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Art of Fighting 2/Ryo Sakazaki/Data: Difference between revisions
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{{CharNavbox AOF2}} | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Normals== | |||
===Standing Normals=== | ===Standing Normals=== | ||
====5LP==== | ====5LP==== | ||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_5lp | {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_5lp | ||
| name = Stand LP | | name = Stand LP | ||
| input = | | input = 5A | ||
| images = AOF2 Ryo 5LP.png | | images = AOF2 Ryo 5LP.png | ||
| hitboxes = AOF2 Ryo 5LP_Hitbox.png | | hitboxes = AOF2 Ryo 5LP_Hitbox.png | ||
Line 12: | Line 17: | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = No | ||
| startup = | | startup = 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 2 | ||
| hitadv = +5 | | hitadv = +5 | ||
| blockadv = +7 | | blockadv = +7 | ||
Line 25: | Line 30: | ||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_5lk | {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_5lk | ||
| name = Stand LK | | name = Stand LK | ||
| input = | | input = 5B | ||
| images = AOF2 Ryo 5LK.png | | images = AOF2 Ryo 5LK.png | ||
| hitboxes = AOF2 Ryo 5LK_Hitbox.png | | hitboxes = AOF2 Ryo 5LK_Hitbox.png | ||
| damage = | | damage = 10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 9 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = 0 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 45: | Line 50: | ||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_clhp | {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_clhp | ||
| name = Close HP | | name = Close HP | ||
| input = | | input = 5[A] | ||
| images = AOF2 Ryo clHP.png | | images = AOF2 Ryo clHP.png | ||
| hitboxes = AOF2 Ryo clHP_Hitbox.png | | hitboxes = AOF2 Ryo clHP_Hitbox.png | ||
| damage = | | damage = 16 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 4 | ||
| active = | | active = 9 | ||
| recovery = | | recovery = 7 | ||
| hitadv = | | hitadv = +8 | ||
| blockadv = | | blockadv = +4 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 65: | Line 70: | ||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_fhp | {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_fhp | ||
| name = Far HP | | name = Far HP | ||
| input = | | input = 5[A] | ||
| images = AOF2 Ryo fHP.png | | images = AOF2 Ryo fHP.png | ||
| hitboxes = AOF2 Ryo fHP_Hitbox.png | | hitboxes = AOF2 Ryo fHP_Hitbox.png | ||
| damage = | | damage = 16 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 5 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 17 | ||
| hitadv = | | hitadv = -2 | ||
| blockadv = | | blockadv = -6 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 85: | Line 90: | ||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_clhk | {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_clhk | ||
| name = Close HK | | name = Close HK | ||
| input = | | input = 5[B] | ||
| images = AOF2 Ryo clHK.png | | images = AOF2 Ryo clHK.png | ||
| hitboxes = AOF2 Ryo clHK_Hitbox.png | | hitboxes = AOF2 Ryo clHK_Hitbox.png | ||
| damage = | | damage = 10 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 7 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = -14 | ||
| blockadv = | | blockadv = -18 | ||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
Line 105: | Line 110: | ||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_fhk | {{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_fhk | ||
| name = Far HK | | name = Far HK | ||
| input = | | input = 5[B] | ||
| images = AOF2 Ryo fHK.png | | images = AOF2 Ryo fHK.png | ||
| hitboxes = AOF2 Ryo fHK_Hitbox.png | | hitboxes = AOF2 Ryo fHK_Hitbox.png | ||
| damage = | | damage = 22 | ||
| counter = | | counter = | ||
| stun = | | stun = | ||
| guard = Mid | | guard = Mid | ||
| cancel = | | cancel = Yes | ||
| startup = | | startup = 6 | ||
| active = | | active = 8 | ||
| recovery = | | recovery = 21 | ||
| hitadv = | | hitadv = -6 | ||
| blockadv = | | blockadv = -10 | ||
| invul = | |||
| display = 200px | |||
}} | |||
===Crouching Normals=== | |||
====2LP==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_2lp | |||
| name = 2LP | |||
| input = 2A | |||
| images = AOF2 Ryo 2LP.png | |||
| hitboxes = AOF2 Ryo 2LP_Hitbox.png | |||
| damage = 6 | |||
| counter = | |||
| stun = | |||
