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The King of Fighters '98 UMFE/Ryo Sakazaki: Difference between revisions

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{{CharNavbox_98FE}}
{| style="margin-right:1em;" align="left"
{| style="margin-right:1em;" align="left"
  | __TOC__
  | __TOC__
  |}
  |}
<br />
<br/>
[[File:Kof98umfe_ryo_orderselect.png|right]]
 
<!--[[File:Notationkof.png|left]]-->
<section begin="image"/>[[File:kof98_ryo_win.png|right|thumb|200px|Ryo is "The Invincible Dragon", the Kyokugen master known for his powerful fists. Since '96, he has teamed up with old friend Robert Garcia and younger sister Yuri Sakazaki as part of the '''Art of Fighting Team'''.]]<section end="image"/>
[[File:Kof98umferyomovelist.png|right|thumb|Command List]]
 
<br clear=all>
<br clear=all>
'''Notation'''
[[image:a.gif]] - Light Punch
[[image:b.gif]] - Light Kick
[[image:c.gif]] - Heavy Punch
[[image:d.gif]] - Heavy Kick
'''Throws'''
Tani Otoshi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]
Tomoe Nage - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]
'''Command Normals'''
Hyouchuu Wari - [[image:fd.gif]] + [[image:a.gif]]
'''Special Moves'''
Ko-Ou Ken - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
Kohou - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]
Mouko Raijin Setsu - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]
Mouko Raijin Gou - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
Hien Shippuu Kyaku - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]
Kyokugenryu Renbu Ken - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
'''Desperation Moves'''
Haoh Shoukou Ken - [[image:fd.gif]][[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]]
Ryuuko Ranbu - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]
Tenchi Haoh Ken - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]


== Introduction ==
== Introduction ==


Ryo is a dangerous all-rounder who is scary at every range. On defense, he has great pokes and some of the best anti-air tools in the game, making him a real walking wall. On offense, he has a fairly basic mixup but can confirm into huge damage from any situation with or without meter, even having some relatively practical near-100% combos with Extra meter. He is playable at every spot in a team, and is also quite simple and easy to pick up for new players.
'''Ryo Sakazaki''' is a rushdown focused all-rounder with a very big focus on high damage output, being the big damage dealer of the '''Art of Fighting Team''', and arguably all of '98 UMFE. Ryo's main gameplan centers around confirming into Mouko Raijin Gou (214AC) without meter and SDM Tenchi Haoh Ken (236236AC) with meter, both of which allow him to score incredibly high damage. Alongside this, Ryo also possesses great normals, safe specials and a strong mixup between high/low/throw, which makes him incredibly consistent and easy to use, compared to other damage-centric characters such as '''Saisyu Kusanagi''' who can suffer horrendously in certain matchups. With a complete lack of gimmicks, Ryo entirely relies on the player's fundamentals in order to achieve his goal, focusing on a patient offence that slowly but surely cracks the opponent's defence. His defence is nothing to laugh at either, with his 2C having very good range and only 1 frame of startup (thus making it one of three 2f normals in the game), a DP with partial invulnerability that has 2f of startup and a DP with full invulnerabilty and 4f of startup. Overall, Ryo's barrier to entry is very, very low, and his reward is high for minimal risk.
 
== Gameplay Overview ==
{{StrengthsAndWeaknesses
| intro = '''Ryo''' is an all-rounder character with a focus on patient offence, allowing him to confirm into amazing damage, with or without meter.
| pros=
* '''Balanced Toolkit''': Ryo's specials all have something to offer, with genuine safe uses behind each and every one. Not a single piece of his kit is redundant, giving him a plethora of consistent tools to work with.
* '''Incredible Damage''': Ryo's damage is phenomenal - his meterless damage is around 40% of a lifebar from a heavy starter, and his SDM conversions do upwards of 60-95%.
* '''Decent Mixups''': While he has no access to hard knockdowns, Ryo's extremely fast 6A overhead with Quick MAX conversions, proximity unblockable and strong confirm game from lows make his mixups strong with consistent reward.
* '''Tenchi Haoh Ken''': Ryo's 236236AC super provides him with an instant stun to the opponent, with many, many ways to combo into it. This brings his metered conversion game up to amazing standards, being able to do a maximum of 95% damage in a single combo.
* '''Strong Normals''': Ryo has amazing normals, with strong range for poking.
 
| cons=
* '''Zero Gimmicks''': Ryo is 100% carried by a player's fundamentals. He has to work for all of his victories, as he requires you to be able to understand KOF's fundamental gameplay in order to score hits against competent players.
* '''Struggles at Fullscreen''': Ryo's only fullscreen option is Haoh Sho Koh Ken, which costs meter, and leaves him extremely vulnerable if it does not connect. This makes him weaker vs zoning characters.
* '''Resource Hungry''': Due to his reliance on an SDM for his trademark damage, Ryo is hungry for lots of meter in ADV mode, and for red health in EXT mode. This can somewhat limit him, as he requires the anchor position in a team to truly shine.
* '''Mediocre Pressure''': Ryo has no ground normals that are plus on block, with f.A, 2A and 2B all being neutral. This means he prefers going all in on a mixup straight away as opposed to long pressure sequences.
}}
 
===System Mechanics===
 
'''Run VS Step'''
 
* Ryo is very good with both Run and Step, as they both allow him to play to his strengths decently.
 
* However, his focus on rushdown and his relatively normal ground speed make Run the better option overall.
 
'''Roll VS Dodge'''
 
* Ryo doesn't have anything fancy using dodge cancels, and doesn't have the strongest setups using roll cancels.
 
* This means that your choice between roll and dodge is entirely personal preference.
 
'''Advanced VS Extra'''
 
* For both Advanced and Extra, Ryo requires the anchor position to shine, as he gets much easier access to meter and red health for his 236236AC SDM. Even without Quick MAX, there is many different ways to combo into this super, and his meterless damage is extremely high as well.
 
* This means that your choice is personal preference.
 
'''Team Position'''
 
* With both gauges, Ryo is best in the anchor position as this allows him easier access to his SDM via more meter and a higher threshold for red health. This will allow him to unleash devastating combos on the opponent, provided you can land the hit you need.


