those combos. problem is that its acade only, and for some dumb ass reason every person that ive seen post combos does HD mode combos. every donkey can figure that shit out. im way more interrested in seeing those takuma style corner combos with just ex moves and dc canceling.

so kane, thanx for your chin combos. you one of the few that actually did some dc and ex move combos into exdm. none of that bs hd mode. hd mode is retarded, every donkey and his momma can figure that shit out.
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 11, 2010, 10:25:32 PM
Kane:  Thanks for clarifying.

Diavle:  good observations on Ryo but the thing is thats exactly how he has been playing since 96, with the parry game being added in KOF 99 and being refined every year, but so far I think KOF XI parry has been best so far, see here:  http://www.youtube.com/watch?v=x23izcCCiaY

The Kou'ken can be used as anti air and shield and has nice priority.  From what I have seen his light version fireball is garbage compared to hard version in XIII.

His parry was always good at interrupting and punishing based on predicting, but I didn't know Rock had a parry in Garou so thanks for that.  Is it a real parry or is it a counter move with auto counter hit, like Takuma in 98?  Characters with more recognizable and predictable pokes and block strings and footsies are easier to parry.

I think the tradition of Ryo having the best dragon punch should have been maintained in this game, but it does seem pretty good just not invincible like in 98, 2002, CvS2, and SvC.

Anyway, I'd also like to see more advanced stuff from Ryo.  At least people are using his parry, but i'd like to see more advanced counters after successful parries like EX Zanretsuken and canceling the ending or EX Kou'ken into Super, or EX heinshippukyaku juggles or just simply canceling into Super or NM after parry.

But i'd like to see EX heinshippukyaku tried after a Counter hit Hard Punch+Kick in air.  And more corner juggles.

Also, Ryo players need to remember you can most likely do double dragon punches like KOF XII and SFIV.







Title: Re: Ryo Sakazaki
Post by: Diavle on October 11, 2010, 10:46:35 PM
Sorry, Rock's is more of a counter move with an auto-attack after. Their startup up time seems very similar though so thus the comparison.

Nice vid but can't really see that kinda stuff happening in a real match often.

More stuff will probably pop of for him and I agree that he has sort of played like this for years but there's no denying how lacking in  refinement he is compared to Takuma, Robert and Yuri.


No he cannot, they left that for Robert only (questionable if you ask me, they should have gave it to Ryo since Robert already has so many toys to play with)

Thanks for the info.

Yeah, they should have at least let him combo the dp into a fireball dm (or can he? haven't seen it). As for corner combos, I was referring to non-DC ones, ala KO12. The biggest thing I've seen him do in the corner without meter in XIII is jump in> sC> QCF+P> sD.
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 11, 2010, 11:00:39 PM
Sorry, Rock's is more of a counter move with an auto-attack after. Their startup up time seems very similar though so thus the comparison.

Nice vid but can't really see that kinda stuff happening in a real match often.

More stuff will probably pop of for him and I agree that he has sort of played like this for years but there's no denying how lacking in  refinement he is compared to Takuma, Robert and Yuri.


No he cannot, they left that for Robert only (questionable if you ask me, they should have gave it to Ryo since Robert already has so many toys to play with)

Thanks for the info.

Yeah, they should have at least let him combo the dp into a fireball dm (or can he? haven't seen it). As for corner combos, I was referring to non-DC ones, ala KO12. The biggest thing I've seen him do in the corner without meter in XIII is jump in> sC> QCF+P> sD.


I think metaphysics and I were testing it out, I'm quite sure you could dp+A after the qcf+P (can't remember clearly, but I'm 80% sure we tested it) but maybe he can verify.
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 12, 2010, 06:43:16 AM
Yup both A and C work
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 12, 2010, 09:26:40 AM
Sorry, Rock's is more of a counter move with an auto-attack after. Their startup up time seems very similar though so thus the comparison.

Nice vid but can't really see that kinda stuff happening in a real match often.

More stuff will probably pop of for him and I agree that he has sort of played like this for years but there's no denying how lacking in  refinement he is compared to Takuma, Robert and Yuri.


About Rock's counter okay seems Ryo is still the only character with parry heh..

About the vid, of course players aren't going to be doing open supers like that in game, but the video shows potential of his parrys because they can eat absolutely any move, even unblockables like Whip's HSDM in 2002 (not counting grabs/cmd grabs).  Seasoned players predict many moves by opponents in fighting games, so with Ryo you can take that to another level.  

So if instead of a light heinshippukyaku that the Ryos we've been seeing in the KCE vids do after parry, they did advanced combos as seen in the parry video in my last post, Ryo would easily dominate.  

Also seen in KOF XIII here at the 08:30 mark: http://www.youtube.com/watch?v=DNDfbWosv1o&feature=player_embedded (and apparently in that combo, Ryo also supercancels a DP into EX DM on an airborne Maxima..?)


And I'll definitely attest to the refinement issue compared to the rest of the AOF cast.  Its a very hard thing to get used to and just accept being a Ryo player but at least KOF XI he got 2(!) new moves, a bad ass Hoah shikou'ken which you could use to punish incoming characters after DOWN!ing a character, and the bottle neck cut move which they didn't quite get it right or epic enough.

Thankfully in KOF XIII he has more links/combos than previous years, so am excited about the new stuff to learn and try.  EX Zanretsuken and EX Heinshippukyaku should be very fun and open to advanced combos.
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 12, 2010, 10:57:46 AM
Also seen in KOF XIII here at the 08:30 mark: http://www.youtube.com/watch?v=DNDfbWosv1o&feature=player_embedded (and apparently in that combo, Ryo also supercancels a DP into EX DM on an airborne Maxima..?)

I guess it's Ex DM only.  I know for sure the level one DM does not work like Robert's does (anti-air DP, SC into DM).  Which in my opinion should be the same for Robert's too but whatevers...Takuma's more of exception since he doesn't have an anti-air.
Title: Re: Ryo Sakazaki
Post by: Diavle on October 12, 2010, 03:57:59 PM
About the vid, of course players aren't going to be doing open supers like that in game, but the video shows potential of his parrys because they can eat absolutely any move, even unblockables like Whip's HSDM in 2002 (not counting grabs/cmd grabs).  Seasoned players predict many moves by opponents in fighting games, so with Ryo you can take that to another level.