| guard = Low | |||
| cancel = No | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 2 | |||
| hitadv = +5 | |||
| blockadv = +7 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====2LK==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_2lk | |||
| name = 2LK | |||
| input = 2B | |||
| images = AOF2 Ryo 2LK.png | |||
| hitboxes = AOF2 Ryo 2LK_Hitbox.png | |||
| damage = 8 | |||
| counter = | |||
| stun = | |||
| guard = Low | |||
| cancel = No | |||
| startup = 3 | |||
| active = 2 | |||
| recovery = 3 | |||
| hitadv = +4 | |||
| blockadv = +6 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====2HP==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_2hp | |||
| name = 2HP | |||
| input = 2[A] | |||
| images = AOF2 Ryo 2HP.png | |||
| hitboxes = AOF2 Ryo 2HP_Hitbox.png | |||
| damage = 10 | |||
| counter = | |||
| stun = | |||
| guard = Low | |||
| cancel = Yes | |||
| startup = 5 | |||
| active = 11 | |||
| recovery = 12 | |||
| hitadv = -13 | |||
| blockadv = -17 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====2HK==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_2hk | |||
| name = 2HK | |||
| input = 2[B] | |||
| images = AOF2 Ryo 2HK.png | |||
| hitboxes = AOF2 Ryo 2HK_Hitbox.png | |||
| damage = 16 | |||
| counter = | |||
| stun = | |||
| guard = Low | |||
| cancel = Yes | |||
| startup = 5 | |||
| active = 2 | |||
| recovery = 29 | |||
| hitadv = +35 (KD) | |||
| blockadv = -19 | |||
| invul = | | invul = | ||
| display = 200px | | display = 200px | ||
}} | }} | ||
===Jumping Normals=== | |||
====j.LP==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_jlp | |||
| name = j.LP | |||
| input = j.A | |||
| images = AOF2 Ryo jLP.png | |||
| hitboxes = AOF2 Ryo jLP_Hitbox.png | |||
| damage = 6 | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = No | |||
| startup = 3 | |||
| active = 14 | |||
| recovery = 7 on ground | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
====j.LK==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_jlk | |||
| name = j.LK | |||
| input = j.B | |||
| images = AOF2 Ryo jLK.png | |||
| hitboxes = AOF2 Ryo jLK_Hitbox.png | |||
| damage = 10 | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = No | |||
| startup = 5 | |||
| active = 13 | |||
| recovery = 7 on ground | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
====j.HP==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_jhp | |||
| name = j.HP | |||
| input = j.[A] | |||
| images = AOF2 Ryo jHP.png | |||
| hitboxes = AOF2 Ryo jHP_Hitbox.png | |||
| damage = 10 | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = No | |||
| startup = 5 | |||
| active = 12 | |||
| recovery = 7 on ground | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
====j.HK==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_jhk | |||
| name = j.HP | |||
| input = j.[B] | |||
| images = AOF2 Ryo jHK.png | |||
| hitboxes = AOF2 Ryo jHK_Hitbox.png | |||
| damage = 16 | |||
| counter = | |||
| stun = | |||
| guard = High | |||
| cancel = No | |||
| startup = 9 | |||
| active = 12 | |||
| recovery = 7 on ground | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
===System Mechanics=== | |||
====Uppercut==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_uppercut | |||
| name = Uppercut | |||
| input = AC | |||
| images = AOF2 Ryo 2HP.png | |||
| hitboxes = AOF2 Ryo 2HP_Hitbox.png | |||
| damage = 10 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = Yes | |||
| startup = 5 | |||
| active = 11 | |||
| recovery = 15 | |||
| hitadv = +85 (KD) | |||
| blockadv = -13 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====Low Attack==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_lowattack | |||
| name = Low Attack | |||
| input = BC | |||
| images = AOF2 Ryo LowAttack.png | |||
| hitboxes = AOF2 Ryo LowAttack_Hitbox.png | |||
| damage = 10 | |||
| counter = | |||
| stun = | |||
| guard = Low | |||
| cancel = Yes | |||
| startup = 7 | |||
| active = 8 | |||
| recovery = 24 | |||
| hitadv = +36 (KD) | |||
| blockadv = -15 | |||
| invul = | |||
| display = 200px | |||
}} | |||
====Throw==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_throw | |||
| name = Throw | |||
| input = 6/4 C | |||
| images = AOF2 Ryo Throw.png | |||
| hitboxes = AOF2 Ryo Throw_Hitbox.png | |||
| damage = 30 | |||
| counter = | |||
| stun = | |||
| guard = Throw | |||
| cancel = No | |||