== Changes from Previous Versions ==
== Changes from Previous Versions ==
Line 18: Line 103:
Normals:
Normals:


* Recovery of st.B is now 2 frames longer
* Recovery of f.B is now 2 frames longer


* Recovery of st.C is now 10 frames shorter
* Recovery of f.C is now 10 frames shorter


* The startup of st.CD is now 2 frames slower, and there is now 1 fewer active frame
* The startup of 5CD is now 2 frames slower, and there is now 1 fewer active frame


* The startup of f+A is now 2 frames faster
* The startup of 6A is now 2 frames faster


* GCCD's hitbox has been increased, and can no longer be low-profiled
* GCCD's hitbox has been increased, and can no longer be low-profiled
Line 30: Line 115:
Specials:
Specials:


* qcf+A's recovery is now 2 frames shorter
* 236A's recovery is now 2 frames shorter


* The recovery of dp+A is now 2 frames longer
* The recovery of 623A is now 2 frames longer


* The startup of qcb+C is now 3 frames longer, and you can no longer combo into it from heavy normals
* The startup of 214C is now 3 frames longer, and you can no longer combo into it from heavy normals


* You can now cancel qcb+C into dp+P or hcb+K on hit or block
* You can now cancel 214C into 623P or 63214K on hit or block


* hcb+B now has 3 frames more recovery, and hcb+D now has 5 frames more recovery
* 63214B now has 3 frames more recovery, and 63214D now has 5 frames more recovery


Supers:
Supers:


* qcf,hcb+AC now starts up faster and has the same frame data as the light version
* 2363214AC now starts up faster and has the same frame data as the light version


* qcfx2+P's damage has been increased
* 236236P's damage has been increased


* qcf+AC's damage has been decreased
* 236236AC's damage has been decreased


'''98UM to 98UMFE'''
'''98UM to 98UMFE'''
Line 52: Line 137:
Specials:
Specials:


* qcf+C now has faster startup, more recovery
* 236C now has faster startup, more recovery


Supers:
Supers:


* f,hcf+P's C and MAX versions now have faster startup
* 641236P's C and MAX versions now have faster startup


== Normal Moves ==
== Normal Moves ==
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'''Close'''
'''Close'''


* cl.A: Standard close jab, has a big hitbox so it will hit where st.A might whiff on small characters. So use accordingly in confirms from cr.B. Cancelable.
* cl.A: Standard close jab, has a big hitbox so it will hit where fA might whiff on small characters. Use in confirms from 2B. Chainable and cancelable.
 
* cl.B: Longer-range close light button, but generally less useful than cl.A or 2A. Cancelable.
 
* cl.C: Slow and with less damage than 2C, but easier to use in combos. Cancelable.


* cl.B: cl.A and st.A are better, do not use this. Special cancelable.
* cl.D: Same as cl.C, really. Same damage. Activates from further away but comes out a little slower. Cancelable.
* cl.C: Less damage than cr.C but can make combos easier. Special cancelable.'''
* cl.D: Same as cl.C really. Same damage. Activates further away but comes out a little slower. Special cancelable.


'''Standing'''
'''Standing'''
*'''st.A: Good range. Special cancelable. Use this after cr.B for combos and to stop hops.'''
 
*'''st.B: Great poke to keep the opponent at bay and whiffpunish.'''
* f.A: Cancelable hop anti-air, also good for confirms from 2B. Chainable and cancelable.
*st.C: Not a bad button to throw out, not great either. His most damaging normal outside of CD. But not cancelable or anything special about it.
 
*st.D: Can anti air in situations where cr.C lacks horizontal range but its too slow to react with, rather use st.A, dp+A/C or block.
* f.B: Great poke to keep the opponent at bay and whiff-punish.
 
* f.C: Pretty okay poke, not as hideously unsafe as it used to be. More damaging than Ryo's other normals.
 
* f.D: Can anti-air in situations where 2C lacks horizontal range, but too slow to react with; you'd rather use f.A or 623P.


'''Crouching'''
'''Crouching'''
*cr.A: Not great but use it after cr.B instead of st.A/cl.A if the opponent is too short while crouching.
 
*'''cr.B: Low combo starter. Chains into itself, cl.A, st.A and cr.A. Links into cr.C. Does not special cancel.'''
* 2A: Not great, but use it after 2B instead of f.A/cl.A if the opponent is too short for those to hit. Chainable and cancelable.
*'''cr.C: Very reliable anti air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Special cancelable. Leaves you very open when whiffed so use with care.'''
 
*cr.D: Fast sweep with okay range. Special cancelable. Cancel into qcf+B for low->high gimmick.
* 2B: Low combo starter. Links into 2C. Chainable.
 
* 2C: Very reliable anti-air normal, one of the best in the game. Insanely fast, hits on the second frame. Also does more damage than Ryo's other cancelable buttons. Links from 2B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
 
* 2D: Fast sweep with okay range. Cancelable, cancel into 236B for low->high gimmick.


'''Jumping'''
'''Jumping'''
*j.A: No use for it really. Maybe air to air but j.B works just as well.
*j.B: Best horizontal range of his air normals. Use for air to air or to poke when too far away for j.C/j.D/j.CD.
*'''j.C: Same damage as j.D and just as fast. Can crossup.'''
*'''j.D: Same damage as j.C and just as fast. Can crossup. More horizontal range'''


'''Blowback'''
* j.A: Decent air-to-air, but j.B works just as well.
*'''CD: Quite fast, recovers fast enough to link into dp+A after a counter hit in the corner. Enough range to connect after cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Special cancelable.'''
 
*'''j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air to air. Lets you combo on counterhit.'''
* j.B: Best horizontal range of his air normals. Use for air-to-airs, or to poke when too far away for j.C/j.D/j.CD.
 
* j.C: Same damage as j.D and just as fast. Can crossup.
 
* j.D: Same damage as j.C and just as fast. Can crossup. More horizontal range.
 
'''CD Normals'''
 
* 5CD: Quite fast, recovers fast enough to link into 623A after a counterhit in the corner. Enough range to connect after a 2B 2B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
 
* j.CD: Good move. Easy to hit crouchers with. Great for pressure and ending juggles. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you combo on counterhit.


