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{{CharNavbox AOF2}}
{{CharNavbox AOF2}}
{{TOClimit|3}}
[[File:AOF2 Ryo Illustration.png|thumb|right]]
[[File:AOF2 Ryo Illustration.png|thumb|right]]
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==Introduction==
==Introduction==
Ryo is the purest character in the game. What you see is what you get. This doesn't necessarily help him in the game though.
Ryo is a fine, well-rounded character with a few good attributes. Unfortunately, he has a hard time competing due to just kinda having less than other characters.
{{ ProConTable
{{ ProConTable
| pros=
| pros=
* Multiple strong zoning tools, especially air fireball, complemented by good anti airs
* Zan Retsu Ken is a powerful option on defense, for punishes, and in neutral
* Wakeup Zan Retsu Ken is a powerful option
* Air fireball makes him tricky to aa
* Flexible combos: one of the few characters who can link a jump-in into a sweep, and many moves cancel into Zan Retsu Ken for high damage
* Flexible combos: one of the few characters who can link a jump-in into a sweep, and many moves cancel into Zan Retsu Ken for high damage
* Good range on his normals
| cons=
| cons=
* Bad offense: grab (his only mixup tool) is slow, easy to recover from, and throws them too far away to continue pressure on hit
* Bad offense: grab (his only mixup tool) is slow, easy to recover from, and throws them too far away to continue pressure on hit
* Many punishable moves
* Subtly worse frame data on most of his kit than the rest of Kyokugen
* No unique strengths relative to other characters, and Robert and Takuma are essentially straight upgrades to him: hard to justify picking
}}
}}
===Colors===
[[image:AOF2_Ryo_Colors.png]]
==Movelist==
==Movelist==
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'''Special Moves'''
'''Special Moves'''
Ko-Oh Ken - [[image:qcf.gif]] + [[image:a.gif]]
Ko-Oh Ken - [[image:qcf.gif]] + [[image:a.gif]] - 20% Spirit
| description = Fast, plus on block, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do.
| description = Fast, plus on block, comically disjointed, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_5lk
| moveId = ryo_5lk
| description = Placeholder text
| description = Hits pretty high up above Ryo, and can be used as an anti-air in a pinch. Ryo has better anti-air options, though.
}}
}}
====clHP====
====cl.HP====
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_clhp
| moveId = ryo_clhp
| description = Placeholder text
| description = Fast, damaging punish starter. Not much other utility.
}}
}}
====clHP====
====f.HP====
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_fhp
| moveId = ryo_fhp
| description = Placeholder text
| description = Big disjointed mid poke that hits pretty hard.
}}
}}
====clHK====
====cl.HK====
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_clhk
| moveId = ryo_clhk
| description = Placeholder text
| description = Bizarrely bad normal. Does the same damage as a lot of lights, has too much pushback to combo into specials even at point-blank, and is awful on hit/block. At the angles where it'd hit as an anti-air, Ryo has more rewarding options. Avoid.
}}
}}
====clHP====
====f.HK====
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_fhk
| moveId = ryo_fhk
| description = Placeholder text
| description = Hits at a respectable angle for anti-airing, and is very rewarding on hit. The input makes it deceptively hard to do this on reaction, due to the extra time spent holding buttons before the move starts up.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_2lp
| moveId = ryo_2lp
| description = Placeholder text
| description = Identical frame data to 5LP, and retains the great hitbox and links into Zan Retsu Ken, but this one's a low. Another great button.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_2lk
| moveId = ryo_2lk
| description = Placeholder text
| description = Despite the animation, actually has less range than 2LP. 2LP is also another low and has better frame advantage on hit for easier links, leaving this normal without much point.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_2hp
| moveId = ryo_2hp
| description = Placeholder text
| description = Good clutch anti-air at angles where fHK or Zan Retsu Ken won't work. Pretty whatever damage, though.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_2hk
| moveId = ryo_2hk
| description = Placeholder text
| description = Insanely fast for a sweep, and tied for Ryo's longest normal. Not safe on block or whiff, though, and gives pretty crummy oki midscreen. Useful as a check.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_jlp
| moveId = ryo_jlp
| description = Placeholder text
| description = Ryo's fastest air normal, which might be handy if you need to air-to-air on reaction in a pinch.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_jlk
| moveId = ryo_jlk
| description = Placeholder text
| description = Big fast flying kick. Good air-to-air and jump-in.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_jhp
| moveId = ryo_jhp
| description = Placeholder text
| description = Same speed as jLK, no extra damage, and a worse hitbox. No benefits over jLK.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_jhk
| moveId = ryo_jhk
| description = Placeholder text
| description = Ryo's most damaging air normal, with a similar hitbox to jLK. Good if you have the time to use it.