| startup = 1 | |||
| active = 1 | |||
| recovery = 0 | |||
| hitadv = +40 (KD) | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
====Taunt==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_taunt | |||
| name = Taunt | |||
| input = D | |||
| images = AOF2 Ryo Taunt.png | |||
| hitboxes = AOF2 Ryo Taunt_Hitbox.png | |||
| damage = 0 | |||
| counter = | |||
| stun = | |||
| guard = N/A | |||
| cancel = No | |||
| startup = 1 | |||
| active = 0 | |||
| recovery = 49 | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
==Specials== | |||
===Ko-Oh Ken=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_236a | |||
| name = Ko-Oh Ken | |||
| input = 236A | |||
| images = AOF2 Ryo 236A.png | |||
| hitboxes = AOF2 Ryo 236A_Hitbox.png | |||
| damage = 29 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 24 | |||
| active = Projectile | |||
| recovery = 39 | |||
| hitadv = -11 | |||
| blockadv = -15 | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Kuuchuu Ko-Oh Ken=== | |||
====j236A==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_j236a | |||
| name = Kuuchuu Ko-Oh Ken | |||
| version = j.236A | |||
| input = j.236A | |||
| images = AOF2 Ryo j236A.png | |||
| hitboxes = AOF2 Ryo j236A_Hitbox.png | |||
| damage = 26 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 19 | |||
| active = Projectile | |||
| recovery = 9 on ground | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
====j236B==== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_j236b | |||
| name = Kuuchuu Ko-Oh Ken | |||
| version = j.236B | |||
| input = j.236B | |||
| images = AOF2 Ryo j236B.png | |||
| hitboxes = AOF2 Ryo j236B_Hitbox.png | |||
| damage = 26 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 19 | |||
| active = Projectile | |||
| recovery = 9 on ground | |||
| hitadv = N/A | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Kohou=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_623a | |||
| name = Kohou | |||
| input = 623A | |||
| images = AOF2 Ryo 623A.png | |||
| hitboxes = AOF2 Ryo 623A_Hitbox.png | |||
| damage = 13,13 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 5 | |||
| active = 20 | |||
| recovery = 38 | |||
| hitadv = +58 (KD) | |||
| blockadv = -40 | |||
| invul = 1-24 full? | |||
| display = 200px | |||
}} | |||
===Kyokugenryu Renbu Ken=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_214a | |||
| name = Kyokugenryu Renbu Ken | |||
| input = 214A | |||
| images = AOF2 Ryo 214A.png | |||
| hitboxes = AOF2 Ryo 214A_Hitbox.png | |||
| damage = 10,10,10,10 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 3 | |||
| active = 4(6)6(19)4(6)11 | |||
| recovery = 15 | |||
| hitadv = -9 | |||
| blockadv = -15 | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Hien Shippu Kyaku=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_16b | |||
| name = Hien Shippu Kyaku | |||
| input = 16B | |||
| images = AOF2 Ryo 16B.png | |||
| hitboxes = AOF2 Ryo 16B_Hitbox.png | |||
| damage = 14,14 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 19 | |||
| active = 20 | |||
| recovery = 60 hit/block, 30 whiff | |||
| hitadv = +49 (KD) | |||
| blockadv = -49 | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Zan Retsu Ken=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_646a | |||
| name = Zan Retsu Ken | |||
| input = 646A | |||
| images = AOF2 Ryo 646A.png | |||
| hitboxes = AOF2 Ryo 646A_Hitbox.png | |||
| damage = 32 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 1 | |||
| active = 77 | |||
| recovery = 80 hit/block, 0 whiff | |||
| hitadv = +38 (KD) | |||
| blockadv = -52 | |||
| invul = | |||
| display = 200px | |||
}} | |||
==Supers== | |||
===Haoh Shoukou Ken=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_641236a | |||
| name = Haoh Shoukou Ken | |||
| input = 641236A | |||
| images = AOF2 Ryo 641236A.png | |||
| hitboxes = AOF2 Ryo 641236A_Hitbox.png | |||
| damage = 54 | |||
| counter = | |||
| stun = | |||
| guard = Mid | |||
| cancel = No | |||
| startup = 48 | |||
| active = Projectile | |||
| recovery = 45 | |||
| hitadv = +77 (KD) | |||
| blockadv = -21 | |||
| invul = | |||
| display = 200px | |||
}} | |||
===Ryuko Ranbu=== | |||
{{MoveData-AOF2 | character = Ryo Sakazaki | moveId = ryo_2363214c | |||
| name = Ryuko Ranbu | |||
| input = 2363214C | |||
| images = AOF2 Ryo 2363214C.png | |||
| hitboxes = AOF2 Ryo 2363214C_Hitbox.png | |||