Well yes and no since, according to meta in this thread, he can no longer parry multiple hits.
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 12, 2010, 05:40:32 PM
ex dm is way faster, so when that move comes out your opponents is still very low. maybe if you dp your opponent almost touching the ground (last sec dp), you might be able to dm your opponents. dont count on it though, it might work might not.
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 12, 2010, 08:14:26 PM
Landing the regular dm after a juggle is relative to where you are. You absolutely need the corner to land it, as for the ex dm you can land anywhere because its so fast,  so you can probably anti air dp cancel into ex ranbu dm only in the corner I'll confirm this today


Edit

Anti air dp cancel works anywhere regular and ex
Title: Re: Ryo Sakazaki
Post by: Kane317 on October 13, 2010, 01:37:12 AM
Landing the regular dm after a juggle is relative to where you are. You absolutely need the corner to land it, as for the ex dm you can land anywhere because its so fast,  so you can probably anti air dp cancel into ex ranbu dm only in the corner I'll confirm this today

Edit

Anti air dp cancel works anywhere regular and ex


WHAT?!?  You sure, wow I'm happy to be wrong since he needed that tool.  I might just pick him up now :)
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 13, 2010, 02:13:24 AM
First I tried it in training and set the com to jump towards me and I was able to do it anywhere, with either one, then I played arcade and did it once there
Title: Re: Ryo Sakazaki
Post by: Diavle on October 13, 2010, 02:27:35 AM
Awesome, thanks for the testing and confirmation.

Guess the guy in the JP vid mistimed it.
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 13, 2010, 02:30:11 AM
What vid was that by the way I wanna see it

EDIT

Never mind just saw it and I'm bamboozled lol, bc it worked every time I tried it the only thing i could think of that I didn't test was the version I only tried C version, so I think they tried to cancel of of A version and it missed, sorry I forgot to consider that, I'll get to the bottom of this lol
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 13, 2010, 06:18:45 AM
good news, wonder if dp s.cancel into haoh ken super works
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 13, 2010, 10:49:45 PM
What vid was that by the way I wanna see it

EDIT

Never mind just saw it and I'm bamboozled lol, bc it worked every time I tried it the only thing i could think of that I didn't test was the version I only tried C version, so I think they tried to cancel of of A version and it missed, sorry I forgot to consider that, I'll get to the bottom of this lol

while your getting at the bottom of that shit, try some of the juggles with ryo i mentioned in the post above. most of these juggle starters should leave your opoonent high enough to juggle with either 2 HCB+D's then juggle on with dp (and onwards if you got dc or more ex bars). or at least 1 HCB+D and a zanretsuken (which, again can be combos on if you got more EX's).

also, you can cancel a normal move into the ex version of it, so just theoritically:

jump D, s.C, dp (dc), HCB+D, f-b-f+P, ex f-b-f+AC (if possible), HCB+D, and juggle on with maybe even another hcb or dp or super or even a zanretsuken.

man people need to do some ryo training, his juggle posibilieties are probably the most overlooked of pretty much all the characters. sure, hes no tak, but could be one of the closest to him in terms of juggling (with dc and ex obviously).
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 14, 2010, 07:37:30 AM
well I have tested most of this stuff out when I first started playing the game but I totally forgot to write down or note it somewhere so I can't confirm 100%until the next visit, BUT
jump D, s.C, dp (dc), HCB+D, f-b-f+P, ex f-b-f+AC (if possible), HCB+D, and juggle on with maybe even another hcb or dp or super or even a zanretsuken.
altogether this combo won't work, this part specifically (dp (dc), HCB+D, f-b-f+P) after the HCB+D theres just too much recovery to be able to do a Zanretsuken you can even see it in the tech reference, and   (f-b-f+P, ex f-b-f+AC) I believe I've tested this and it worked

now say you started it with an anti air dp then certain things that were impossible become possible you can do dp (dc), HCB+D, dp, ex super cancel, I can confirm this as 100 percent possible, tho its pretty important  where you are, and at what point you DP cancel
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 14, 2010, 07:54:31 AM
thanx a lot, could you look into the combos where your opponent goes high enough for 2 HCB+D's to connect, or 1 HCB+D and then a zanretsuken. i know the ex zenretsuken launches them very high, so it would be especially nice if you could do the twice HCB+D without cancelling into that move through the ex zanrutsuken (because that way you both waste hd bar and a dm bar, which would be rather costly). or dp'ing than cancelling into HCB+BD and other alternatives.

thamx a lot.
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 14, 2010, 08:21:31 AM
No problem man, I'll look into it but I'm really skeptical that It'll work 2 HCB+D's that's a lot of recovery and if I recall I dont think zanretsuken juggles at all, although you are on the right track with HCB+D, its the major link to other juggles 
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 14, 2010, 05:40:19 PM
in kof 12 you could cancel into 2 hcb after a cd combo, and it didnt even look like like the flew 'that high'. either way, if hcb x2 is possible, hcb then f,b,f is also pssible after 1 hcb.
Title: Re: Ryo Sakazaki
Post by: solidshark on October 14, 2010, 06:31:15 PM
Diavle:  good observations on Ryo but the thing is thats exactly how he has been playing since 96, with the parry game being added in KOF 99 and being refined every year, but so far I think KOF XI parry has been best so far, see here:  http://www.youtube.com/watch?v=x23izcCCiaY

Thanks for that vid Violent Ryo. Can't believe that potential Ryo had in XI the whole time.
Title: Re: Ryo Sakazaki
Post by: Nagare_Ryouma on October 15, 2010, 03:32:27 AM
I have always been aware of Ryo's potential cause he is one of my characters in XI (and will be in XIII).
He had sooo many weapons and ways to attack and counter attack different characters.
Just like the rest of the cast, he has less moves now but I am pretty sure he can still kick some ass in this one.
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 16, 2010, 08:26:58 PM
soo, meta. you try some of that shit?
Title: Re: Ryo Sakazaki
Post by: metaphysics on October 16, 2010, 10:41:33 PM
Yeah so I've had pretty limited time to test shit out in training due to the tournament coming up but I was able to test some shit out, for one in that japanese video the reason ryo misses the dp cancel into ranbu dm is because he used A version dp, it does not connect under aany circumstances , but C version cancel does, and it works for any dm including the fireball dm

Okay so I was testing the possibility of landing a free 2 hcb+d and the Only way that even came close was ex Zanretsuken you can cancel the end of the animation by the way(get back to this later cuz its important ) when u do the HCB+D it hits like the second of the move and you just kinda sail across the screen when you try the second one. So that didn't work either because A) the second hit does not juggle or B) or it really is that slow.

but back to the cancel animation this opens up alot of possiblities of extending combos by at least one more series  the Ex HCB+BD Juggle into Ex Zanretsuken into Dp, (DC) HCB+D, Dp,  and at this point you can