}}
}}
==Universal Mechanics==
==System Mechanics==
===Uppercut===
===Uppercut===
{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_uppercut
| moveId = ryo_uppercut
| description = Placeholder text
| description = Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_lowattack
| moveId = ryo_lowattack
| description = Placeholder text
| description = Same range as sweep, but a bit slower and a fair amount safer on block. Similarly useful.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_throw
| moveId = ryo_throw
| description = Placeholder text
| description = While this throw does the standard boatload of damage you'd expect from AOF2 throws, Ryo chucks his opponent to a different zip code on hit and doesn't have the frame advantage to dash back in and get airtight pressure. Suffice to say, this isn't an amazing mixup option. Unfortunately, this is his only mixup option.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_taunt
| moveId = ryo_taunt
| description = Placeholder text
| description = At time of writing, Ryo's taunt is the only one we have frame data for, so it's unclear how the recovery stacks up to others. Taunting is still useful in neutral due to the pretty huge chunk of Spirit it steals from your opponent.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_236a
| moveId = ryo_236a
| description = Placeholder text
| description = Costs 20% Spirit. Cannot be special cancelled into.
Pretty whatever fireball. The fact that you can't special cancel into it, on top of its pretty wack frame data across the board, make it not useful in close- or mid-range like shoto fireballs traditionally are. Still comes in handy as a far-range harassment tool, however, especially with Ryo's good assortment of anti-airs.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_j236a, ryo_j236b
| moveId = ryo_j236a, ryo_j236b
| description2 = Placeholder text
| description2 = Costs 20% Spirit.
The A version is a pretty tricky neutral tool that lets Ryo smack people for attempting to anti-air him. In conjunction with his strong air normals, this can help put some extra threat behind your jumps in neutral. The B version is not nearly as useful, since the minimum height is so high up that the only thing it'll hit is other jumping opponents, and vs them, Ryo has plenty of faster and cheaper anti-airs to choose from.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 6 damage. Like the ground version, this is awful.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_623a
| moveId = ryo_623a
| description = Placeholder text
| description = Costs 20% Spirit.
Invincible reversal and anti-air. Has great vertical range, but virtually no horizontal range. Does exactly what it says on the tin.
At low Spirit, this move is replaced with Ryo's Uppercut. This Uppercut is still special cancellable, including into itself; however, since Uppercut knocks down, Ryo cannot cancel it into itself multiple times in a row for a stun setup like other characters.
}}
===Kyokugenryu Renbu Ken===
{{FrameDataCargo-AOF2
| moveId = ryo_214a
| description = Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Not a very helpful tool. The second hit doesn't combo properly into the third, and the third hit's pushback will sometimes make the fourth whiff. On block or whiff (and functionally on hit as well, since hitting the first half of the move means an aware opponent will block the second half), you'll eat a pretty nasty punish. It has less range than Zan Retsu Ken as well, meaning there's no point in going for it in combos usually. Due to it being identical at low Spirit, however, it can be useful as an easy way to tack on damage in situations where the first two hits are enough to kill and you don't have the Spirit to spend on Zan Retsu Ken.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_16b
| moveId = ryo_16b
| description = Placeholder text
| description = Costs 25% Spirit. Cannot be special cancelled into.
Very bad move. High startup, awful on block, and unusable in combos due to the bizarre fact that you can't cancel into it. Due to how much ground Ryo's dash covers at infinitely less risk, there's not much use to this as a neutral tool.
At low Spirit, the travel speed during the active frames is cut in half, leading to the move only travelling 3/4 of the screen. In addition, the first hit does 16 damage, and the second hit won't come out at all. This is completely useless.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_646a
| moveId = ryo_646a
| description = Placeholder text
| description = Costs 40% Spirit.
}}
An amazing move for every aspect of Ryo's gameplan. Due to its instant startup, hitgrab property that lets it win trades, and big, disjointed hitbox, this move makes for a powerful and rewarding abare tool. These same properties also make it very useful in combos, with it linking out of lights and comboing naturally out of clHP. Its massive disjoint and high active frames make it a powerful anti-air at a lot of ranges as well, and it'll beat buttons on the ground at some spacings.
What makes this move really stand out is that it's very frustrating to whiff punish. You can't punish with fireballs, since it destroys non-super projectiles. You can't punish with sweep, since it hits crouchers and outranges sweeps. You often can't punish with a jump-in, since this move's generous hitbox means it'll often beat air attacks clean. You can't wait for it to recover, since it has no recovery. As long as they don't block it, you've got an excellent low-risk neutral option. Mind the Spirit cost, however.
===Kyokugenryu Renbu Ken===
At low Spirit, this move is replaced with Ryo's 5LP. This doesn't really do anything for him.
{{FrameDataCargo-AOF2
| moveId = ryo_214a
| description = Placeholder text
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_641236a
| moveId = ryo_641236a
| description = Placeholder text
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit.
Too much startup and Spirit cost to be useful in virtually any situation. Not nearly as tall as it looks, either; every character can jump over it just fine. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
}}
}}
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{{FrameDataCargo-AOF2
{{FrameDataCargo-AOF2
| moveId = ryo_2363214c
| moveId = ryo_2363214c
| description = Placeholder text
| description = Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Big, damaging unblockable. Not very difficult to set up as a meaty; you can get it off 2HK, Uppercut, Low Attack, Kohou, throwing people into the corner, and air resets with anti-air normals cancelled into it. Against opponents without good reversal options, this can provide a devastating checkmate option.
Ryo was not born a fighter. Though the successor to Takuma Sakazaki, Ryo struggled during his training at a young age and often struggled in sparring matches against his friend Robert. On Ryo's 10th Birthday, Ryo's mom died, and his father Takuma dissappeared shortly after. Ryo was forced to take care of his younger sister Yuri, and as such was forced to start working at a young age. Ryo began street fighting for money. At first he was unsuccessful, but eventually he became the best street fighter in South Town, gaining the attention of Mr. Big. After declining Big's invitation to join his gang, Big kidnapped Yuri. Ryo tracked down Yuri and defeated Big and Mr. Karate, who was Takuma in disguise. After reuniting with his sister and father, Ryo left to train, until he recieved an invitation to the King of Fighters tournament.
Introduction
Ryo is a fine, well-rounded character with a few good attributes. Unfortunately, he has a hard time competing due to just kinda having less than other characters.
Strengths
Weaknesses
Zan Retsu Ken is a powerful option on defense, for punishes, and in neutral
Air fireball makes him tricky to aa
Flexible combos: one of the few characters who can link a jump-in into a sweep, and many moves cancel into Zan Retsu Ken for high damage
Bad offense: grab (his only mixup tool) is slow, easy to recover from, and throws them too far away to continue pressure on hit
Subtly worse frame data on most of his kit than the rest of Kyokugen
No unique strengths relative to other characters, and Robert and Takuma are essentially straight upgrades to him: hard to justify picking
Colors
Movelist
Special Moves
Ko-Oh Ken - + - 20% Spirit
Kuuchuu Ko-Oh Ken - + / - 20% Spirit
Kohou - + - 20% Spirit
Kyokugenryu Renbu Ken - + - 20% Spirit
Hien Shippu Kyaku - + - 25% Spirit
Zan Retsu Ken - + - 40% Spirit
Super Move
Haoh Shoukou Ken - + - 75% Spirit
Desperation Move
Ryuko Ranbu - + - 75% Spirit
Normals
Standing Normals
5LP
Stand LP
5A
5A
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. Max health is 128.
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.
6
Mid
No
3
4
2
+5
+7
-
Fast, plus on block, comically disjointed, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do.
5LK
Stand LK
5B
5B
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. Max health is 128.
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.
10
Mid
Yes
5
8
9
-2
0
-
Hits pretty high up above Ryo, and can be used as an anti-air in a pinch. Ryo has better anti-air options, though.
cl.HP
Close HP
5[A]
5[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. Max health is 128.
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.
16
Mid
Yes
4
9
7
+8
+4
-
Fast, damaging punish starter. Not much other utility.
f.HP
Far HP
5[A]
5[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. Max health is 128.
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.
16
Mid
Yes
5
6
17
-2
-6
-
Big disjointed mid poke that hits pretty hard.
cl.HK
Close HK
5[B]
5[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. Max health is 128.
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.
10
Mid
Yes
7
8
21
-14
-18
-
Bizarrely bad normal. Does the same damage as a lot of lights, has too much pushback to combo into specials even at point-blank, and is awful on hit/block. At the angles where it'd hit as an anti-air, Ryo has more rewarding options. Avoid.
f.HK
Far HK
5[B]
5[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. Max health is 128.
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.
22
Mid
Yes
6
8
21
-6
-10
-
Hits at a respectable angle for anti-airing, and is very rewarding on hit. The input makes it deceptively hard to do this on reaction, due to the extra time spent holding buttons before the move starts up.
