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The King of Fighters XIII/Ryo Sakazaki: Difference between revisions

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==Tips==
==Tips==


Ok so I've been playing Ryo for a couple months now, and what I've found to be his most effective weapon is his Kohken. This move IMO, sets up a good deal of your offense and is a great defensive tool.  
One of Ryo's most effective weapons is his Kohken. This move sets up a good deal of offense and is a great defensive tool.  




Though Ryo's fireball is not a fullscreen forward progressing projectile this is in no way a weakness. When you use Ryo Consider his projectile to be a shell that expands and contracts accordingly to the right situations, and Fireball A,C, and ex versions maintian it
Though Ryo's fireball is not a fullscreen forward progressing projectile, this is in no way a weakness. When using Ryo, consider his projectile to be a shell that expands and contracts accordingly to the right situations, and Fireball A/C/EX versions maintain it.




the facts are
The facts are:




1. the fireball itself has a much larger hit box than it appears, especially when using the A version which looks deceptively small, and often catching as an anti air  
1. The fireball itself has a much larger hit box than it appears, especially when using the A version, which looks deceptively small, often catching as an anti-air.




2. the fireball knocks down on any version, which is huge in resetting your position, or transitioning into rushdown
2. The fireball knocks down on any version, which is huge in resetting your position or transitioning into rushdown.




3. blockstun and recovery on the A version is really good, especially in the corner to set up  mix up situations, blockstun on C version is also great long distance but can be punished with a fast move if you decide to do it close range. however if you wiff C version Kohken It can be punished even from long distance from plenty of characters, K' comes to mind, and this is the version people are hoping to jump over or roll through to punish you for a fat combo.
3. Blockstun and recovery on the A version is really good, especially in the corner to setup mix-up situations. Blockstun on C version is also great long distance, but can be punished with a fast move if done at close range. However, if you whiff C version Kohken, it can be punished even from long distance from plenty of characters (K' comes to mind), and this is the version people are hoping to jump over or roll through to punish for a fat combo.




4.  ex version comes out really fast and has invincibility, and you recover before they do so I usually use this move to throw the opponent off from reading my patterns since its not expected, also a good and safe option to use to get out of K's fireball traps in the corner   
4.  EX version comes out really fast and has invincibility, and you recover before they do, so use this move to throw the opponent off from reading patterns since it's not expected. Also, a good and safe option to use to get out of K's fireball traps in the corner.  






Now with all these uses for the fireballs it sets up everything from being easier to predict when to parry, mix in uppercuts,  set up jumps for anti airs, or super, EX super.  
Now with all these uses for the fireballs it sets up everything from being easier to predict when to parry, mix in uppercuts,  set up jumps for anti-airs, or super, EX super.  




He also has a very effective fireball trap in the corner with A, EX version, and even C version with particular spacing to bait the other person to stick something out then follow up with a parry or uppercut.  
He also has a very effective fireball trap in the corner with A, EX version, and even C version with particular spacing to bait the opponent to stick something out, then follow up with a parry or uppercut.  




The downside though is that against against maybe one particular character (Chin!!) the fireball game becomes a dangerous game to play with his low to the ground size, and moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for chin to penetrate your defense.  
The downside though is that against maybe one particular character (Chin!!) the fireball game becomes a dangerous game to play due to his (Chin's) low to the ground size. His moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for Chin to penetrate your defense.
 
 
now with all that said and done I would like to state that I am not a top player, or expert Ryo user, but I have dedicated much time into this game and I feel that at the very least I can Interpret when something a character I've been using has a high success rate against other talented players, so hopefully this is something of interest


==Miscellaneous==
==Miscellaneous==

Revision as of 18:25, 19 July 2011

File:Ryo.png


Normals

Standing

st. A

- Chain / Cancellable

- Hit Detection: High

- Damage: 25

st. B

- Cancellable

- Hit Detection: High

- Damage: 30

st. C

- Cancellable

- Hit Detection: High

- Damage: 80

st. D

- Cancellable

- Hit Detection: High

- Damage: 70


cl. C

- Cancellable

- Hit Detection: High

- Damage: 70


Crouching

cr. A

- Chain / Cancellable

- Hit Detection: High

- Damage: 25

cr. B

- Chain-able

- Hit Detection: Low

- Damage: 30

cr. C

- Cancellable

- Hit Detection: High

- Damage: 70

cr. D

- Cancellable

- Hit Detection: Low

- Damage: 80


Jumping

j. A

- Hit Detection: Mid

- Damage: 45 (40)

j. B

- Hit Detection: Mid

- Damage: 45 (40)

j. C

- Hit Detection: Mid

- Damage: 72 (70)

j. D

- Hit Detection: Mid

- Damage: 70 (68)


Blowback Attack

CD

- Hit Detection: High

- Damage: 75


j. CD

- Hit Detection: High

- Damage: 90 (80)


GC CD

- Hit Detection: High

- Damage: 10


Throw

Tomoe Nage = (b/f+C/D)