(DC)'s
EX ranbu DM, regular dm, fireball dm,  And I think another regular zanretsuken or ex, haven't tested that part but if EX does and it should you have the possibility of ( considering you have full stocks ) EX Ranbu, or neomax, by the way after EX Zanrestuken you can straight up Neo max or ex Ranbu DM, corner only for regular dm, with no HD meter. Sorry I really suck at transcribing combos but anyways this is what i got so far I plan on making a list of everything that's possible( That I know of) it just takes me a really long time for me with my shitty write up skills lol


Title: Re: Ryo Sakazaki
Post by: metaphysics on October 17, 2010, 06:08:59 AM
I updated my last post
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 17, 2010, 12:54:59 PM
than a lot for the info. do you happen to know if ryo can jump in attack, C or D, overhead into ex zanretsuken?
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 18, 2010, 05:52:49 AM
meta, thanks a lot for your new info..

was looking forward to EX Zanretsuken > onwards combos/strategies/impressions
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 29, 2010, 03:11:45 AM
dont know if this was mentioned or not, but ryo can do crouching B and link it into his crouching C.
Title: Re: Ryo Sakazaki
Post by: Aenthin on October 29, 2010, 03:34:35 AM
Yeah I saw that. I think the combo went something like this:
[corner]  ;dn + ;b, ;dn + ;c, ;dn ;df ;fd + ;a, ;d
Title: Re: Ryo Sakazaki
Post by: Diavle on October 29, 2010, 04:02:29 AM
dont know if this was mentioned or not, but ryo can do crouching B and link it into his crouching C.

Hasn't he been able to do that for years? Did it a lot in 2k2.
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 29, 2010, 04:38:34 AM
dont know if this was mentioned or not, but ryo can do crouching B and link it into his crouching C.

Hasn't he been able to do that for years? Did it a lot in 2k2.

That combo did not work in KOF XII, so glad it's back.

And new Ryo combos in these 2 new videos featuring version 1.1 on SMAOI's channel

http://www.youtube.com/watch?v=q-FZ1fyX5XE

http://www.youtube.com/watch?v=q-FZ1fyX5XE

For example standing Hard Punch > Kou'ken > Heinshippukyaku.  Does nice damage too.  But actually you can connect practically anything off a successful light punch Kou'ken (some out of corner like Heinshippukyaku hcb+light kick).

So there are genuine incentives to use both versions of Kou'ken (qcf+P) hard punch Kou'ken has better range and priority, but light version Kou'ken can be comboed after, but both versions can be cancelled into Supers, EX Supers, and NeoMax.
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on October 29, 2010, 05:25:40 AM
yeah ive been using that link since 94. it was gone in 12. but a lot of links went missing after kofs graphical overhaul since way back in 96 terry lost his links, while kyo, kim & ryo kept theirs. after 12's real graphical overhaul everybody in the game lost the ability to link, which is why 13 is soo awesome.

its like snkp read all my complaints about 12 and even added systems ive been wanting in kof since 97/98. especially ex moves and dc cancelling. shit, even on srk's old 12 thread i was asking for these features, and their all in 13. with only some small balancing and ironing out the last few bugs & glitches this'll be the best kof ever by far.

only thing this game is lacking right now is more characters, somthing im wondering about is how long that will take with these new sprites that take soo long to create. 3 or 4 more teams and its pretty much perfect.
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on November 09, 2010, 11:31:16 PM
A bump is deserved for this beautiful Ryo combo...wow (http://www.youtube.com/watch?v=5NQrjo6LQL8#t=2m43)
Title: Re: Ryo Sakazaki
Post by: Aenthin on November 10, 2010, 02:51:04 AM
So according to the vid up there, HD Combo, 2 stocks
d+B 2x, [HD], D, f+A, hcb+BD, (dp+C, [HDC] hcb+D) 2x, dp+C, [HDC] f,b,f+AC, dp+P, [HDC] qcf+A, qcf+A, f,b,f+P
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on November 10, 2010, 09:00:34 AM
So according to the vid up there, HD Combo, 2 stocks
d+B 2x, [HD], D, f+A, hcb+BD, (dp+C, [HDC] hcb+D) 2x, dp+C, [HDC] f,b,f+AC, dp+P, [HDC] qcf+A, qcf+A, f,b,f+P

Yes, looks like it, my favorite parts are the EX Zanretsuken and the double Kou'kens.

I wonder if the combo's ending could be modified by using the other version of the Zanretsuken that knocks up on the last blow and the taunt animation canceled in to Haoh-Ken Super or Ougi Super (the player gained another stock at the end so I think he could have done this and won nicely).
Title: Re: Ryo Sakazaki
Post by: Rex Dart on November 10, 2010, 06:07:09 PM
He really deserved to win that round. He could have done either DM after the EX Zanretsuken and taken out his opponent. The extra Zanretsuken was definitely flashy, though.
Title: Re: Ryo Sakazaki
Post by: Aenthin on November 11, 2010, 02:56:36 AM
He won the whole match anyway. He might be saving stocks for Leona and all.
Title: Re: Ryo Sakazaki
Post by: Ash on November 23, 2010, 02:10:29 AM
Here's a way to start his HD combo without using any power gauges even against crouching characters (since hcb+D will miss most characters crouching)

(corner) C -> f+A -> BC -> D -> qcf+A -> dp+C -> DC qcf+A -> [dp+C -> DC qcf+A -> qcf+A]x3 -> finisher
Title: Re: Ryo Sakazaki
Post by: Aenthin on December 05, 2010, 05:26:14 AM
http://www.youtube.com/watch?v=nT7kOYtQiGg&t=2m14s
I knew I wasn't seeing things. C version of Kou'ken can negate projectiles even if it's too near already. Also a good combo a few seconds later.

And I'll just put this here for the lulz
http://www.youtube.com/watch?v=nt9JyZtJyY0#t=4m20s
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on December 08, 2010, 10:47:58 AM
I'm really liking Kou'ken more and more.

Title: Re: Ryo Sakazaki
Post by: metaphysics on December 18, 2010, 01:32:31 AM
Ok so I've been playing Ryo for a couple months now, and what I've found to be his most effective weapon is his Kohken.this move IMO, sets up a good deal of your offense and is a great defensive tool.