== Throws ==
== Throws ==


'''Tani Otoshi:''' <code>b/f+C (close)</code>
'''Tani Otoshi:''' <code>4/6C (close)</code>
*Throws forward. '''Causes hard knockdown, leaves opponent backturned and allows for pressure.'''
 
* Throws forward. Causes a backturned hard knockdown, allowing for pressure.


'''Tomoe Nage:''' <code>b/f+D (close)</code>
'''Tomoe Nage:''' <code>4/6D (close)</code>
*Throws back. Recovery roll possible, making it only useful to throw the opponent into the corner.
 
* Throws back. Causes a soft knockdown, making it only useful to throw the opponent into the corner.


== Command Moves ==
== Command Moves ==


'''Hyouchuu Wari:''' <code>f+A</code>
'''Hyouchuu Wari:''' <code>6A</code>
*Overhead when done raw. Reaches surprisingly far. Pretty safe to throw out. Loses it's overhead property when canceled into. Not cancelable into other moves directly. When done REAL meaty on opponents wakeup you can link st/cr.A to combo further. It is also possible to combo from this move using quick max or cancel into dodge and its follow-up attack.
 
* Overhead when done raw. Reaches surprisingly far. Has only 15f of startup.
 
* Loses its overhead property when canceled into. Not cancelable into other moves directly. When done REAL meaty on opponents wakeup you can link f.A or 2A to combo further.
 
* When late-canceled into, it maintains its overhead property, allowing you to mix up opponents in pressure.
 
* Using Quick MAX allows you to link various moves, most notably 236236AC when in red health. With the right execution, this means you could land '''up to 75% damage off a completely unreactable overhead'''.


== Special Moves ==
== Special Moves ==


'''Ko Ou Ken:''' <code>qcf+A/C</code>
'''Ko Ou Ken:''' <code>236A/C</code>
:Unlaunched projectile
*Both versions only combo from heavy attacks but are not optimal for combos since other options are more damaging. C version deals more damage and moves further. Both are safe on block if spaced properly and punishable when not, they make good pokes to throw out at the right distance. Easily beaten by slide moves.


'''Kohou:''' <code>dp+A/C</code>
* Stationary projectile.
:DP type move.
*'''Incredible anti air'''. Both versions will beat most jump in attempts but are punishable when missed. A is harder to punish, C equals a free combo of choice for your opponent.
*'''A: Invulnerable frame 1-2, active on frame 3.'''
*'''C: Invulnerable frame 1-7, active on frame 5.'''


'''Moh Koh Raijin Satsu:''' <code>qcf+B/D</code>
* Both versions only combo from heavy attacks, but are not optimal for combos since other options are more damaging.
:Flying Overhead
*Overhead that travels forward in an arc. Useful to punish reckless projectile usage, less useful as an overhead itself. B version hits about half screen away. D version hits almost full screen but not quite.


'''Moh Koh Raijin Gou:''' <code>qcb+A/C or A+C</code>
* A version is neutral on block at point blank range.
:Special cancelable armor move
*This move has armor frames during startup and is cancelable into other version specific special moves. Unsafe on block.
*A: Cancelable into from heavy normals. Is cancelable into dp+A/C.
*C: Can not be cancelled into. Is cancelable into hcb+B/D.
*'''(A+C): Cancelable into from heavy normals. Cancels into dp+A/C or hcb+B/D. Crazy.'''
:'''Pressing both buttons together combines the best parts of both versions into one. Cancelled into hcb+D makes this the most damaging meterless combo ender.'''


'''Hien Shippuu Kyaku:''' <code>hcb+B/D</code>
* C version deals more damage and moves further. With proper spacing, it is safe on block, however, it is unsafe at close range.
:Spinning kicks
*Both versions combo from light attacks. B version alone does more damage than dp+A/C or qcf+A/C, D version does even more damage. '''This is the meterless combo ender to use for longer confirms.'''


'''Kyokugen-ryuu Renbu Ken:''' <code>hcf+A/C (close)</code>
* Easily beaten by full jumps and low profile moves.
:Proximity unblockable
 
*An unblockable attack that puts your opponent in juggle state. Use j.CD after launch for extra damage, that way it does more damage than hcb+D alone. '''This is the best you can get out of cr.B, cl.A without meter.'''
'''Kohou:''' <code>623A/C</code>
 
* Ryo's DP. Incredible anti-air. The A version has 2f of startup, making it almost impossible to safejump. The C version gives you an extra 2f of startup to make it a true reversal, so that it will not trade.
 
* Both versions will beat most jump-in attempts, but are punishable when missed. A is harder to punish, C equals a free combo of choice for your opponent.
 
* Both versions have some invincibility, but the C version has it extending into the active frames, making it a true invincible reversal.
 
'''Mouko Raijin Satsu:''' <code>236B/D</code>
 
* Overhead that travels forward in an airborne arc.
 
* B version travels about halfscreen, D version travels almost fullscreen and goes high up so it can be used to go over projectiles.
 
* B version has invincibility from frames 4 to 11, D version only has invincibility from frames 5-8. You can cancel grounded attacks into 236B to beat Guard Cancel CD
 
'''Mouko Raijin Gou:''' <code>214A/C or 214AC</code>
 
* Forward-travelling move that has autoguard frames during startup and is cancelable into certain other special moves.
 
* Both versions are unsafe on block.
 
* A version is fast enough to combo from heavy normals and is cancelable into 623P. C version is too slow to combo from anything, but can be canceled into 623P or 63214K.
 
* Presumably due to a programming error with the move's cancelling properties, pressing AC combines the A version's speed and the C version's cancel into 63214K to give Ryo his main heavy BNB with absurdly high damage for zero meter.
 
'''Hien Shippuu Kyaku:''' <code>63214B/D</code>
 
* Ryo does a series of advancing flying kicks.
 
* Both versions combo from light attacks. B version alone does more damage than 623A/C or 236A/C, D version does even more damage. This is the meterless combo ender to use for longer confirms.
 
