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The King of Fighters '94/Ryo Sakazaki: Difference between revisions

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{{FrameDataCargo-KOF94
{{FrameDataCargo-KOF94
| moveId = Ryo_2363214c
| moveId = Ryo_2363214c
| input = 2363214C
| description =  
| description =  
| phases =  
| phases =  

Latest revision as of 01:19, 13 November 2023

The King of Fighters '94

OverviewStrategyDataCombos


Introduction

Lives up to the name "Invincible Dragon." Does everything in the game better than your character.

Strengths Weaknesses

Movelist

Throws

Tomoe Nage - / + /

Special Moves

Ko-Ou Ken - + / (air ok)

Kohou - + /

Hien Shippu Kyaku - charge briefly then + /

Zanretsuken - + /

Haoh Shoukou Ken - + /

Desperation Move

Ryuuko Ranbu - +

Normals

Close Standing Normals

Close A
cl.A
cl.A
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - - - - - - -
Close B
cl.B
cl.B
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
2 is about 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is cancelable. If not, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
- - - - - - - - -
No results
No results
No results


NO IMAGE FOUND

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NO IMAGE FOUND

No results

Far Standing Normals

No results
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NO IMAGE FOUND

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NO IMAGE FOUND

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NO IMAGE FOUND

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NO IMAGE FOUND

No results

Crouch Normals

No results
No results
No results


NO IMAGE FOUND

No results
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NO IMAGE FOUND

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NO IMAGE FOUND

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NO IMAGE FOUND

No results

Jump Normals

No results
No results
No results


NO IMAGE FOUND

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No results
No results


NO IMAGE FOUND

No results
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No results
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NO IMAGE FOUND

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NO IMAGE FOUND

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NO IMAGE FOUND

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NO IMAGE FOUND

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Blowback Normals

No results
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NO IMAGE FOUND

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NO IMAGE FOUND

No resultsNo results

Universal Mechanics

Tomoe Nage

No results
No results
No results


NO IMAGE FOUND

No results

Defensive Attack

No results
No results
No results


NO IMAGE FOUND

No results

Special Moves

Ko-Ou Ken

No results
236A/C
236A/C


NO IMAGE FOUND

No resultsNo results

Air Ko-Ou Ken

No results
j.236A/C
j.236A/C


NO IMAGE FOUND

No resultsNo results

Kohou

No results
623A/C
623A/C


NO IMAGE FOUND

No resultsNo results

Hien Shippu Kyaku

No results
[1]6B/D
[1]6B/D


NO IMAGE FOUND

No resultsNo results

Zanretsuken

No results
63214A/C
63214A/C


NO IMAGE FOUND

No resultsNo results

Haoh Shoukou Ken

No results
641236A/C
641236A/C


NO IMAGE FOUND

No resultsNo results

Desperation Moves

Ryuuko Ranbu

No results
2363214C
2363214C


NO IMAGE FOUND

No results

Navigation

The King of Fighters '94
System

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Characters