Though Ryo's fireball is not a fullscreen forward progressing projectile this is in no way a weakness. When you use Ryo Consider his projectile to be a shell that expands and contracts accordingly to the right situations, and Fireball A,C, and ex versions maintian it

the facts are
1. the fireball itself has a much larger hit box than it appears, especially when using the A version which looks deceptively small, and often catching as an anti air

2. the fireball knocks down on any version, which is huge in resetting your position, or transitioning into rushdown

3. blockstun and recovery on the A version is really good, especially in the corner to set up  mix up situations, blockstun on C version is also great long distance but can be punished with a fast move if you decide to do it close range. however if you wiff C version Kohken It can be punished even from long distance from plenty of characters, K' comes to mind, and this is the version people are hoping to jump over or roll through to punish you for a fat combo.

4.  ex version comes out really fast and has invincibility, and you recover before they do so  I usually use this move to throw the opponent off from reading my patterns since its not expected, also a good and safe option to use to get out of K's fireball traps in the corner 

Now with all these uses for the fireballs it sets up everything from being easier to predict when to parry, mix in uppercuts,  set up jumps for anti airs, or super, EX super.

He also has a very effective fireball trap in the corner with A, EX version, and even C version with particular spacing to bait the other person to stick something out then follow up with a parry or uppercut.

The downside though is that against against maybe one particular character (Chin!!) the fireball game becomes  a dangerous game to play with his low to the ground size, and moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for chin to penetrate your defense.

now with all that said and done I would like to state that I am not a top player, or expert Ryo user, but I have dedicated much time into this game and I feel that at the very least I can Interpret when something a character I've been using has a high success rate against other talented players, so hopefully this is something of interest
Title: Re: Ryo Sakazaki
Post by: Kane317 on December 18, 2010, 02:24:22 AM
The downside though is that against against maybe one particular character (Chin!!) the fireball game becomes  a dangerous game to play with his low to the ground size, and moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for chin to penetrate your defense.

It's all good, you don't play many Chins do you? 

BTW, good write up.
Title: Re: Ryo Sakazaki
Post by: metaphysics on December 18, 2010, 08:12:23 AM
Thnx that match up is so weird lol
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on December 21, 2010, 09:12:34 AM
Thanks for the write up MP, can't wait to spam Kou'ken ^_^

I haven't been seeing it in the matches on YT but Ryo can double DragonPunch like Ryu in SFIV, especially if the first one counters.  If it does then you may be able to get more creative.
Title: Re: Ryo Sakazaki
Post by: krazykone123 on December 23, 2010, 05:55:46 PM
Just added to the wiki

==Combos==

*cr.Bx2, cr.A, hcb+B/qcf+AC

*cr.B, cr.C, special attack

*cr. B, cr. A / cl.C, hcb + BD, f b f+A/ qcf hcb+AC

*cl.C, hcb+D (standing opponents only)

st.C, f+A, qcf hcb+P


===HD Combos===

'''1 Power Gauge'''

*[HD] cl.D, dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, f b f+A
*[HD] cl.D, qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcfx2+A, dp+C, (HDC) qcf+A, qcf hcb+P


'''2 Power Gauges'''
*[HD] cl.D, dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf hcb+P
*[HD] cl.D, qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+AC


'''3 Power Gauges'''
*[HD] cl.D, f+A, hcb+BD, dp+C, (HDC) hcb+D, dp+C, (HDC) hcb+D, dp+C, (HDC) f b f+AC, dp+C, (HDC) qcf+Ax2, qcf hcb+P
*[HD] cl.D, qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HC) qcfx2+AC


'''4 Power Gauges'''
*[HD] cl.D, f+A, hcb+BD, dp+C, (HDC) hcb+D, dp+C, (HDC) hcb+D, dp+C, (HDC) f b f+AC, dp+C, (HDC) qcf+Ax2, qcf hbc+AC


'''5 Power Gauges'''
*[HD] cl.D, dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+P, (MC) qcfx2+AC


I'm sure a lot of these are corner only, feel free to correct me on anything that doesn't look right.
Title: Re: Ryo Sakazaki
Post by: metaphysics on December 27, 2010, 08:23:54 AM
I haven't been seeing it in the matches on YT but Ryo can double DragonPunch like Ryu in SFIV, especially if the first one counters.  If it does then you may be able to get more creative.
I've tried it with no success, although it could still be possible its definitely not gonna be ryu SFIV status cuz that particular situation comes up alot in that game, corner would be your only and best bet. Reason being c version is the only DP really with any horizontal movement but its very minimal and it has too much start up to connect midscreen on a counter
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on December 28, 2010, 12:39:52 AM
Hmmm...from my experience with Ryo in KOF XII, a dp could be followed up by another dp as long as the opponent is hit by the first dp before their descent during a jump.

It might be different in KOF XIII tho...

Anyway, thanks for all your Ryo input =D
Title: Re: Ryo Sakazaki
Post by: metaphysics on December 28, 2010, 01:47:33 AM
Yeah it definitley does not work like 12 you could do that pretty often in that game,  I think I remember testing it waaaaay back, but I'll give it an honest go today and confirm it here so I don't forget lol, and you are very welcome!!!
Title: Re: Ryo Sakazaki
Post by: ken_garou on December 29, 2010, 08:35:49 AM
In this version of kof 13 when you are using Ryo, you can actually wait for the oppoent to jump towards you ,  counter that by doing a dp+C (one hit) and immediately super cancel into his  qcf hcb + P DM.   This teaches them not to be so jumpy for long.
Title: Re: Ryo Sakazaki
Post by: Kane317 on January 11, 2011, 09:26:36 PM
I don't think this has been posted:

Ryo HD+4stock 97% combo (http://www.youtube.com/watch?v=raaBinxyNpY).
Title: Re: Ryo Sakazaki
Post by: MUSOLINI on January 12, 2011, 02:16:37 AM
old, but i dont know if ive seen it here though.
Title: Re: Ryo Sakazaki
Post by: metaphysics on February 24, 2011, 02:51:30 AM
so it turns out you actually can connect an EX DP cancel into level one super. It's only in the corner, and can probably only be possible in HD mode. So the Japanese combo that has three series of DP into HCB K, then ends with a Zanretsuken,at the end instead of canceling into a fireball, do an EX DP into level one super
Title: Re: Ryo Sakazaki
Post by: metaphysics on February 25, 2011, 08:25:09 AM
NEW COMBO's, after the discovery.