| damage = 80 | |||
| counter = | |||
| stun = | |||
| guard = Unblockable | |||
| cancel = No | |||
| startup = 49 | |||
| active = 31 | |||
| recovery = 0 | |||
| hitadv = +56 (KD) | |||
| blockadv = N/A | |||
| invul = | |||
| display = 200px | |||
}} | |||
{{Navbox AOF2}} | |||
[[Category:Art of Fighting 2]] | |||
[[Category:Ryo Sakazaki]] |
Latest revision as of 17:38, 10 June 2024
Normals
Standing Normals
5LP
Ryo Sakazaki ryo_5lp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5A
5A Stand LP | ||||||||||
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 his. 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 when matching the frame range. | ||
6 | Mid | No | 3 | 4 | 2 | +5 | +7 | - |
5LK
Ryo Sakazaki ryo_5lk | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5B
5B Stand LK | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | Mid | Yes | 5 | 8 | 9 | -2 | 0 | - |
cl.HP
Ryo Sakazaki ryo_clhp | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
5[A]
5[A] Close HP | ||||||||||
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 his. 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 when matching the frame range. | ||
16 | Mid | Yes | 4 | 9 | 7 | +8 | +4 | - |
f.HP
Ryo Sakazaki ryo_fhp | ||||||||||
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5[A]
5[A] Far HP | ||||||||||
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 his. 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 when matching the frame range. | ||
16 | Mid | Yes | 5 | 6 | 17 | -2 | -6 | - |
cl.HK
Ryo Sakazaki ryo_clhk | ||||||||||
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5[B]
5[B] Close HK | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | Mid | Yes | 7 | 8 | 21 | -14 | -18 | - |
f.HK
Ryo Sakazaki ryo_fhk | ||||||||||
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5[B]
5[B] Far HK | ||||||||||
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 his. 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 when matching the frame range. | ||
22 | Mid | Yes | 6 | 8 | 21 | -6 | -10 | - |
Crouching Normals
2LP
Ryo Sakazaki ryo_2lp | ||||||||||
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2A
2A 2LP | ||||||||||
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 his. 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 when matching the frame range. | ||
6 | Low | No | 3 | 4 | 2 | +5 | +7 | - |
2LK
Ryo Sakazaki ryo_2lk | ||||||||||
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2B
2B 2LK | ||||||||||
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 his. 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 when matching the frame range. | ||
8 | Low | No | 3 | 2 | 3 | +4 | +6 | - |
2HP
Ryo Sakazaki ryo_2hp | ||||||||||
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2[A]
2[A] 2HP | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | Low | Yes | 5 | 11 | 12 | -13 | -17 | - |
2HK
Ryo Sakazaki ryo_2hk | ||||||||||
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2[B]
2[B] 2HK | ||||||||||
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 his. 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 when matching the frame range. | ||
16 | Low | Yes | 5 | 2 | 29 | +35 (KD) | -19 | - |
Jumping Normals
j.LP
Ryo Sakazaki ryo_jlp | ||||||||||
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j.A
j.A j.LP | ||||||||||
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 his. 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 when matching the frame range. | ||
6 | High | No | 3 | 14 | 7 on ground | N/A | N/A | - |
j.LK
Ryo Sakazaki ryo_jlk | ||||||||||
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j.B
j.B j.LK | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | High | No | 5 | 13 | 7 on ground | N/A | N/A | - |
j.HP
Ryo Sakazaki ryo_jhp | ||||||||||
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j.[A]
j.[A] j.HP | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | High | No | 5 | 12 | 7 on ground | N/A | N/A | - |
j.HK
Ryo Sakazaki ryo_jhk | ||||||||||
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j.[B]
j.[B] j.HP | ||||||||||
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 his. 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 when matching the frame range. | ||
16 | High | No | 9 | 12 | 7 on ground | N/A | N/A | - |
System Mechanics
Uppercut
Ryo Sakazaki ryo_uppercut | ||||||||||
