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:
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.