((st. D, F+A, (HD), st.D, F+A, hcb+BD, dp+ C,(HDC) hcb+D, dp+C, (HDC)hcb+D, dp+c,(HDC) hcb+D, (HDC)dp+AC)), qcf hcb+ A

Inside Parenthesis, then.....hcb+D, dp+AC

the combo's themselves don't do a whole lot of damage a little under 700, but they do have redeeming factors, such as if mistime the first Dp int those combo's you can revert back to the ending part to save yourself and still get some damage
Title: Re: Ryo Sakazaki
Post by: a11111357 on May 09, 2011, 01:37:03 PM
http://www.tudou.com/programs/view/u6_QMa7Cb-Q/
Title: Re: Ryo Sakazaki
Post by: Kane317 on June 02, 2011, 10:02:44 PM
Thought this guy's Ryo's offense was worth noting,  he told Shen, "nope, you ain't getting out." (http://www.youtube.com/watch?v=ajQFiwQiRjM#t=3m53)
Title: Re: Ryo Sakazaki
Post by: metaphysics on August 24, 2011, 08:10:39 AM
so now ryo's parry is waaay better now, after playing with him at Evo I noticed his parry recovers faster, and according to No.17 gives you frame advantage as oppose to you just  being Invincible and trying to interrupt a move with a special. I parried a stand A from leona, and punished with a hcb D. I also parried a jump in and punished with a hcb D, I tested that out it appeared to be Height dependent so you can't always do it.

also hcb D seemed faster which helped a lot with the more difficult combo's, and punishing certain things

---

don't sleep on Ryo guys I think he's a more solid character than people give him credit for and with his buffs he's gonna be even better, practice up!!!



Please avoid double posting -Kane317
Title: Re: Ryo Sakazaki
Post by: Amedø310 on August 24, 2011, 04:57:29 PM
Is it possible to use this as a block stun in corner?

C, qcf+AC, C, qcf+AC...
Title: Re: Ryo Sakazaki
Post by: metaphysics on August 24, 2011, 11:22:18 PM
Yeah substitute that last ex fireball for A version, it should be close to impossible to interrupt, and it saves you wasting that ex to set up other gaurd break blockstun oppurtunities, or just plain saving meter.  The fact that Ex fireball pushes you forward and resets your position to continue safe blockstrings makes it really useful for gaurd crushes
Title: Re: Ryo Sakazaki
Post by: Kane317 on August 25, 2011, 01:41:42 AM
Yeah substitute that last ex fireball for A version, it should be close to impossible to interrupt, and it saves you wasting that ex to set up other gaurd break blockstun oppurtunities, or just plain saving meter.  The fact that Ex fireball pushes you forward and resets your position to continue safe blockstrings makes it really useful for gaurd crushes

I'll concur that watching Metaphysic mess around with Ryo in Evo, he's definitely someone to watch out for for the console.
Title: Re: Ryo Sakazaki
Post by: Mr.KOF on August 25, 2011, 04:01:14 AM
Yeah, Don't be surprised if RYO's sprout up overnight when KOF 13 debuts! He's so buffed up now THE ANSWER may categorize him S rank!  Ryo is for you if you can play firmly and efficiently!
Title: Re: Ryo Sakazaki
Post by: Violent Ryo on October 12, 2011, 11:00:12 PM
Some new epic Ryo combos:


KOF XIII - Ryo Combo 100% : Pick Your Poison! (http://www.youtube.com/watch?v=iloS7a5YGMk#ws)


KOF XIII - RYO Combo 100% : MAXIMUM GADOUKEN! (http://www.youtube.com/watch?v=akvi3hB57ro#ws)

Title: Re: Ryo Sakazaki
Post by: bigvador on October 13, 2011, 06:49:49 AM
in more ways then 1 i hate how basic he is almost like ryu but he do take some real skill to use
Title: Re: Ryo Sakazaki
Post by: Saitsuofleaves on October 13, 2011, 08:41:30 AM
in more ways then 1 i hate how basic he is almost like ryu but he do take some real skill to use

I wouldn't really call Ryo basic.  Honestly I'd call King more basic than Ryo.
Title: Re: Ryo Sakazaki
Post by: bigvador on October 13, 2011, 10:00:55 AM
in more ways then 1 i hate how basic he is almost like ryu but he do take some real skill to use

I wouldn't really call Ryo basic.  Honestly I'd call King more basic than Ryo.

i dont know but i would have to say his "basic" move are really unique back then king took work now shes kinda watered down alot
Title: Re: Ryo Sakazaki
Post by: Saitsuofleaves on October 13, 2011, 10:53:39 AM
in more ways then 1 i hate how basic he is almost like ryu but he do take some real skill to use

I wouldn't really call Ryo basic.  Honestly I'd call King more basic than Ryo.

i dont know but i would have to say his "basic" move are really unique back then king took work now shes kinda watered down alot

They did, but idk, I kind of like this version of King.  Reminds me a lot of Rose from SF, and she was my main in the games she was in (though I suck at the SFA games), and they're similar in the way they're basic, relying on fundamentals and spacing to win, the ability to switch from a decent spacing defense to a hit and run offense, and hell, King's main DM is called Surprise Rose.

Ryo though, other than the DP and the gi (and his first name), he's not much like Ryu.  He's more like Dan (which is obvious considering Dan's moveset was modeled to mimic Ryo's) but yeah, he's plenty unique.  Won't stop people from mashing dat DP though.
Title: Re: Ryo Sakazaki
Post by: SAB-CA on October 13, 2011, 02:52:48 PM
There's really nothing boring about this Ryo... if anything, I'd say his old forms with more moves were more boring. How could this be so, you ask?

Most of the people I fought in the past always relied JUST on those moves. The leaping chop, The autoguard dash punch thing... They rarely ever seemed to actually use the protective properties of his Kohoken right, and of course, they could DP. Or they spammed Air fireballs like he was some reject Akuma. It never really felt that right for KoF, relying on obtuse keep-away and move priority, rather than actually learning the full character. I think it kinda held Ryo back.

The XIII Ryo, however, is a nice twist on the classic "Shoto" archetype. He has all the KoF-fitting reasons to get in and do some real attacks, and while he has elements of the traditional "control space, with Horizontal projectiles, and vertial DPs" game going on, his style of moves force him to get in much closer, more in-your-face, and his Autoguard attacks (his Parries) take more skill to use. I get the feeling that everything he does has weight behind it, and I rather like how his very serious-in-battle stance and moves now balance VS the other Kyokugen (Robert's more Sly, Yuri is goofier, and Takuma is the master, with the move cache to prove it).

