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Ryo Sakazaki

Started by Mr.Minionman, August 05, 2016, 05:51:14 AM

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Mr.Minionman



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

(*) = EX OK
(!) = MAX OK

Throws
Kyokugenryu Sanren Geki - (close) ;bk/ ;fd + ;c
Tomoe Nage - (close) ;bk/ ;fd + ;d

Command Normals
Hyouchuu Wari - ;fd + ;a
Jyoudan Uke - ;fd + ;b
Gedan Uke - ;df + ;b

Special Moves
Kohou - ;dp + ;a/ ;c (*)
Ko-Ou Ken - ;qcf +  ;a/ ;c (*)
Hien Shippuu Kyaku - ;hcb + ;b/ ;d (*)
Zanrestuken - ;fd ;bk ;fd + ;a/ ;c (*)

Super Special Moves
Haoh Shoukou Ken -  ;fd ;hcf + ;a/ ;c (!)
Ryuuko Ranbu - ;qcf ;hcb + ;a/ ;c (!)

Climax Super Special Move
Shin • Tenchi Haoh Ken - ;qcf ;qcf + ;a ;c

Mr.Minionman

His new st. D is really good. I'll miss having one that you could just cancel whenever wherever though. He's got to worry about close/far like everyone else now

EXWildWolf

Quote from: Mr.Minionman on August 25, 2016, 12:51:14 AM
His new st. D is really good. I'll miss having one that you could just cancel whenever wherever though. He's got to worry about close/far like everyone else now

I wouldn't say he has to worry too much. His Cr.C is a really good counterpoke, and you have days to hit confirm it

Vokkan

I'm having a hard time adjusting to him in this game, and starting to question if it's even worth it...

qcf+A has much shorter range which makes it only reliable from deep jump-ins.
cr.C is unsafe even on hit, so your only option is to qcf+A and pray it won't whiff (or max range qcf+C and pray it won't get punished).
Sweep into fireball is usually suicide no matter what version you go for, since one whiffs and one's punishable.
Sweep into low parry is still unsafe.
No more late canceling overheads?
Parries will continue to be worse than just DP:ing until you can cancel into normals, run or MAX activation.
And Zanretsuken is even worse than ever...

KrsJin

^You could parry cancel the down C to make it safe-ish right?

And can you do Max mode bypass after a successful parry? Sorry can't test this stuff right now.

Vokkan

All parry cancel shenanigans (with the exception of CD I assume) are jab punishable if done point blank, but if done after a jump-in those shouldn't reach, and you could even get a s.C whiffpunish if they try.

But in general when blocking Ryo's heavy attacks up close you should just wait a split second then press jab. You probably wont get that punish, but you won't get frametrapped by a qcf+C either, and you'll pretty much counterhit anything Ryo tries afterwards.

(Also, no max mode bypass after parry)


Amedø310

#7
Ryo's Frame Data: https://drive.google.com/open?id=0B2WAxkcvfTKdZGRxWm94cW5aMWs

This is where all the frame data that I have done so far will be located in jpeg format: https://drive.google.com/open?id=0B2WAxkcvfTKdb3J2WXJ2djJGYWs

Microsoft Word documents will be here for download: https://drive.google.com/open?id=0B2WAxkcvfTKdbTF5akxrV1RjNHc

Vokkan

Ryo's combo dmg has seen some breakthroughs recently:

cl.C, f+A, MAX, cl.D, qcf+AC, hcb+BD, dp+A, cr.C, df+B (379 + reset) 1 bar, anywhere
cl.C, f+A, MAX, cl.D, qcf+AC, hcb+BD, dp+C xx EX Ranbu (576) 3 bar in 1st pos, 2 bar in 2nd*/3rd pos, anywhere

cl.C, f+A, MAX, cl.D, qcf+AC, hcb+D!, dp+A, cr.C, df+B (407 + reset) 1 bar, corner
cl.C, f+A, MAX, cl.D, qcf+AC, hcb+D!, dp+A xx EX Ranbu (601) 2 bar, corner