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The King of Fighters XIII/Ryo Sakazaki: Difference between revisions
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===Jumping=== | ===Jumping=== | ||
'''j. A:''' 45 (40) damage, hits overhead. | '''j. A:''' 45 (40) damage, hits overhead. A short ranged jumping elbow. Good for air-to-air or even ground-to-air to interrupt regular and super jumping opponents. It can whiff on crouching opponents if performed early in the jump or hop. 5 frames of start-up. | ||
'''j. B:''' 45 (40) damage, hits overhead. | '''j. B:''' 45 (40) damage, hits overhead. A short ranged jumping knee. The hitbox is pointed down more diagonally than his j.A, which can be good for offensive hop pressure or full air to ground jump-ins. It can also cross-up opponents too. Similar to j.A where it can whiff on crouching opponents if performed too early in a jump or hop. 5 frames of start-up. | ||
'''j. C:''' 72 (70) damage, hits overhead. | '''j. C:''' 72 (70) damage, hits overhead. A powerful diagonally downward aimed jumping punch. Good for air to ground jump-in attacks. This punch can also cross-up opponents. 6 frames of start-up. | ||
'''j. D:''' 79 (68) damage, hits overhead. | '''j. D:''' 79 (68) damage, hits overhead. A long ranged flying kick that is aimed at a diagonal angle. This is one of his longest ranged jumping normals. It's a great jump-in attack, and can cross-up as well. | ||
===Blowback Attack=== | ===Blowback Attack=== |
Revision as of 17:12, 27 March 2013
0 Stock, No Drive Gauge |
Low |
d.B, d.A, hcb+B = 131 dmg |
1 Stock, No Drive Gauge | Anywhere | j.D, s.D, f.A, qcf,hcb+P = 365 dmg |
0 Stock, 1+ Drive Gauge | Corner | j.D, s.D, qcf+A, dp+C (DC), hcb+D, dp+C = 437 dmg |
3 Stock, 2 Drive Gauge | Anywhere | j.D, s.D, f.A, qcfx2+AC = 602 dmg |
Gameplay Overview
Ryo as a somewhat heavy character throughout KOF who makes more use of defending/invading one position instead of constant movement, relies on powerful hits and zoning. His normals are some of the most powerful and effective in the game, particularly st.C/D, especially D which makes for great follow-ups. He can be very beastily in the right hands, ending matches with fewer hits than most characters deal out, but he doesn't have as many long-string combos as many others as well. The Jodanuke (f.B)/Gedanuke (df.B) parries give Ryo's defense a level up that allows for excellent punishes with good reads. He can do decently if up against a projectile-happy character, up to a certain point, but needs to close the distance as his Kohken (qcf.P) doesn't reach across the screen. It shouldn't be forgotten that his EX Ryukohranbu (qcf,hcb.AC) will whiff most projectiles in the game. His screen-crossing combos might take some time to harness, but it's a great reason to utilize him as an anchor. If you're prepared to zone against a non-fireball character, he's decent enough on point too.
Gameplay Notes
Pros
- Strong ground offense/defense
- Very Strong, long-reaching Normals
- Great corner pressure
- Kohken acts like an offense/defense
- Parries
- Good anti-air options
Cons
- A little on the slow side
- Has more combos that require both meter and drive than ones that don't
- Low midscreen meterless damage output
Normals
Standing
s.A 25 damage, chain/cancel-able, hits mid. A safe and neutral positioning jab, that is good for stopping hops.
s.B 30 damage, cancel-able, hits mid. A safe and quick front kick that is far range and cancel-able.
far C 80 damage, whiff/cancel-able, hits mid. Nice ranged hook that has good damage.
s.D 70 damage, whiff/cancel-able, hits mid. Looks like a low kick, but it hits mid.
s.C 70 damage, cancel-able, hits mid. A safe, quick uppercut to the chin. Ideal for close quarters because it is more safe on block than his s.D.
Crouching
d.A 25 damage, chain/cancel-able, hits mid. Same as his standing A, but crouching. Good pressure when in close range.
d.B 30 damage, chain-able, hits low. Great low poke, a good starter for his combos, and is safe on block.
d.C 70 damage, cancel-able, hits mid. Good for stopping jump-ins.
d.D 80 damage, cancel-able, hits low. A wide ranged sweep that is cancel-able which makes it very safe to poke around with.
Jumping
j. A: 45 (40) damage, hits overhead. A short ranged jumping elbow. Good for air-to-air or even ground-to-air to interrupt regular and super jumping opponents. It can whiff on crouching opponents if performed early in the jump or hop. 5 frames of start-up.
j. B: 45 (40) damage, hits overhead. A short ranged jumping knee. The hitbox is pointed down more diagonally than his j.A, which can be good for offensive hop pressure or full air to ground jump-ins. It can also cross-up opponents too. Similar to j.A where it can whiff on crouching opponents if performed too early in a jump or hop. 5 frames of start-up.
j. C: 72 (70) damage, hits overhead. A powerful diagonally downward aimed jumping punch. Good for air to ground jump-in attacks. This punch can also cross-up opponents. 6 frames of start-up.
j. D: 79 (68) damage, hits overhead. A long ranged flying kick that is aimed at a diagonal angle. This is one of his longest ranged jumping normals. It's a great jump-in attack, and can cross-up as well.