While I can see why people who know the AoF team through KoF are a little annoyed with these new versions of the characters, I have to say, as one who liked them more from the AoF games, I like XIII's versions a lot. Robert used to be a favorite of mine, but all the odd changes he got over the KoF years made him such a mess... I like change in my characters, but some of the stuff just seemed un-needed and lacking in focus. Why did he get a flash kick, while having had a dragonpunch too? Changing from charge-motion fireballs to command motions, from power spheres to disk waves... and what the heck with a charge motion command-unblockable "throw"?

TL;DR - The previous KoF AoF styles were getting kinda messy. I'm glad to see them re-focused now. I think it actually, in an odd way, makes them more interesting!
Title: Re: Ryo Sakazaki
Post by: Aenthin on October 13, 2011, 04:07:19 PM
They rarely ever seemed to actually use the protective properties of his Kohoken right

Kohoken in previous games was vastly different though. It was more similar to Yuri's version, albeit having a shorter range and slightly faster but it was still not as fast as the current one. It didn't have much use against airborne opponents since it didn't have a big vertical hitbox. Recovery time is longer too, thus making it less safe to use compared to other moves. Basically, what Ryo could do with the Kohoken in XIII, you couldn't do it in previous games.

I do agree with much of your statements, on the other hand.

Robert getting a charge moveset was a jab at Guile. A charge move for an unblockable was ridiculous though. I always end up doing a punch jumping upwards. Curious as to why they did that. It was better in 99 when it *wasn't* a short-ranged unblockable.
Title: Re: Ryo Sakazaki
Post by: Nagare_Ryouma on October 14, 2011, 05:14:13 AM
The leaping chop, The autoguard dash punch thing...

I miss those moves!!!!
I used them a lot, specially the karate chop.
Anyway, I agree partially with your statement. Personally, I think his previous stance was cooler because everytime I saw him it was like "wow, this guy is using some serious super special technique". His actual stance is more common for a fighter. I think he looks absolutelly bad-ass, but I would have prefer to see his previous stance with the current visual style.
Bottom line, I am a Ryo player and I CAN´T wait to kick ass with him. Since the game got released I always though he was underrated. You didn´t see too many fancy combos so nobody paid too much attention to him, but the GUY IS A BEAST.
Title: Re: Ryo Sakazaki
Post by: BioBooster on October 14, 2011, 06:52:21 AM
The leaping chop, The autoguard dash punch thing...

I miss those moves!!!!
I used them a lot, specially the karate chop.
Anyway, I agree partially with your statement. Personally, I think his previous stance was cooler because everytime I saw him it was like "wow, this guy is using some serious super special technique". His actual stance is more common for a fighter. I think he looks absolutelly bad-ass, but I would have prefer to see his previous stance with the current visual style.
Bottom line, I am a Ryo player and I CAN´T wait to kick ass with him. Since the game got released I always though he was underrated. You didn´t see too many fancy combos so nobody paid too much attention to him, but the GUY IS A BEAST.


Yeah I'm a Ryo player too. With his new parry properties and enhanced EX hien-shippu-kyaku, he's quite possibly going to a pretty decent destroyer. I also miss the Raijin-setsu chop by the way. That move had good recovery/priority and played an important role, so if he was going to get a move back I'd want it to be that one.
(the new stuff in XI he got I could do without). If I could be greedy I would want  ;dn ;db ;bk ;a/ ;c back as well - made his gameplay interesting.

I'm a little upset that Ryo didn't get his air cross-up kick he had in AoF like Robert did (not to mention all the tools Robert has by comparison) - but SNK being in Osaka broke off a bit more love to Kansai-Robert haha.

so now ryo's parry is waaay better now, after playing with him at Evo I noticed his parry recovers faster, and according to No.17 gives you frame advantage as oppose to you just  being Invincible and trying to interrupt a move with a special. I parried a stand A from leona, and punished with a hcb D. I also parried a jump in and punished with a hcb D, I tested that out it appeared to be Height dependent so you can't always do it.

Well I really wanted to be good with the parry (like I was in other KOFs), never saw it as worth the risk in XIII until now. Metaphysics - sounds like you were really feeling the potential in it from EVO. I'm happy with the frame advantage and startup time, are you able to comment on the window? Did the parryable window feel longer to you?

I'll start loading up my parries like  ;dn ;df ;fd ;b for the eventual  ;fd ;df ;dn ;db ;bk  ;a   :)
Title: Re: Ryo Sakazaki
Post by: Rex Dart on October 14, 2011, 06:19:41 PM
I'm personally hoping SNK (eventually) makes Ryo into something closer to AOF2 Ryo.

Hell, AOF almost invented EX moves. EX Kohoken should be a full-screen projectile.  :)  That would surprise people so damn much. Maybe give him back his air fireball. And then, of course, a special that allows him to charge his power gauge.

Sorry, way off-topic. My point is that I like XIII Ryo and how SNK has updated Ryo.
Title: Re: Ryo Sakazaki
Post by: BioBooster on October 14, 2011, 07:30:48 PM
I'm personally hoping SNK (eventually) makes Ryo into something closer to AOF2 Ryo.

Hell, AOF almost invented EX moves. EX Kohoken should be a full-screen projectile.  :)  That would surprise people so damn much. Maybe give him back his air fireball. And then, of course, a special that allows him to charge his power gauge.

Sorry, way off-topic. My point is that I like XIII Ryo and how SNK has updated Ryo.

Yeah that air fireball was kool. Would be pretty neat if they gave him that ground punish fireball from AoF 3 as well (don't think there are any ground attacks in XIII). XIII Ryo just plain looks like a badass - like what they did with him.

Agree with all of that. I'm a little dissapointed that Ryo and Robert can't charge meter with their taunt - C'mon! the animation is there! Would have been a nice touch.
Title: Re: Ryo Sakazaki
Post by: Kane317 on November 01, 2011, 06:05:12 AM
First page has been updated with 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
Post by: BioBooster on November 01, 2011, 06:43:47 AM
Amongst other things, I think I will immediately explore what can be done with Ryo's geddanuke cancel of normals. I looked into it one time at the arcade, experimenting with cancels of his slower moves such as c.D and CD.

Now there should certainly be some merit to doing the same for surprise tactics as in the 10/20 blog vid. If I find a really good list of applications, I'll post that here. I'll have to check whether stand alone f+A can be cancelled like CD when I get a chance.