* Very, very, very unsafe on block. The B version is harder to punish if spaced, but your opponent gets their absolute best confirms if they block the D version in any situation.
 
'''Kyokugenryu Renbu Ken:''' <code>41236A/C (close)</code>
 
* Proximity unblockable that launches the opponent.
 
* Use j.CD after launch for extra damage, this does more damage than 236D alone. Ender of choice for confirms from lights.
 
* Due to the angle of the launch, going for air resets isn't a viable option, even when used with Quick MAX.
 
* Mainly used within a combo or from an empty jump, as the move unfortunately has input overlap with Ryo's 641236P super, so dashing forward and trying to do 41236P will result in the super coming out instead.


== Desperation Moves ==
== Desperation Moves ==


'''Haoh Shou Kou Ken:''' <code>f, hcf+A/C</code>
'''Haoh Shou Kou Ken:''' <code>641236A/C</code>
:Projectile DM
 
:A and C version combo from heavy normals and deal the same damage.  
* Standard Kyokugen projectile DM. Mainly useful as a punish for slower fireballs on reaction, and as part of Ryo's main low Quick MAX confirm.
:*A moves slow.
 
:*C moves very fast.
* A and C versions both combo from heavy normals and deal the same damage. C version moves much faster.
:*SDM version also comboes from heavy normals. Deals more damage and has a bigger hitbox, moves about as fast as C version.
 
:Punish reckless projectile use with this. Can also catch jumping opponents.
* MAX version also combos from heavy normals. Moves about as fast as C version, but does more hits and damage, and has a bigger hitbox.
 
'''Ryuuko Ranbu:''' <code>2363214A/C</code>
 
* Ranbu type move, as name suggests.
 
* Both versions combo from heavy normals and deal the same damage, but the A version has less startup and thus combos more reliably while the C version has some invinciblity.
 
* MAX version combos the same way the A version does and deals more damage. Also has some invincibility.
 
* Ryo's most damaging DM by itself, although 236236AC's followups put it ahead in total damage output.
 
* Due to Ryo's very strong meterless damage and the total output that can come from SDM 236236P, it sees little use.
 
'''Tenchi Haoh Ken:''' <code>236236A/C</code>
 
* Ryo winds up and delivers a powerful punch. Both versions deal the same damage, with significantly more extra damage than normal on counterhit.
 
* A version is fast enough to combo from light normals, while C version has some invincibility on startup.
 
* MAX version also combos from lights; it does much less damage, but instantly stuns the opponent.
 
* A good tactic using Extra meter and while in red health is to Quick MAX while you're blocking and use the SDM version, making the move the undisputed best 8f punish in the game.


'''Ryuuko Ranbu:''' <code>qcf, hcb+A/C</code>
* This makes it his most damaging metered combo ender, since it lets you do a free combo of your choice afterward and Ryo's meterless damage is enormous.  
:Ranbu type move, as name suggests.
:A and C version combo from heavy normals and deal the same damage.
:*A connects much more reliable in combos because it starts faster.
:*C has some meaningless invulnerability on startup, not a reliable reversal.
:*SDM comboes the same way A version does and deals more damage. Also has some invulnerability.
:Most damaging out of the regular DMs.


'''Tenchi Haoh Ken:''' <code>qcf, qcf+A/C</code>
* ICHIGEKI HISSATSU
:ICHIGEKI HISSATSU
:A and C version deal the same damage and a lot more on counterhit.
:*A connects from light normals.
:*C has some meaningless invulnerability on startup, not a reliable reversal.
:*SDM connects from light normals and deals less damage on its own but will stun the opponent.
:This SDM turns out to be his most damaging SDM since it lets you hit a combo of your choice afterward. Paired with even just his best meterless combo this deals more damage than any other SDM alone.


== Combos ==
== Combos ==
'''General notes on combos:'''
 
*It is more reliable to use only one cr.B in confirms. Using more than one cr.B usually works but often deals less damage or completely fails against crouching characters by making qcb+AC and hcb+D not connect all hits.
'''General Notes:'''
*Most combos work after jumpins (j.C or j.D, same damage) with slight adjustments, just skip light normals for a heavy or do one less cr.B.
 
*You can use any close heavy normal instead of cr.C when not linking from cr.B, like after jumping in. But cr.C is still optimal since it deals more damage.
* It is more reliable to use only one 2B in confirms. Using more than one 2B usually works, but often deals less damage or completely fails against crouching characters by making 214AC and 63214D not connect all hits. Multiple 2Bs also make it impossible to link a 2C afterward.
*Use cr.A instead of st.A/cl.A for crouching Chin and Choi. <code>qcf, qcf+A/C/</code> also completely whiffs on them when crouching, '''SDM will still work however.'''
 
* Most combos work after jumpins (j.C or j.D, same damage) with slight adjustments, just skip light normals for a heavy or do one less cr.B.
 
* You can use any close heavy normal instead of 2C when not linking from 2B, like after jumping in. But 2C is still optimal since it deals more damage.
 
* Use 2.A instead of f.A/cl.A for crouching Chin and Choi. 236236P also completely whiffs on them when crouching; however, the SDM version still works.
 
===Meterless===
===Meterless===
:<code>hcf+P, j.CD</code>: Very basic. Unblockable launcher into juggle j.CD. Jumping CD deals more damage than hop CD.
:<code>cr.B[xN], st.A, hcb+B/D</code>: Basic low confirm. Using only 1~2 cr.B will guarantee hcb+D which deals more damage. Use hcb+B when too far away for hcb+D.
:<code>cr.B, cl.A, hcf+P, j.CD</code>: Basic confirm into proximity unblockable. You need to be close, only 1 cr.B possible. Remember j.CD does more damage than hop.CD.
:<code>cr.B[x1~2], cr.C, qcf+C</code>: cr.C link low confirm into projectile.
:<code>cr.B, cr.C, hcb+D</code>: More damage than projectile but harder.
:<code>cr.B, cr.C, qcb+AC, hcb+D</code>: '''Best meterless ender'''.
:<code>cl.C, hcf+P, j.CD</code>: Classic. Remember j.CD does more damage than hop.CD.


