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

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=Throw=
=Throw=


'''Tomoe Nage = (b/f+C/D)'''  
'''Tomoe Nage = (b/f+C/D) close''': 100 damage, cause a hard knockdown. Ryo throws the opponent almost a full-screen distance away. The distance does make okizeme pressure a bit difficult setup but it isn't impossible if you are quick enough. You can also use the throw to employ a safe-jump set-up.
 
* Can be broken
 
* Hit Detection: Throw
 
* Damage: 100


=Command Moves=
=Command Moves=

Revision as of 17:32, 27 March 2013

File:Ryo sprite.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere
Corner

d.B, d.A, hcb+B = 131 dmg
j.D, s.D, hcb+D = 262 dmg
j.D, s.D, f,b,f+C, qcf+A, f,b,f+A = 298 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: 75 damage, whiff and hit cancel-able, hits mid. Ryo delays a powerful standing (but short ranged) back hand punch aimed at the torso. Good for staggers while on the offense, and pressure in the corner; especially since you can cancel it on block and on hit. Neutral on block.


j. CD: 90 (80) damage, hits mid. Ryo performs a jumping sideways karate chop. It can be useful in air-to-air situations but it must be performed rather early because of its slow start-up. Also be careful if it misses at the apex of his jump because he can be punished on the way down. 13 frame start-up.


GCCD10 damage, hits mid.

Throw

Tomoe Nage = (b/f+C/D) close: 100 damage, cause a hard knockdown. Ryo throws the opponent almost a full-screen distance away. The distance does make okizeme pressure a bit difficult setup but it isn't impossible if you are quick enough. You can also use the throw to employ a safe-jump set-up.

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

BioBooster [1]

Discussion Threads

Discuss at Dream Cancel

Navigation

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