Also, greater distance on his Ko-ohken is key. That should shore up is strong attack block strings. I'll also be checking out frame related stuff on zanretsuken's startup and attack as I'd like to incorporate that signature move into more combos. I'm wondering if the change to zanretsuken has plugged the gap between EX and C versions - will check up on properties there as well. Would be interesting if EX had a guard point as was done in the past, but that will be unlikely...
Title: Re: Ryo Sakazaki
Post by: The Fluke on November 01, 2011, 08:37:14 AM
I'll also be checking out frame related stuff on zanretsuken's startup and attack as I'd like to incorporate that signature move into more combos. I'm wondering if the change to zanretsuken has plugged the gap between EX and C versions - will check up on properties there as well. Would be interesting if EX had a guard point as was done in the past, but that will be unlikely...

I don't know if things have changed much from xii on the zanretsuken front but in xii you can combo into it off of jabs wich gives Ryo his most damaging combo off of jabs (as far as i know) and you can finish corner combos with it for juicy damage. Pretty much nullifies his need for supers except for midscreen stuff ofcourse. I hope it will be possible to use as the final move in corner combos for good meterless damage in xiii aswell because it is such a great move to land. Even better if it can be followed up upon.

Sadly though i think zanretsuken takes too much time to be good in hd mode as it will probably waste meter you may want to spend in other ways.. Either that or it works out anyways because of scaling or something. Who knows.
Title: Re: Ryo Sakazaki
Post by: BioBooster on November 01, 2011, 03:31:58 PM
Yeah, your right that weak zanretsuken is a good meterless finisher. It still connects off of jabs as well and does more damage than strong.

The sad thing about strong zanretsuken is the only thing I can seem to drive cancel with is weak haoh-shokoken and the damage is PITIFUL for one meter and one HD... Just about everything else whiffs like ranbu and so on, so think we need strong hienshippukyaku to carry the opponent into the corner (think last hit of hienshippukyaku hits), but strong zanretsu only combos off of strong attacks so you have to be hell close...

Oh yeah, if you haven't seen the DDTC Zanretsuken video check it out.
Think he has done our homework for us :D

KOF XIII: Ryo Sakazaki Zanretsuken tutorial. (http://www.youtube.com/watch?v=g9VQNxSR-pY#ws)

Well, there's plenty of HD used, but it's hell contrived - he burns all meters each time. Guess we can surmise there won't be any death combos with zanretsuken in the mix in the arcade ^_^
Title: Re: Ryo Sakazaki
Post by: marchefelix on November 01, 2011, 06:30:56 PM
So I did some experimenting with Ryo today. Specifically, I trying to see if you could cancel from his zanretsuken into his NeoMax. My conclusion is no.

I was looking over his changes in the console version, and I was sad to see that this wasn't one of them.
Title: Re: Ryo Sakazaki
Post by: The Fluke on November 02, 2011, 08:41:19 AM
I think i've seen that video before but it's definately worth seeing again even if most of the combos are or atleast seem impractical.
Title: Re: Ryo Sakazaki
Post by: LouisCipher on November 02, 2011, 07:32:23 PM
How much invincibility do his SRK's have? I'm a little concerned about the 1 frame startup and might make it too good and counter good jump ins.
Title: Re: Ryo Sakazaki
Post by: BioBooster on November 02, 2011, 07:40:59 PM
How much invincibility do his SRK's have? I'm a little concerned about the 1 frame startup and might make it too good and counter good jump ins.

His weak SRK has enough that you will not trade as long as you wait until the opponent is quite close. Hi strong one has great invincibility, but has a pretty slow startup making it tough to use against hops which don't give you time to react.

He's no sort of super shoto as because his fb has no range, so he's more of a train your opponent to stay grounded with fb zoning and footsies, then go aggresive with jump ins.

That said his SRK is one if his best tools.
Title: Re: Ryo Sakazaki
Post by: Diavle on November 24, 2011, 05:48:54 PM
His low parry is some good stuff, I think it has some serious potential. Its so fast and so good for cancelling normals, used right it could set up one hell of a pressure game (feels almost like MOTW's feints).
Title: Re: Ryo Sakazaki
Post by: CCVengeance on December 03, 2011, 02:37:04 AM
I've been interested in picking up Ryo but his fireball looks terrible.
His Neo Max looks cool,though. :)
Title: Re: Ryo Sakazaki
Post by: meiji_99 on December 03, 2011, 06:35:32 AM
in my opinion his fireball useful to zoning and pressing the opponent at the same time, cmiiw his Heavy ver fireball after clash with other normal fireball, it still hit the opponent if they close enough.
Title: Re: Ryo Sakazaki
Post by: BioBooster on December 03, 2011, 01:47:01 PM
Additionally, his weak fb is tough to punish. If either fb hits, can be drive cancelled into ranbu from anywhere on the screen - even strong fb.
Title: Re: Ryo Sakazaki
Post by: The Fluke on December 03, 2011, 05:39:44 PM
Additionally, his weak fb is tough to punish. If either fb hits, can be drive cancelled into ranbu from anywhere on the screen - even strong fb.

Though the drivecancel has to be done quickly so it isn't really hitconfirmable if you just throw the fireball out there. Still really good though. Ryos fireballs also seem to have high "durability" so they can beat multiple fireballs etc.
Title: Re: Ryo Sakazaki
Post by: CCVengeance on December 04, 2011, 01:04:13 AM
Yeah, messed with him today and his actually pretty fun!
I actually think he has one of the better sprites in the game.
A couple of questions if you guys don't mind:
What exactly are his strenghts and weaknesses?
Does he need meter to be effective?It's because I'm looking for a 1st or 2nd
for my Vice team.
Can you combo or cancel after his parries?
Thanks in advance. ;)
Title: Re: Ryo Sakazaki
Post by: The Fluke on December 04, 2011, 06:18:53 AM
What exactly are his strenghts and weaknesses?
Does he need meter to be effective?

Zoning and corner pressure. If you play him without meter you are probably not going to do much more than fireballing for zoning and basic combos, and ofcourse throw out the odd dragon punch or normal anti air. Get your opponent to the corner and you can combo into and then off of your fireballs, do resets with quick 50/50s or just keep the pressure up with straigth forward tactics. Very basic character imo, though still fun.
Title: Re: Ryo Sakazaki
Post by: Diavle on December 04, 2011, 08:34:28 AM
I'll just leave this here...

KOF XIII School of Ryo - There is No Projectile (http://www.youtube.com/watch?v=sl4zPQojQ14#)
Title: Re: Ryo Sakazaki
Post by: Raynex on December 04, 2011, 09:47:36 AM
I had no idea his counter was so versatile. Sick video!
Title: Re: Ryo Sakazaki
Post by: LouisCipher on December 04, 2011, 09:53:55 AM
That was pretty sick.
Title: Re: Ryo Sakazaki
Post by: Diavle on December 04, 2011, 08:44:42 PM
Tried him and did very well. Played him like a tank, slow and to the point. Heavy use of pokes and bloke strings (even got a message from someone complimenting my poking lol). Surprisingly effective style.