===Meter===
''Low''
 
: <code>2B > cl.A > 41236P, j.CD</code>
: Basic confirm into proximity unblockable. You need to be close, only 1 2B possible. Remember j.CD does more damage than hop.CD.
 
: <code>2B > 2C > 214AC > 63214D</code>
: More damaging but much more difficult low confirm, as 2B > 2C is a 1-frame link. This can be made easier if the 2B was used as a meaty or a landing punish as you will have more plus frames.
 
''Mid/Jump-In''
 
: <code>(j.X) > cl.C/2C > 214AC, 63214D</code>
: Ryo's extremely damaging meterless BnB.
 
''Proximity Unblockable''
 
: <code>41236P > j.CD</code>
: Very basic. Unblockable launcher into juggle j.CD. Jumping CD deals more damage than hop CD.
 
===With Meter===
 
''Low''
 
: <code>2Bx1~2 > f.A > 236236A</code>
 
: <code>2Bx1~2 > f.A > 236236AC > j.C > 2C > 214AC > 63214D</code>
: Start the same as above, but use the MAX version for stun and follow up with his most damaging meterless combo.
 
: <code>2Bx1~2 > f.A > 236236AC > ABC > j.C > 2C > 2363214P</code>
: Great way for Ryo to spend a lot of meter with Advanced meter.
 
: <code>2B > 2C > 2363214A</code>
: Best 1-bar conversion for damage alone, but very hard to do as you need to link 2B to 2C.
 
''Mid/Jump-In''
 
: <code>(j.X) > cl.C/2C > 2363214A</code>
: Basic conversion with meter.
 
: <code>(j.X) > cl.C/2C > 236236AC > j.C > 2C > 214AC > 63214D</code>
: 236236AC conversion. Does a lot of damage.
 
: <code>(j.X) > cl.C/2C > 236236AC > ABC > j.C > 2C > 2363214P</code>
: Great way for Ryo to spend a lot of meter with Advanced meter.
 
===With Quick MAX===
 
: <code>2B > 2B > ABC > microwalk cl.D > 641236C</code>
:* Main low meter bnb.
:* If you do this from a jump-in, you can only do up to two 2Bs.
 
: <code>2B > 2B > ABC > microwalk cl.D > 214AC > 63214D</code>
:* Low Quick MAX BnB for keeping MAX Mode.
:* The damage is pretty low since a lot of hits don't connect, but the combo still works and is a very useful path into MAX Mode.
 
: <code>6A > ABC > 63214B</code>
:* Easy overhead quick max combo. Doesn't do a lot of damage but it's easy to execute since you can buffer the 63214B, and it keeps you in max mode afterwards.
 
: <code>6A > ABC > microwalk 2C > 641236C</code>
:* Difficult because you need a microwalk, but gives you the most damage off quick max 6A if you don't have red health,
:* Basically, try to Quick MAX the 6A as soon as possible, microwalk forward, hit 3C, then do 41236C to cancel into the C fireball super.
:* This combo is easier if you use STEP compared to RUN, also easier if the opponent is backturned (for example, if you get a C throw at the corner)
 
: <code>(j.X) > cl.C/2C > 214AC > 63214D > ABC > 623C</code>
:* Damaging corner combo for when Ryo is outside of red health.
 
''Red Health Combos''


:<code>cr.B[xN], st.A, qcf,qcf+A</code>: Does unspectacular damage but you can get many cr.Bs in for easy confirming on standing chars.
: <code>6A > ABC > 236236AC > ABC > j.D > 2C > 2363214A</code>
:<code>cr.B[xN], st.A, qcf,qcf+AC [STUN] j.C, cr.C, qcb+AC, hcb+D</code>: Start the same as above but hit the SDM for stun and follow up with his most damaging meterless combo.
:* Overhead Quick MAX combo with SDM 236236P
:<code>cr.B[xN], st.A, qcf,qcf+AC [STUN] [ABC] j.C, cr.C, qcf,hcb+P</code>: If you happen to play Ryo 3rd and have full bars. Same as above but activate maxmode during stun and jumpin to SDM Ranbu.
:* Note, 236236P is only fast enough to link after 6A ABC if you do the SDM version (AKA if you have red health!)
:<code>cl.C, f,hcf+P</code>: Very simple, basic. Generous window for cancelling.
:* You can charge some meter after the 236236AC but you can't charge a full bar without giving the opponent enough time to mash out.
:<code>cr.B[x1~2], cr.C, f,hcf.P/AC</code>: cr.C link low combo.
:* At midscreen, charge about 30-40% of your meter before continuing the combo. At the corner, charge about 60-70% of your meter.
:<code>cr.B[x1~2], cr.C, qcf,hcb+A/AC</code>: Ranbu is unreliable when using more than one cr.B or late with cancelling. Much easier with only one cr.B.
:* Charging meter will also kill some time for your free red health super to recharge, allowing you to end the combo with 2363214A.


===EX Meter===
: <code>2B > 2A > 236236ABC > ABC > j.D > 2C > 2363214A</code>
:* Quick MAX bypass combo to go into SDM stun punch from 2B. Requires red health.
:* You can input this as 2B > 236 > 2A > 236ABC
:* If you're close enough for cl.A to come out you can also do 2B > 236A > 236ABC
:* Follow the tips from the above combo regarding the ABC after 236236AC.


:<code>(corner)cr.B[x1~2], cr.C, qcb+AC, hcb+D, ABC, dp+C</code>:
: <code>(j.X) > cl.C/2C > 214AC > 63214D > ABC > 236236AC > ABC > j.D > 2C > 2363214A</code>
:<code>cr.B[x1~2], cr.C, qcf,hcb+ABC</code>: Consistent version ranbu low combo.
:* Ryo's most damaging combo that is only available in red health. Follow the tips from the above combo regarding the ABC after 236236AC.
:<code>cr.B[xN], ABC, cl.D, f,hcf+C</code>: Main low meter bnb.
:* Requires you to be close to the corner, otherwise you can't juggle from 63214D after using Quick MAX.
:<code>(corner)cr.C, qcb+AC, hcb+D, ABC, (max)qcf,qcf+P [STUN] j.C, cr.C, qcb+AC, hcb+D</code>: His best damage.
:* Getting 63214D > ABC > 236236AC is difficult. Try to Quick MAX the 63214D as soon as possible, then buffer the 236236AC and hold the button down to buffer it.
:* If the opponent is on low enough health, you can do j.C > 2C > 214AC > 63214D after the stun to avoid having to time the red health coming back for 2363214A.