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AC
AC Uppercut | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | Mid | Yes | 5 | 11 | 15 | +85 (KD) | -13 | - |
Low Attack
Ryo Sakazaki ryo_lowattack | ||||||||||
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BC
BC Low Attack | ||||||||||
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 his. 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 when matching the frame range. | ||
10 | Low | Yes | 7 | 8 | 24 | +36 (KD) | -15 | - |
Throw
Ryo Sakazaki ryo_throw | ||||||||||
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6/4 C
6/4 C Throw | ||||||||||
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 his. 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 when matching the frame range. | ||
30 | Throw | No | 1 | 1 | 0 | +40 (KD) | N/A | - |
Taunt
Ryo Sakazaki ryo_taunt | ||||||||||
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D
D Taunt | ||||||||||
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 his. 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 when matching the frame range. | ||
0 | N/A | No | 1 | 0 | 49 | N/A | N/A | - |
Specials
Ko-Oh Ken
Ryo Sakazaki ryo_236a | ||||||||||
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236A
236A Ko-Oh Ken | ||||||||||
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 his. 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 when matching the frame range. | ||
29 | Mid | No | 24 | Projectile | 39 | -11 | -15 | - |
Kuuchuu Ko-Oh Ken
j236A
Ryo Sakazaki ryo_j236a | ||||||||||
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j.236A
j.236A Kuuchuu Ko-Oh Ken | ||||||||||
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 his. 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 when matching the frame range. | ||
26 | Mid | No | 19 | Projectile | 9 on ground | N/A | N/A | - |
j236B
Ryo Sakazaki ryo_j236b | ||||||||||
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j.236B
j.236B Kuuchuu Ko-Oh Ken | ||||||||||
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 his. 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 when matching the frame range. | ||
26 | Mid | No | 19 | Projectile | 9 on ground | N/A | N/A | - |
Kohou
Ryo Sakazaki ryo_623a | ||||||||||
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623A
623A Kohou | ||||||||||
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 his. 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 when matching the frame range. | ||
13,13 | Mid | No | 5 | 20 | 38 | +58 (KD) | -40 | 1-24 full? |
Kyokugenryu Renbu Ken
Ryo Sakazaki ryo_214a | ||||||||||
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214A
214A Kyokugenryu Renbu Ken | ||||||||||
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 his. 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 when matching the frame range. | ||
10,10,10,10 | Mid | No | 3 | 4(6)6(19)4(6)11 | 15 | -9 | -15 | - |
Hien Shippu Kyaku
Ryo Sakazaki ryo_16b | ||||||||||
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16B
16B Hien Shippu Kyaku | ||||||||||
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 his. 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 when matching the frame range. | ||
14,14 | Mid | No | 19 | 20 | 60 hit/block, 30 whiff | +49 (KD) | -49 | - |
Zan Retsu Ken
Ryo Sakazaki ryo_646a | ||||||||||
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646A
646A Zan Retsu Ken | ||||||||||
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 his. 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 when matching the frame range. | ||
32 | Mid | No | 1 | 77 | 80 hit/block, 0 whiff | +38 (KD) | -52 | - |
Supers
Haoh Shoukou Ken
Ryo Sakazaki ryo_641236a | ||||||||||
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641236A
641236A Haoh Shoukou Ken | ||||||||||
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 his. 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 when matching the frame range. | ||
54 | Mid | No | 48 | Projectile | 45 | +77 (KD) | -21 | - |
Ryuko Ranbu
Ryo Sakazaki ryo_2363214c | ||||||||||
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2363214C
2363214C Ryuko Ranbu | ||||||||||
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 his. 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 when matching the frame range. | ||
80 | Unblockable | No | 49 | 31 | 0 | +56 (KD) | N/A | - |