Experimented with parry, he can parry fireballs up two hits fine but not after it looks like. I was able to parry Robert's Ex  fireball but not Athena's.

I was also able to parry K's dp+C on his wakeup no prob.

His dp+A a is really fast, was able to punish Iori's qcb+B on block. It doesn't seem fast enough to punish Kyo's qcf+K on block, or punish it after 1 hit. If you do dp+A in between his kicks there is an exchange, if you do dp+C then Ryo hits Kyo clean. Haven't tried sticking a parry there instead of a dp yet.

This guy can really dish out the damage too, sC, hcb+BD, dp+C (1 hit) [DC] into HCB+D, DP+C does almost 50% damage. All for just one power bar and drive.
Title: Re: Ryo Sakazaki
Post by: CCVengeance on December 04, 2011, 09:46:31 PM
What exactly are his strenghts and weaknesses?
Does he need meter to be effective?

Zoning and corner pressure. If you play him without meter you are probably not going to do much more than fireballing for zoning and basic combos, and ofcourse throw out the odd dragon punch or normal anti air. Get your opponent to the corner and you can combo into and then off of your fireballs, do resets with quick 50/50s or just keep the pressure up with straigth forward tactics. Very basic character imo, though still fun.
Okay thaks.Fun and basic,just the way i like it. :)
Also Diavle That was an awesome video. ;)
Title: Re: Ryo Sakazaki
Post by: BioBooster on December 05, 2011, 03:20:50 AM
Additionally, his weak fb is tough to punish. If either fb hits, can be drive cancelled into ranbu from anywhere on the screen - even strong fb.

Though the drivecancel has to be done quickly so it isn't really hitconfirmable if you just throw the fireball out there. Still really good though. Ryos fireballs also seem to have high "durability" so they can beat multiple fireballs etc.

Yup, so it's great to confirm off of a strong normal and input the ranbu motion in case you can use it.

One thing I do notice about console Ryo though is that both his fbs seem much more stuffable - esp strong...
Title: Re: Ryo Sakazaki
Post by: BioBooster on December 05, 2011, 05:17:18 PM
Nice to see that Hao-shokoken is faster for everyone. I can now combo it off of strongs with Ryo - not that I want to be doing that, but at this speed, it's very viable for actually punishing fireballs as intended.
Title: Re: Ryo Sakazaki
Post by: The Fluke on December 05, 2011, 07:14:45 PM
Nice to see that Hao-shokoken is faster for everyone. I can now combo it off of strongs with Ryo - not that I want to be doing that, but at this speed, it's very viable for actually punishing fireballs as intended.

I dunno.. I tried online (mainly against takuma) and it was pretty much useless.. I would much rather use ex ranbu wich even on whiff probably is safer.
Title: Re: Ryo Sakazaki
Post by: BioBooster on December 05, 2011, 09:30:14 PM
Yeah at full screen you'll need to preempt the oponent's fb by buffering the motion and letting it rip if the they so much as twitch on a fb, but it at least works which is more than could be said for arcade. fb recoveries are pretty fast in KOF...At any rate, the move was never geared towards completely reactionary use it seems.

Due to scaling I noticed that
j.D s.C strong zanretsuken weak kooh-ken weak hienshippukyaku
is < than
j.D s.C weak kooh-ken strong kohou
by a significant amount  :(

Damn, I want to find something useful to do after strong zanretsuken, now that you can follow up w/o drive cancelling. Ranbu is ok (replacing kooh-ken in combo1), but not much stronger than combo2 and requires a meter  :(
Title: Re: Ryo Sakazaki
Post by: BioBooster on December 06, 2011, 04:59:59 AM
Hey can one of you guys assist? I think I can finish off Ryo trials, but am consistently having troubles with ones that us numerous dp>fb's.

Everything else seems to work fine for me
dp>hien
>zanretsu
>haoh
>ranbu

I would assume you could simply:
623P>6P (not stable for me at all)
and then I gave up and tried
623P>236P (I'm don't have the slowest hands, but this is hard??)

Does anyone have inputs for pulling this off solidly?
Help!! :(

EDIT: Oh yeah, out of the successes I had - dp > neutral > fb seemed to work the most. Others doing it like this too?
Title: Re: Ryo Sakazaki
Post by: The Fluke on December 06, 2011, 08:47:15 AM
EDIT: Oh yeah, out of the successes I had - dp > neutral > fb seemed to work the most. Others doing it like this too?

Yeah, that's how i do it aswell. Least risk of random haoh shoukou kens that way.. I don't get why but that move really wants to come out.
Title: Re: Ryo Sakazaki (Arcade Version)
Post by: BioBooster on December 06, 2011, 09:51:42 AM
OK cool, you are having the same results as me then.

I also swear I'm not hitting back at anytime.

When I get home, I'll test:
623P>neutral>6P

Hopefully that will work as I'm not happy w/my current method.

Thanks!
Title: Re: Ryo Sakazaki (Arcade Version)
Post by: Diavle on December 06, 2011, 12:36:18 PM
Hey can one of you guys assist? I think I can finish off Ryo trials, but am consistently having troubles with ones that us numerous dp>fb's.

Everything else seems to work fine for me
dp>hien
>zanretsu
>haoh
>ranbu

I would assume you could simply:
623P>6P (not stable for me at all)
and then I gave up and tried
623P>236P (I'm don't have the slowest hands, but this is hard??)

Does anyone have inputs for pulling this off solidly?
Help!! :(

EDIT: Oh yeah, out of the successes I had - dp > neutral > fb seemed to work the most. Others doing it like this too?

Just tried it in practice mode, all you have to do is mash the other punch button after doing the dp (no need to touch any directions, after doing the dp there is no need to touch them at all). So if you did the dp with C then mash A and vice versa, comes out every time.

Make sure to be in HD mode to do it this way though, for some reason this same method doesn't work for drive canceling (even though in HD mode it does it each and every time easily this way).
Title: Re: Ryo Sakazaki (Arcade Version)
Post by: BioBooster on December 06, 2011, 04:02:56 PM
Dude, that is an insane find. Can't believe how that just...works :D

You're completey right about HD mode. Also found out that no mashing is necessary, will come out with the other button when pressed just once or if the other button is held down. This totally gives me new tech for Ryo HDs - much appreciated.

I'll report back if I find anything solid outside of HD....