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: Overhead (Mid if cancelled into)
- Damage: 70 (65)
Jodanuke = (f+B)
- Cancellable
- Counters Mid and overhead attacks
- No damage
Gedanuke = (df+B)
- Cancellable
- Counters low attacks
- No damage
Special Moves
Kohken = (qcf+P)
(EX) = qcf+AC
- Super cancellable
- Hit Detection: Mid
- A Damage: 55; C Damage: 70, EX Damage: 120
Koho = (dp+P)
(EX) = dp+AC
- Drive- / Super cancellable (first hit)
- Hit Detection: Mid
- A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100)
Hienshippukyaku = (hcb+K)
(EX) = hcb+BD
- Hit Detection: Mid
- 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: Mid (whiffs on crouching opponents at a point blank range)
- 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: Mid
- 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: Mid
- Damage: 200
Neomax
Tenchihahoken = (qcfx2+AC)
- Hit Detection: Mid
- Damage: 480
Combos
No Stock or Drive Gauge -
cr.Bx2, cr.A, hcb+B = 154 dmg
cr.B, st.A, hcb+D = 179 dmg
- standing opponents only
cr.B, cr.C, qcf+A/hcb+D = 145/192 dmg
cr. B, cr. A, dp+A/f,b,f+A/hcb+B = 111/152 dmg
cl.C, hcb+D = 204 dmg
- standing opponents only
0 Stock, 1+ Drive Gauge -
j.C, cr.C, qcf+A, dp+C (1)(DC), hcb+D, dp+C = 439 dmg
1 Stock, No Drive Gauge -
cr.Bx2, cr.A, qcf+AC = 182 dmg
cl.C, hcb+BD, f,b,f+A = 307 dmg
st.C, f+A, qcf~hcb+P = 317 dmg
j.C, cl.C, hcb+BD, dp+C = 374 dmg
- near corner only
1 Stock, 1 Drive Gauge -
j.C, cl.C, hcb+BD, dp+C(1)(DC), hcb+D, dp+C = 514 dmg
j.C, s.C, qcf+C, dp+AC (DC), qcf+A, hcb+D, dp+C = 555 dmg
2 Stock, No Drive Gauge -
cr. B, cr. A, qcf~hcb+AC = 382 dmg
3 Stock, No Drive Gauge
cl.C, hcb+BD, qcf~hcb+AC = 529 dmg
HD Combos
2 Stock -
(1) (corner) j.D, s.D, f+A [HD], s.D, f+A, qcf+C, dp+A, (HDC), qcf+A, hcb+D, dp+C (HDC), hcb+D, dp+A (HDC), hcb+D, dp+C (SC), qcfx2+AC = 883 dmg
(2)s.D, f+A [HD] s.D, f+A, hcb+BD, [dp+C [DC] hcb+D] x2, dp+C, qcf~hcb+P = 726 dmg
(3)j.C, s.D, f+A, [HD], s.D, qcf+A, dp+C (HDC), qcf+A, *slight delay* dp+C (HDC), hcb+D, dp+C (HDC), qcf+A, *slight delay* dp+C (HDC), hcb+D, dp+C (SC), qcfx2+AC = 892 dmg
3 Stock -
(1) j.D, s.D, f+A [HD], s.D, qcf+C, dp+A (HDC), qcf+A, hcb+D, dp+C (HDC), hcb+D, dp+C (HDC), qcf~hcb+P (MC), qcfx2+AC = 934 dmg
(2) j.D, s.D, f+A [HD], s.D, f+A, hcb+BD, dp+C (HDC), hcb+D, dp+C (HDC), hcb+D, dp+A (HDC), hcb+D, dp+C (HDC), qcfx2+AC = 915 dmg
(3)(full screen) j.D, s.D, f+A [HD], s.D, f+A, hcb+BD, *slight delay* dp+C (HDC), hcb+D, dp+C (HDC), hcb+D, dp+A, (HDC), hcb+D, dp+C (SC), qcfx2+AC = 914 dmg
4 Stock -
(1) (corner only) j.D, s.D, f+A [HD], s.D, qcf+C, dp+AC (HDC), qcf+A, hcb+D, dp+C (HDC), hcb+D, dp+C (SC), qcf~hcb+P (MC), qcfx2+AC = 1006 dmg
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.
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Best Team Position?