== Strategy & Tips ==
== Strategy & Tips ==

Latest revision as of 23:59, 20 August 2024

The King of Fighters '98 UMFE

OverviewStrategyDataCombosReplaysMatchups


Ryo is "The Invincible Dragon", the Kyokugen master known for his powerful fists. Since '96, he has teamed up with old friend Robert Garcia and younger sister Yuri Sakazaki as part of the Art of Fighting Team.


Notation

- Light Punch

- Light Kick

- Heavy Punch

- Heavy Kick

Throws

Tani Otoshi - (close) / +

Tomoe Nage - (close) / +

Command Normals

Hyouchuu Wari - +

Special Moves

Ko-Ou Ken - + /

Kohou - + /

Mouko Raijin Setsu - + /

Mouko Raijin Gou - + /

Hien Shippuu Kyaku - + /

Kyokugenryu Renbu Ken - + /

Desperation Moves

Haoh Shoukou Ken - + /

Ryuuko Ranbu - + /

Tenchi Haoh Ken - + /

Introduction

Ryo Sakazaki is a rushdown focused all-rounder with a very big focus on high damage output, being the big damage dealer of the Art of Fighting Team, and arguably all of '98 UMFE. Ryo's main gameplan centers around confirming into Mouko Raijin Gou (214AC) without meter and SDM Tenchi Haoh Ken (236236AC) with meter, both of which allow him to score incredibly high damage. Alongside this, Ryo also possesses great normals, safe specials and a strong mixup between high/low/throw, which makes him incredibly consistent and easy to use, compared to other damage-centric characters such as Saisyu Kusanagi who can suffer horrendously in certain matchups. With a complete lack of gimmicks, Ryo entirely relies on the player's fundamentals in order to achieve his goal, focusing on a patient offence that slowly but surely cracks the opponent's defence. His defence is nothing to laugh at either, with his 2C having very good range and only 1 frame of startup (thus making it one of three 2f normals in the game), a DP with partial invulnerability that has 2f of startup and a DP with full invulnerabilty and 4f of startup. Overall, Ryo's barrier to entry is very, very low, and his reward is high for minimal risk.

Gameplay Overview

Ryo is an all-rounder character with a focus on patient offence, allowing him to confirm into amazing damage, with or without meter.
Pros Cons
  • Balanced Toolkit: Ryo's specials all have something to offer, with genuine safe uses behind each and every one. Not a single piece of his kit is redundant, giving him a plethora of consistent tools to work with.
  • Incredible Damage: Ryo's damage is phenomenal - his meterless damage is around 40% of a lifebar from a heavy starter, and his SDM conversions do upwards of 60-95%.
  • Decent Mixups: While he has no access to hard knockdowns, Ryo's extremely fast 6A overhead with Quick MAX conversions, proximity unblockable and strong confirm game from lows make his mixups strong with consistent reward.
  • Tenchi Haoh Ken: Ryo's 236236AC super provides him with an instant stun to the opponent, with many, many ways to combo into it. This brings his metered conversion game up to amazing standards, being able to do a maximum of 95% damage in a single combo.
  • Strong Normals: Ryo has amazing normals, with strong range for poking.
  • Zero Gimmicks: Ryo is 100% carried by a player's fundamentals. He has to work for all of his victories, as he requires you to be able to understand KOF's fundamental gameplay in order to score hits against competent players.
  • Struggles at Fullscreen: Ryo's only fullscreen option is Haoh Sho Koh Ken, which costs meter, and leaves him extremely vulnerable if it does not connect. This makes him weaker vs zoning characters.
  • Resource Hungry: Due to his reliance on an SDM for his trademark damage, Ryo is hungry for lots of meter in ADV mode, and for red health in EXT mode. This can somewhat limit him, as he requires the anchor position in a team to truly shine.
  • Mediocre Pressure: Ryo has no ground normals that are plus on block, with f.A, 2A and 2B all being neutral. This means he prefers going all in on a mixup straight away as opposed to long pressure sequences.


System Mechanics

Run VS Step

  • Ryo is very good with both Run and Step, as they both allow him to play to his strengths decently.
  • However, his focus on rushdown and his relatively normal ground speed make Run the better option overall.

Roll VS Dodge

  • Ryo doesn't have anything fancy using dodge cancels, and doesn't have the strongest setups using roll cancels.
  • This means that your choice between roll and dodge is entirely personal preference.

Advanced VS Extra

  • For both Advanced and Extra, Ryo requires the anchor position to shine, as he gets much easier access to meter and red health for his 236236AC SDM. Even without Quick MAX, there is many different ways to combo into this super, and his meterless damage is extremely high as well.
  • This means that your choice is personal preference.

Team Position

  • With both gauges, Ryo is best in the anchor position as this allows him easier access to his SDM via more meter and a higher threshold for red health. This will allow him to unleash devastating combos on the opponent, provided you can land the hit you need.

Changes from Previous Versions

98 to 98UM

Normals:

  • Recovery of f.B is now 2 frames longer
  • Recovery of f.C is now 10 frames shorter
  • The startup of 5CD is now 2 frames slower, and there is now 1 fewer active frame
  • The startup of 6A is now 2 frames faster
  • GCCD's hitbox has been increased, and can no longer be low-profiled

Specials:

  • 236A's recovery is now 2 frames shorter
  • The recovery of 623A is now 2 frames longer
  • The startup of 214C is now 3 frames longer, and you can no longer combo into it from heavy normals
  • You can now cancel 214C into 623P or 63214K on hit or block
  • 63214B now has 3 frames more recovery, and 63214D now has 5 frames more recovery

Supers:

  • 2363214AC now starts up faster and has the same frame data as the light version
  • 236236P's damage has been increased
  • 236236AC's damage has been decreased

98UM to 98UMFE

Specials:

  • 236C now has faster startup, more recovery

Supers:

  • 641236P's C and MAX versions now have faster startup

Normal Moves

Close

  • cl.A: Standard close jab, has a big hitbox so it will hit where fA might whiff on small characters. Use in confirms from 2B. Chainable and cancelable.
  • cl.B: Longer-range close light button, but generally less useful than cl.A or 2A. Cancelable.
  • cl.C: Slow and with less damage than 2C, but easier to use in combos. Cancelable.
  • cl.D: Same as cl.C, really. Same damage. Activates from further away but comes out a little slower. Cancelable.

