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Art of Fighting 2/Ryo Sakazaki: Difference between revisions
Descriptions |
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{{CharNavbox AOF2}} | {{CharNavbox AOF2}} | ||
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[[File:AOF2 Ryo Illustration.png|thumb|right]] | [[File:AOF2 Ryo Illustration.png|thumb|right]] | ||
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==Introduction== | ==Introduction== | ||
Ryo is | 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= | ||
* Zan Retsu Ken is a powerful option on defense, for punishes, and in neutral | * 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 | * 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 | ||
| 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 | ||
* | * 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 | ||
Kuuchuu Ko-Oh Ken - [[image:qcf.gif]] + [[image:a.gif]] / [[image:b.gif]] - 20% Spirit | |||
Kohou - [[image:dp.gif]] + [[image:a.gif]] - 20% Spirit | |||
Kyokugenryu Renbu Ken - [[image:qcb.gif]] + [[image:a.gif]] - 20% Spirit | |||
Hien Shippu Kyaku - [[image:db.gif]][[image:fd.gif]] + [[image:b.gif]] - 25% Spirit | |||
Zan Retsu Ken - [[image:fd.gif]][[image:bk.gif]][[image:fd.gif]] + [[image:a.gif]] - 40% Spirit | |||
'''Super Move''' | '''Super Move''' | ||
Haoh Shoukou Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] | Haoh Shoukou Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] - 75% Spirit | ||
'''Desperation Move''' | '''Desperation Move''' | ||
Ryuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:c.gif]] | Ryuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:c.gif]] - 75% Spirit | ||
==Normals== | ==Normals== | ||
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| 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. | | 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. | ||
}} | }} | ||
==== | ====cl.HP==== | ||
{{FrameDataCargo-AOF2 | {{FrameDataCargo-AOF2 | ||
| moveId = ryo_clhp | | moveId = ryo_clhp | ||
| description = Fast, damaging punish starter. Not much other utility. | | description = Fast, damaging punish starter. Not much other utility. | ||
}} | }} | ||
==== | ====f.HP==== | ||
{{FrameDataCargo-AOF2 | {{FrameDataCargo-AOF2 | ||
| moveId = ryo_fhp | | moveId = ryo_fhp | ||
| description = Big disjointed mid poke that hits pretty hard. | | description = Big disjointed mid poke that hits pretty hard. | ||
}} | }} | ||
==== | ====cl.HK==== | ||
{{FrameDataCargo-AOF2 | {{FrameDataCargo-AOF2 | ||
| moveId = ryo_clhk | | moveId = ryo_clhk | ||
| 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. | | 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. | ||
}} | }} | ||
==== | ====f.HK==== | ||
{{FrameDataCargo-AOF2 | {{FrameDataCargo-AOF2 | ||
| moveId = ryo_fhk | | moveId = ryo_fhk | ||
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}} | }} | ||
== | ==System Mechanics== | ||
===Uppercut=== | ===Uppercut=== | ||
{{FrameDataCargo-AOF2 | {{FrameDataCargo-AOF2 | ||
| moveId = ryo_uppercut | | moveId = ryo_uppercut | ||
| description = Very similar anti-air to 2HP, except | | description = Very similar anti-air to 2HP, except it knocks down instead of causing an air reset. | ||
}} | }} | ||
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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. | 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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| description = Costs 40% Spirit. | | description = Costs 40% Spirit. | ||
An amazing move for every aspect of Ryo's gameplan. Due to its | 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. | 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. | At low Spirit, this move is replaced with Ryo's 5LP. This doesn't really do anything for him. | ||
}} | }} | ||
Latest revision as of 01:18, 30 June 2024

Story
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 |
---|---|
|
|
Colors
Movelist
Special Moves
Kuuchuu Ko-Oh Ken - +
/
- 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
Normals
Standing Normals
5LP
Stand LP
5A
5A |
---|
5LK
Stand LK
5B
5B |
---|
cl.HP
Close HP
5[A]
5[A] |
---|
f.HP
Far HP
5[A]
5[A] |
---|
cl.HK
Close HK
5[B]
5[B] |
---|
f.HK
Far HK
5[B]
5[B] |
---|
Crouching Normals
2LP
2LP
2A
2A |
---|
2LK
2LK
2B
2B |
---|
2HP
2HP
2[A]
2[A] |
---|
2HK
2HK
2[B]
2[B] |
---|
Jumping Normals
j.LP
j.LP
j.A
j.A |
---|
j.LK
j.LK
j.B
j.B |
---|
j.HP
j.HP
j.[A]
j.[A] |
---|
j.HK
j.HP
j.[B]
j.[B] |
---|
System Mechanics
Uppercut
Uppercut
AC
AC |
---|
Low Attack
Low Attack
BC
BC |
---|
Throw
Throw
6/4 C
6/4 C |
---|
Taunt
Taunt
D
D |
---|
Special Moves
Ko-Oh Ken
Ko-Oh Ken
236A
236A |
---|
Kuuchuu Ko-Oh Ken
Kuuchuu Ko-Oh Ken
j.236A
j.236A |
---|
Kohou
Kohou
623A
623A |
---|
Kyokugenryu Renbu Ken
Kyokugenryu Renbu Ken
214A
214A |
---|
Hien Shippu Kyaku
Hien Shippu Kyaku
16B
16B |
---|
Zan Retsu Ken
Zan Retsu Ken
646A
646A |
---|
Super Move
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A
641236A |
---|
Desperation Move
Ryuko Ranbu
Ryuko Ranbu
2363214C
2363214C |
---|