Character Matchups
Andy Bogard
Ash Crimson
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki (mirror match)
Saiki
Shen Woo
Sie Kensou
Takuma Sakazaki
Mr. Karate
Terry Bogard
'Vice
Yuri Sakazaki
Move Metadata
Move | Damage | Stun | Startup | On Guard | Remarks |
---|---|---|---|---|---|
cl.A | 25 | 6 | 4 | +1 | |
cr.A | 25 | 6 | 4 | +2 | |
st.A | 25 | 6 | 4 | +1 | |
j.A | 45 | 3 | 5 | - | |
h.A | 40 | 3 | 5 | - | |
cl.B | 30 | 6 | 6 | 0 | |
cr.B | 30 | 6 | 4 | +2 | |
st.B | 30 | 6 | 6 | 0 | |
j.B | 45 | 3 | 5 | - | |
hop B | 40 | 3 | 5 | - | |
cl.C | 70 | 7 | 4 | -2 | |
cr.C | 70 | 7 | 3 | -10 | |
st.C | 80 | 7 | 7 | -4 | |
j.C | 72 | 7 | 6 | - | |
hop C | 70 | 7 | 6 | - | |
cl.D | 80 | 7 | 5 | -9 | |
cr.D | 80 | 7 | 9 | -4 | |
st.D | 80 | 7 | 5 | -9 | |
j.D | 70 | 7 | 7 | - | |
hop D | 68 | 7 | 7 | - | |
st.CD | 75 | 10 | 10 | 0 | |
j.CD | 90 | 8 | 13 | - | |
hop CD | 80 | 8 | 11 | - | |
Hyochuuwari | 70 | 8 | 17 | -7 | |
Hyouchuuwari(cancel) | 65 | 6 | 15 | -7 | |
Jodanuke | 0 | 0 | 4-16 | - | All frames 30. Parry window 13 |
Gedanuke | 0 | 0 | 5-13 | -2 | All frames 23. Parry window 9 |
Tomoenage | 100 | 0 | 1 | - | Hard knock down |
GCCD | 4 | 0 | 13 | -15 | Startup vs Wk 13, Str 17, Jump 17 |
A Ko-Ou Ken | 55 | 10 | 15 | 0 | |
C Ko-Ou Ken | 70 | 12 | 19 | -6 | close,forefront -1 |
A Kohou | 65 | 8 | 4 | -18 | |
C Kohou1 | 75 | 8 | 7 | -36 | |
C Kohou2 | 50 | 3 | - | - | |
B Hien Shippuu Kyaku1 | 40 | 6 | 5 | - | Hitting with knee portion |
B Hien Shippuu Kyaku2 | 50 | 66 | - | -20 | Hitting with leg portion 8-9 |
D Hien Shippuu Kyaku1 | 40 | 4 | 14 | - | |
D Hien Shippuu Kyaku2 | 50 | 4 | - | - | |
D Hien Shippuu Kyaku3 | 60 | 4 | - | -34 | |
Zanretsuken1 | 0 | 0 | 11,17 | - | wk, str |
Zanretsuken2-12 | 12 | 0 | - | -27,-30 | |
A Zanretsuken13 | 80 | 0 | - | - | |
C ZanretsukenF13 | 50 | 0 | - | - | |
EX Ko-Ou Ken | 120 | 0 | 13 | +4 | Forefront +6 |
EX Kohou | 160 | 0 | 4 | -38 | |
EX Hien Shippuu Kyaku1 | 80 | 0 | 11 | - | |
EX Hien Shippuu Kyaku2 | 80 | 0 | - | -15 | |
EX Zanretsuken1 | 0 | 0 | - | -15 | |
EX Zanretsuken2-20 | 15 | 0 | - | -7 | |
EX Zanretsuken21 | 90 | 0 | - | - | |
Haoh Shokou Ken | 200 | 0 | 48(19) | -26 | Freeze 29 |
Ryuuko Ranbu1 | 0 | 0 | 41(12) | -9 | Freeze 29 |
Ryuuko Ranbu2,3,8,10,12 | 5 | 0 | - | - | |
Ryuuko Ranbu4-7,9,11,13 | 10 | 0 | - | - | |
Ryuuko Ranbu14 | 115 | 0 | - | - | |
EX Ryuuko Ranbu1 | 0 | 0 | 39(10) | - | Freeze 29 |
EX Ryuuko Ranbu2,3,6,11 | 10 | 0 | - | - | |
EX Ryuuko Ranbu4,5,7-10 | 15 | 0 | - | - | |
EX Ryuuko Ranbu12-15 | 15 | 0 | - | - | |
EX Ryuuko Ranbu16 | 30 | 0 | - | - | |
EX Ryuuko Ranbu17 | 40 | 0 | - | - | |
EX Ryuuko Ranbu18 | 100 | 0 | - | - | |
Shin・Tanchi Haoh Ken | 450 | 0 | 172(12) | - | Freeze 160, on guard crush -14 |
Links & References
Technical Reference
http://www.youtube.com/watch?v=jk6pULuOck8
Videos
Ryo Master Class
Contributors
Discussion Threads
Discuss at Dream Cancel