Standing

  • f.A: Cancelable hop anti-air, also good for confirms from 2B. Chainable and cancelable.
  • f.B: Great poke to keep the opponent at bay and whiff-punish.
  • f.C: Pretty okay poke, not as hideously unsafe as it used to be. More damaging than Ryo's other normals.
  • f.D: Can anti-air in situations where 2C lacks horizontal range, but too slow to react with; you'd rather use f.A or 623P.

Crouching

  • 2A: Not great, but use it after 2B instead of f.A/cl.A if the opponent is too short for those to hit. Chainable and cancelable.
  • 2B: Low combo starter. Links into 2C. Chainable.
  • 2C: Very reliable anti-air normal, one of the best in the game. Insanely fast, hits on the second frame. Also does more damage than Ryo's other cancelable buttons. Links from 2B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
  • 2D: Fast sweep with okay range. Cancelable, cancel into 236B for low->high gimmick.

Jumping

  • j.A: Decent air-to-air, but j.B works just as well.
  • j.B: Best horizontal range of his air normals. Use for air-to-airs, or to poke when too far away for j.C/j.D/j.CD.
  • j.C: Same damage as j.D and just as fast. Can crossup.
  • j.D: Same damage as j.C and just as fast. Can crossup. More horizontal range.

CD Normals

  • 5CD: Quite fast, recovers fast enough to link into 623A after a counterhit in the corner. Enough range to connect after a 2B 2B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
  • j.CD: Good move. Easy to hit crouchers with. Great for pressure and ending juggles. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you combo on counterhit.

Throws

Tani Otoshi: 4/6C (close)

  • Throws forward. Causes a backturned hard knockdown, allowing for pressure.

Tomoe Nage: 4/6D (close)

  • Throws back. Causes a soft knockdown, making it only useful to throw the opponent into the corner.

Command Moves

Hyouchuu Wari: 6A

  • Overhead when done raw. Reaches surprisingly far. Has only 15f of startup.
  • Loses its overhead property when canceled into. Not cancelable into other moves directly. When done REAL meaty on opponents wakeup you can link f.A or 2A to combo further.
  • When late-canceled into, it maintains its overhead property, allowing you to mix up opponents in pressure.
  • Using Quick MAX allows you to link various moves, most notably 236236AC when in red health. With the right execution, this means you could land up to 75% damage off a completely unreactable overhead.

Special Moves

Ko Ou Ken: 236A/C

  • Stationary projectile.
  • Both versions only combo from heavy attacks, but are not optimal for combos since other options are more damaging.
  • A version is neutral on block at point blank range.
  • C version deals more damage and moves further. With proper spacing, it is safe on block, however, it is unsafe at close range.
  • Easily beaten by full jumps and low profile moves.

Kohou: 623A/C

  • Ryo's DP. Incredible anti-air. The A version has 2f of startup, making it almost impossible to safejump. The C version gives you an extra 2f of startup to make it a true reversal, so that it will not trade.
  • Both versions will beat most jump-in attempts, but are punishable when missed. A is harder to punish, C equals a free combo of choice for your opponent.
  • Both versions have some invincibility, but the C version has it extending into the active frames, making it a true invincible reversal.

Mouko Raijin Satsu: 236B/D

  • Overhead that travels forward in an airborne arc.
  • B version travels about halfscreen, D version travels almost fullscreen and goes high up so it can be used to go over projectiles.
  • B version has invincibility from frames 4 to 11, D version only has invincibility from frames 5-8. You can cancel grounded attacks into 236B to beat Guard Cancel CD

Mouko Raijin Gou: 214A/C or 214AC

  • Forward-travelling move that has autoguard frames during startup and is cancelable into certain other special moves.
  • Both versions are unsafe on block.
  • A version is fast enough to combo from heavy normals and is cancelable into 623P. C version is too slow to combo from anything, but can be canceled into 623P or 63214K.
  • Presumably due to a programming error with the move's cancelling properties, pressing AC combines the A version's speed and the C version's cancel into 63214K to give Ryo his main heavy BNB with absurdly high damage for zero meter.

Hien Shippuu Kyaku: 63214B/D

  • Ryo does a series of advancing flying kicks.
  • Both versions combo from light attacks. B version alone does more damage than 623A/C or 236A/C, D version does even more damage. This is the meterless combo ender to use for longer confirms.
  • Very, very, very unsafe on block. The B version is harder to punish if spaced, but your opponent gets their absolute best confirms if they block the D version in any situation.

Kyokugenryu Renbu Ken: 41236A/C (close)

  • Proximity unblockable that launches the opponent.
  • Use j.CD after launch for extra damage, this does more damage than 236D alone. Ender of choice for confirms from lights.
  • Due to the angle of the launch, going for air resets isn't a viable option, even when used with Quick MAX.
  • Mainly used within a combo or from an empty jump, as the move unfortunately has input overlap with Ryo's 641236P super, so dashing forward and trying to do 41236P will result in the super coming out instead.

Desperation Moves

Haoh Shou Kou Ken: 641236A/C

  • Standard Kyokugen projectile DM. Mainly useful as a punish for slower fireballs on reaction, and as part of Ryo's main low Quick MAX confirm.
  • A and C versions both combo from heavy normals and deal the same damage. C version moves much faster.
  • MAX version also combos from heavy normals. Moves about as fast as C version, but does more hits and damage, and has a bigger hitbox.