- Can be broken

- Hit Detection: Throw

- Damage: 100


Command Moves

Hyochuwari = (f+A)

- Super-cancellable only

- Hit Detection: Mid (High if cancelled into)

- Damage: 70 (65)


Jodanuke = (f+B)

- Cancellable

- Counters high attacks

- No damage


Gedanuke = (df+B)

- Cancellable

- Counters low attacks

- No damage


Special Moves

Kohken = (qcf+P)

(EX) = qcf+AC

- Super cancellable

- Hit Detection: High

- A Damage: 55; C Damage: 70, EX Damage: 120


Koho = (dp+P)

(EX) = dp+AC

- Drive- / Super cancellable (first hit)

- Hit Detection: High

- A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100)


Hienshippukyaku = (hcb+K)

(EX) = hcb+BD

- Hit Detection: High

- B Damage: 40, 50; D Damage: 40, 50, 60; EX Damage: 80 x 2


Zanretsuken = (f,b,f+P)

(EX) = f,b,f+AC

- Drive- / Super cancellable

- Hit Detection: High

- A Damage: 0, 12 x 11, 80; C Damage: 0, 12x11, 50; EX Damage: 0, 15 x 19, 90


Desperation Moves

Ryukohranbu = (qcf hcb+P)

(EX) = qcf hcb+AC

- Max Cancellable

- Hit Detection: High

- Damage: 0, 5 x 2, 10 x 4, 5, 10 x 2, 5, 10, 5, 115; EX Damage: 0, 10 x 2, 15 x 2, 10, 15 x 4, 10, 15 x 4, 30, 40, 100


Haohshokohken = (f,hcf+P)

- Hit Detection: High

- Damage: 200


Neomax

Tenchihahoken = (qcfx2+AC)

- Hit Detection: High

- Damage: 480


Combos

  • cr.Bx2, cr.A, hcb+B/qcf+AC
  • cr.B, cr.C, special attack
  • cr. B, cr. A / cl.C, hcb + BD, f b f+A/ qcf hcb+AC
  • cl.C, hcb+D (standing opponents only)
  • st.C, f+A, qcf hcb+P


HD Combos

  • (corner) cl.C -> f+A -> BC -> D -> qcf+A -> dp+C -> DC qcf+A -> [dp+C -> DC qcf+A -> qcf+A]x3 -> finisher


1 Power Gauge

  • [HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, f b f+A
  • [HD] qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcfx2+A, dp+C, (HDC) qcf+A, qcf hcb+P


2 Power Gauges

  • [HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf hcb+P
  • [HD] qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+AC


3 Power Gauges

  • [HD] f+A, hcb+BD, dp+C, (HDC) hcb+D, dp+C, (HDC) hcb+D, dp+C, (HDC) f b f+AC, dp+C, (HDC) qcf+Ax2, qcf hcb+P
  • [HD] qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HC) qcfx2+AC


4 Power Gauges

  • [HD] f+A, hcb+BD, dp+C, (HDC) hcb+D, dp+C, (HDC) hcb+D, dp+C, (HDC) f b f+AC, dp+C, (HDC) qcf+Ax2, qcf hbc+AC


5 Power Gauges

  • [HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+P, (MC) qcfx2+AC


Tips

One of Ryo's most effective weapons is his Kohken. This move sets up a good deal of offense and is a great defensive tool.


Though Ryo's fireball is not a fullscreen forward progressing projectile, this is in no way a weakness. When using Ryo, consider his projectile to be a shell that expands and contracts accordingly to the right situations, and Fireball A/C/EX versions maintain it.


The facts are:


1. The fireball itself has a much larger hit box than it appears, especially when using the A version, which looks deceptively small, often catching as an anti-air.


2. The fireball knocks down on any version, which is huge in resetting your position or transitioning into rushdown.


3. Blockstun and recovery on the A version is really good, especially in the corner to setup mix-up situations. Blockstun on C version is also great long distance, but can be punished with a fast move if done at close range. However, if you whiff C version Kohken, it can be punished even from long distance from plenty of characters (K' comes to mind), and this is the version people are hoping to jump over or roll through to punish for a fat combo.


4. EX version comes out really fast and has invincibility, and you recover before they do, so use this move to throw the opponent off from reading patterns since it's not expected. Also, a good and safe option to use to get out of K's fireball traps in the corner.


Now with all these uses for the fireballs it sets up everything from being easier to predict when to parry, mix in uppercuts, set up jumps for anti-airs, or super, EX super.


He also has a very effective fireball trap in the corner with A, EX version, and even C version with particular spacing to bait the opponent to stick something out, then follow up with a parry or uppercut.


The downside though is that against maybe one particular character (Chin!!) the fireball game becomes a dangerous game to play due to his (Chin's) low to the ground size. His moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for Chin to penetrate your defense.

Miscellaneous

Character Sprite

File:Ryo sprite.gif

Colors

Other

Taunt

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose


Links & References

Technical Reference

http://www.youtube.com/watch?v=jk6pULuOck8


Discussion Threads

Discuss at Dream Cancel

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