Crouching Normals
2LP
2LP
2A
2A
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. Max health is 128.
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.
6
Low
No
3
4
2
+5
+7
-
Identical frame data to 5LP, and retains the great hitbox and links into Zan Retsu Ken, but this one's a low. Another great button.
2LK
2LK
2B
2B
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. Max health is 128.
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.
8
Low
No
3
2
3
+4
+6
-
Despite the animation, actually has less range than 2LP. 2LP is also another low and has better frame advantage on hit for easier links, leaving this normal without much point.
2HP
2HP
2[A]
2[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. Max health is 128.
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.
10
Low
Yes
5
11
12
-13
-17
-
Good clutch anti-air at angles where fHK or Zan Retsu Ken won't work. Pretty whatever damage, though.
2HK
2HK
2[B]
2[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. Max health is 128.
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.
16
Low
Yes
5
2
29
+35 (KD)
-19
-
Insanely fast for a sweep, and tied for Ryo's longest normal. Not safe on block or whiff, though, and gives pretty crummy oki midscreen. Useful as a check.
Jumping Normals
j.LP
j.LP
j.A
j.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. Max health is 128.
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.
6
High
No
3
14
7 on ground
N/A
N/A
-
Ryo's fastest air normal, which might be handy if you need to air-to-air on reaction in a pinch.
j.LK
j.LK
j.B
j.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. Max health is 128.
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.
10
High
No
5
13
7 on ground
N/A
N/A
-
Big fast flying kick. Good air-to-air and jump-in.
j.HP
j.HP
j.[A]
j.[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. Max health is 128.
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.
10
High
No
5
12
7 on ground
N/A
N/A
-
Same speed as jLK, no extra damage, and a worse hitbox. No benefits over jLK.
j.HK
j.HP
j.[B]
j.[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. Max health is 128.
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.
16
High
No
9
12
7 on ground
N/A
N/A
-
Ryo's most damaging air normal, with a similar hitbox to jLK. Good if you have the time to use it.
System Mechanics
Uppercut
Uppercut
AC
AC
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. Max health is 128.
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.
10
Mid
Yes
5
11
15
+85 (KD)
-13
-
Very similar anti-air to 2HP, except it knocks down instead of causing an air reset.
Low Attack
Low Attack
BC
BC
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. Max health is 128.
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.
10
Low
Yes
7
8
24
+36 (KD)
-15
-
Same range as sweep, but a bit slower and a fair amount safer on block. Similarly useful.
Throw
Throw
6/4 C
6/4 C
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. Max health is 128.
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.
30
Throw
No
1
1
0
+40 (KD)
N/A
-
While this throw does the standard boatload of damage you'd expect from AOF2 throws, Ryo chucks his opponent to a different zip code on hit and doesn't have the frame advantage to dash back in and get airtight pressure. Suffice to say, this isn't an amazing mixup option. Unfortunately, this is his only mixup option.
Taunt
Taunt
D
D
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. Max health is 128.
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.
0
N/A
No
1
0
49
N/A
N/A
-
At time of writing, Ryo's taunt is the only one we have frame data for, so it's unclear how the recovery stacks up to others. Taunting is still useful in neutral due to the pretty huge chunk of Spirit it steals from your opponent.
Special Moves
Ko-Oh Ken
Ko-Oh Ken
236A
236A
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. Max health is 128.
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.
29
Mid
No
24
Projectile
39
-11
-15
-
Costs 20% Spirit. Cannot be special cancelled into.
Pretty whatever fireball. The fact that you can't special cancel into it, on top of its pretty wack frame data across the board, make it not useful in close- or mid-range like shoto fireballs traditionally are. Still comes in handy as a far-range harassment tool, however, especially with Ryo's good assortment of anti-airs.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 8 damage. This is, of course, terrible, and you should not attempt this special at low Spirit.
Kuuchuu Ko-Oh Ken
Kuuchuu Ko-Oh Ken
j.236A
j.236A
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
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. Max health is 128.
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.
j.236A
j.236A
26
Mid
No
19
Projectile
9 on ground
N/A
N/A
-
Version> indicates a follow-up to the main move, >> a follow-up to a follow-up and so on.Different versions and/or follow-ups to the move.
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. Max health is 128.
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.
j.236B
j.236B
26
Mid
No
19
Projectile
9 on ground
N/A
N/A
-
Costs 20% Spirit.