Ryuuko Ranbu: 2363214A/C

  • Ranbu type move, as name suggests.
  • Both versions combo from heavy normals and deal the same damage, but the A version has less startup and thus combos more reliably while the C version has some invinciblity.
  • MAX version combos the same way the A version does and deals more damage. Also has some invincibility.
  • Ryo's most damaging DM by itself, although 236236AC's followups put it ahead in total damage output.
  • Due to Ryo's very strong meterless damage and the total output that can come from SDM 236236P, it sees little use.

Tenchi Haoh Ken: 236236A/C

  • Ryo winds up and delivers a powerful punch. Both versions deal the same damage, with significantly more extra damage than normal on counterhit.
  • A version is fast enough to combo from light normals, while C version has some invincibility on startup.
  • MAX version also combos from lights; it does much less damage, but instantly stuns the opponent.
  • A good tactic using Extra meter and while in red health is to Quick MAX while you're blocking and use the SDM version, making the move the undisputed best 8f punish in the game.
  • This makes it his most damaging metered combo ender, since it lets you do a free combo of your choice afterward and Ryo's meterless damage is enormous.
  • ICHIGEKI HISSATSU

Combos

General Notes:

  • It is more reliable to use only one 2B in confirms. Using more than one 2B usually works, but often deals less damage or completely fails against crouching characters by making 214AC and 63214D not connect all hits. Multiple 2Bs also make it impossible to link a 2C afterward.
  • Most combos work after jumpins (j.C or j.D, same damage) with slight adjustments, just skip light normals for a heavy or do one less cr.B.
  • You can use any close heavy normal instead of 2C when not linking from 2B, like after jumping in. But 2C is still optimal since it deals more damage.
  • Use 2.A instead of f.A/cl.A for crouching Chin and Choi. 236236P also completely whiffs on them when crouching; however, the SDM version still works.

Meterless

Low

2B > cl.A > 41236P, j.CD
Basic confirm into proximity unblockable. You need to be close, only 1 2B possible. Remember j.CD does more damage than hop.CD.
2B > 2C > 214AC > 63214D
More damaging but much more difficult low confirm, as 2B > 2C is a 1-frame link. This can be made easier if the 2B was used as a meaty or a landing punish as you will have more plus frames.

Mid/Jump-In

(j.X) > cl.C/2C > 214AC, 63214D
Ryo's extremely damaging meterless BnB.

Proximity Unblockable

41236P > j.CD
Very basic. Unblockable launcher into juggle j.CD. Jumping CD deals more damage than hop CD.

With Meter

Low

2Bx1~2 > f.A > 236236A
2Bx1~2 > f.A > 236236AC > j.C > 2C > 214AC > 63214D
Start the same as above, but use the MAX version for stun and follow up with his most damaging meterless combo.
2Bx1~2 > f.A > 236236AC > ABC > j.C > 2C > 2363214P
Great way for Ryo to spend a lot of meter with Advanced meter.
2B > 2C > 2363214A
Best 1-bar conversion for damage alone, but very hard to do as you need to link 2B to 2C.

Mid/Jump-In

(j.X) > cl.C/2C > 2363214A
Basic conversion with meter.
(j.X) > cl.C/2C > 236236AC > j.C > 2C > 214AC > 63214D
236236AC conversion. Does a lot of damage.
(j.X) > cl.C/2C > 236236AC > ABC > j.C > 2C > 2363214P
Great way for Ryo to spend a lot of meter with Advanced meter.

With Quick MAX

2B > 2B > ABC > microwalk cl.D > 641236C
  • Main low meter bnb.
  • If you do this from a jump-in, you can only do up to two 2Bs.
2B > 2B > ABC > microwalk cl.D > 214AC > 63214D
  • Low Quick MAX BnB for keeping MAX Mode.
  • The damage is pretty low since a lot of hits don't connect, but the combo still works and is a very useful path into MAX Mode.
6A > ABC > 63214B
  • Easy overhead quick max combo. Doesn't do a lot of damage but it's easy to execute since you can buffer the 63214B, and it keeps you in max mode afterwards.
6A > ABC > microwalk 2C > 641236C
  • Difficult because you need a microwalk, but gives you the most damage off quick max 6A if you don't have red health,
  • Basically, try to Quick MAX the 6A as soon as possible, microwalk forward, hit 3C, then do 41236C to cancel into the C fireball super.
  • This combo is easier if you use STEP compared to RUN, also easier if the opponent is backturned (for example, if you get a C throw at the corner)
(j.X) > cl.C/2C > 214AC > 63214D > ABC > 623C
  • Damaging corner combo for when Ryo is outside of red health.

Red Health Combos

6A > ABC > 236236AC > ABC > j.D > 2C > 2363214A
  • Overhead Quick MAX combo with SDM 236236P
  • Note, 236236P is only fast enough to link after 6A ABC if you do the SDM version (AKA if you have red health!)
  • You can charge some meter after the 236236AC but you can't charge a full bar without giving the opponent enough time to mash out.
  • At midscreen, charge about 30-40% of your meter before continuing the combo. At the corner, charge about 60-70% of your meter.
  • Charging meter will also kill some time for your free red health super to recharge, allowing you to end the combo with 2363214A.
2B > 2A > 236236ABC > ABC > j.D > 2C > 2363214A
  • Quick MAX bypass combo to go into SDM stun punch from 2B. Requires red health.
  • You can input this as 2B > 236 > 2A > 236ABC
  • If you're close enough for cl.A to come out you can also do 2B > 236A > 236ABC
  • Follow the tips from the above combo regarding the ABC after 236236AC.
(j.X) > cl.C/2C > 214AC > 63214D > ABC > 236236AC > ABC > j.D > 2C > 2363214A
  • Ryo's most damaging combo that is only available in red health. Follow the tips from the above combo regarding the ABC after 236236AC.
  • Requires you to be close to the corner, otherwise you can't juggle from 63214D after using Quick MAX.
  • Getting 63214D > ABC > 236236AC is difficult. Try to Quick MAX the 63214D as soon as possible, then buffer the 236236AC and hold the button down to buffer it.
  • If the opponent is on low enough health, you can do j.C > 2C > 214AC > 63214D after the stun to avoid having to time the red health coming back for 2363214A.

Strategy & Tips

Videos

King of Fighters 98 UM FE: Ryo Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro