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Ryo Sakazaki / Ryo Sakazaki (Arcade Version)
« on: July 27, 2010, 02:48:42 AM »Notation
= Light Punch
= Light Kick
= Strong Punch
= Strong Kick
* = EX version possible
Throws
Tomoe Nage - / + /
Command Moves
Hyochuwari - +
Jodanuke - +
Gedanuke - +
Special Moves
Kohken - + / *
Koho - + / *
Hienshippukyaku - + /
∟ / (Second hit, version only) *
Zanretsuken - + / *
Desperation Moves
Ryukohranbu - + / *
Haohshokohken - + /
Neomax
Tenchihahoken - +
Ryo's Wiki entry.
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.