The A version is a pretty tricky neutral tool that lets Ryo smack people for attempting to anti-air him. In conjunction with his strong air normals, this can help put some extra threat behind your jumps in neutral. The B version is not nearly as useful, since the minimum height is so high up that the only thing it'll hit is other jumping opponents, and vs them, Ryo has plenty of faster and cheaper anti-airs to choose from.
At low Spirit, the fireball will dissipate instantly without travelling anywhere, and will do 6 damage. Like the ground version, this is awful.
Kohou
Kohou
623A
623A
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. Max health is 128.
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.
13,13
Mid
No
5
20
38
+58 (KD)
-40
1-24 full?
Costs 20% Spirit.
Invincible reversal and anti-air. Has great vertical range, but virtually no horizontal range. Does exactly what it says on the tin.
At low Spirit, this move is replaced with Ryo's Uppercut. This Uppercut is still special cancellable, including into itself; however, since Uppercut knocks down, Ryo cannot cancel it into itself multiple times in a row for a stun setup like other characters.
Kyokugenryu Renbu Ken
Kyokugenryu Renbu Ken
214A
214A
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. Max health is 128.
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.
10,10,10,10
Mid
No
3
4(6)6(19)4(6)11
15
-9
-15
-
Consumes 20% Spirit on use if available, but is unchanged at low Spirit.
Not a very helpful tool. The second hit doesn't combo properly into the third, and the third hit's pushback will sometimes make the fourth whiff. On block or whiff (and functionally on hit as well, since hitting the first half of the move means an aware opponent will block the second half), you'll eat a pretty nasty punish. It has less range than Zan Retsu Ken as well, meaning there's no point in going for it in combos usually. Due to it being identical at low Spirit, however, it can be useful as an easy way to tack on damage in situations where the first two hits are enough to kill and you don't have the Spirit to spend on Zan Retsu Ken.
Hien Shippu Kyaku
Hien Shippu Kyaku
16B
16B
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. Max health is 128.
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.
14,14
Mid
No
19
20
60 hit/block, 30 whiff
+49 (KD)
-49
-
Costs 25% Spirit. Cannot be special cancelled into.
Very bad move. High startup, awful on block, and unusable in combos due to the bizarre fact that you can't cancel into it. Due to how much ground Ryo's dash covers at infinitely less risk, there's not much use to this as a neutral tool.
At low Spirit, the travel speed during the active frames is cut in half, leading to the move only travelling 3/4 of the screen. In addition, the first hit does 16 damage, and the second hit won't come out at all. This is completely useless.
Zan Retsu Ken
Zan Retsu Ken
646A
646A
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. Max health is 128.
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.
32
Mid
No
1
77
80 hit/block, 0 whiff
+38 (KD)
-52
-
Costs 40% Spirit.
An amazing move for every aspect of Ryo's gameplan. Due to its instant startup, hitgrab property that lets it win trades, and big, disjointed hitbox, this move makes for a powerful and rewarding abare tool. These same properties also make it very useful in combos, with it linking out of lights and comboing naturally out of clHP. Its massive disjoint and high active frames make it a powerful anti-air at a lot of ranges as well, and it'll beat buttons on the ground at some spacings.
What makes this move really stand out is that it's very frustrating to whiff punish. You can't punish with fireballs, since it destroys non-super projectiles. You can't punish with sweep, since it hits crouchers and outranges sweeps. You often can't punish with a jump-in, since this move's generous hitbox means it'll often beat air attacks clean. You can't wait for it to recover, since it has no recovery. As long as they don't block it, you've got an excellent low-risk neutral option. Mind the Spirit cost, however.
At low Spirit, this move is replaced with Ryo's 5LP. This doesn't really do anything for him.
Super Move
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A
641236A
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. Max health is 128.
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.
54
Mid
No
48
Projectile
45
+77 (KD)
-21
-
Costs 75% Spirit. Can only be executed with sufficient Spirit.
Too much startup and Spirit cost to be useful in virtually any situation. Not nearly as tall as it looks, either; every character can jump over it just fine. Does a sizable 18 damage on block and travels fast, so it can be useful for chip kills vs a low-health opponent you just knocked down.
Desperation Move
Ryuko Ranbu
Ryuko Ranbu
2363214C
2363214C
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. Max health is 128.
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.
80
Unblockable
No
49
31
0
+56 (KD)
N/A
-
Costs 75% Spirit. Can only be executed with sufficient Spirit and at 25% health or below.
Big, damaging unblockable. Not very difficult to set up as a meaty; you can get it off 2HK, Uppercut, Low Attack, Kohou, throwing people into the corner, and air resets with anti-air normals cancelled into it. Against opponents without good reversal options, this can provide a devastating checkmate option.