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Ryo Sakazaki (Arcade Version)

Started by nilcam, July 27, 2010, 03:48:42 AM

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nilcam



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.

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.

metaphysics

#1
 jodanuke is forward + B my man you have two command moves for forward+A  - corrected. Thanks!
" you fight well in the old style"

krazykone123

#2
EDIT: Moved to the top, thanks.

Special Attacks
- Hienshippukyaku is done with B/D - corrected.

Cibernetico

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?

t3h mAsTarOth...!

i've seen Goro's do 70%
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

Flowtaro

it does 500 damage, aka 50%

Kane317

#6
Quote from: Cibernetico on August 12, 2010, 10:50:54 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?

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.

TYRANNICAL

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.
KOF XIII:
-K'/EX Kyo/EX Iori
-K'/Andy/Kyo
-Benimaru(Duo Lon)/Robert/Takuma(Iori)

Might controls everything.

krazykone123

#8
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

t3h mAsTarOth...!

Quote from: TYRANNICAL on August 16, 2010, 05:35:45 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.
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...
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

SC 1-5 - Astaroth

SaMsTarOth t3h mAsTarOth of AsTarOth...!

TYRANNICAL

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.
KOF XIII:
-K'/EX Kyo/EX Iori
-K'/Andy/Kyo
-Benimaru(Duo Lon)/Robert/Takuma(Iori)

Might controls everything.

bubblanAB7

Is it possible to parry multi hit attacks?

Kane317

Quote from: bubblanAB7 on August 17, 2010, 02:46:36 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.

Rex Dart

#13
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.

metaphysics

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
" you fight well in the old style"