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The King of Fighters XIII/Ryo Sakazaki: Difference between revisions
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Revision as of 10:59, 16 November 2011
File:Ryo.pngFile:Ryo sprite.gif
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 Ryo's defense.
Miscellaneous
Character Sprite
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