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The King of Fighters XIII/Ryo Sakazaki: Difference between revisions
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=Special Moves= | =Special Moves= | ||
'''Kohken = (qcf+P)''' A short ranged projectile that functions as a flash punch so to speak. It can be used for both offensive and defensive measures and it is one of Ryo's more trustworthy moves. The A version of Kohken causes Ryo to swing his arm forward quickly while remaining stationary on the ground. This version can function as a safe anti-air tool as well. The C version causes Ryo to travel forward a little bit, but it can still be comboed heavy normal moves. The C version of this move is -6 on block, but it is still very hard to punish, due to its push back. The Kohken in general offers a rather a generous hit box, allowing Ryo to exercise his momentum. | '''Kohken = (qcf+P)''' A short ranged projectile that functions as a flash punch so to speak. It can be used for both offensive and defensive measures and it is one of Ryo's more trustworthy moves. The A version of Kohken causes Ryo to swing his arm forward quickly while remaining stationary on the ground. This version can function as a safe anti-air tool as well. The C version causes Ryo to travel forward a little bit, but it can still be comboed heavy normal moves. The A version of Kohken is 0 frames on block. The C version of this move is -6 on block, but it is still very hard to punish, due to its push back. The Kohken in general offers a rather a generous hit box, allowing Ryo to exercise his momentum. | ||
(EX) = qcf+AC Ryo will launch his projectile very quickly while traveling forward. Does generous amount of damage on hit, covers a lot of distance and can be a very powerful pressure tool. This version of Kohken will cause a knockdown on hit. Use this move in moderation. | (EX) = qcf+AC Ryo will launch his projectile very quickly while traveling forward. Does generous amount of damage on hit, covers a lot of distance and can be a very powerful pressure tool. This version of Kohken will cause a knockdown on hit. Use this move in moderation. | ||
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'''Koho = (dp+P)''' | '''Koho = (dp+P)''' A traditional dragon punch. Even though, the move itself has decent priority, it does not cover that much range. The A version of this move has slight invincibility on start up and Ryo will travel slightly into the air. The C version has a lot more invincibility on start up, but will cause Ryo to travel further upwards, making the move far more unsafe. Please, utilize this move with caution. | ||
(EX) = dp+AC | (EX) = dp+AC This version comes out a lot faster and stronger. This version also has a little more invincibility on its start up. | ||
* Drive- / Super cancellable (first hit) | * Drive- / Super cancellable (first hit) | ||
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'''Hienshippukyaku = (hcb+K)''' | '''Hienshippukyaku = (hcb+K)''' Ryo leaps forward into the air to perform a spinning kick onto his opponent. This move is not safe on guard, but can be used as an anti-air and during combo. The B version of this move will make Ryo travel a short distance. The D version of hcb+K will cause Ryo to travel further and a little higher. This move is good for the sake of combo continuity. Also, keep in mind that the second hit of the D version of this move will whiff crouching opponents, causing Ryo to travel over his opponent making him even more unsafe. | ||
(EX) = hcb+BD | (EX) = hcb+BD Ryo travels further and faster, hitting the opponent twice for extra damage. This move can be easily comboed afterwards. This version can be good for adding more pressure onto the opponent, especially in the corner. | ||
* Hit Detection: Mid | * Hit Detection: Mid | ||
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'''Zanretsuken = (f,b,f+P)''' | '''Zanretsuken = (f,b,f+P)''' Ryo performs a volley of punches, while remaining stationary. If any of the punches connect to the opponent, Ryo will enter a full punching animation that will lead to an uppercut, causing the opponent to reel upwards into the air. This move is very good to utilize in combos and for punishment, but is very unsafe on guard. | ||
(EX) = f,b,f+AC | (EX) = f,b,f+AC Ryo will start punching a lot faster with great priority. This version does a lot more damage and will leave the opponent in a juggle state. Ryo can combo after this version of the move. | ||
* Drive- / Super cancellable | * Drive- / Super cancellable |
Revision as of 18:20, 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: 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): 70 (65) damage, super cancel-able only, hits overhead (mid if canceled into). This is Ryo's standing overhead which is a moderately slow karate chop. It's super cancel-able properties can make this standing overhead very scary towards opponents on their wake up, but try not to be too predictable with it against players who have very high defensive awareness. You will also see this attack used as a common starter for his HD combos or even used by itself into HD mode. If used in a pressure string, keep in mind that he does get pushed back on block if a normal is placed in front of it (example, cl.C, f+A or s.D, f+A), but can be punished with any attack that can reach him before he recovers.
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) A short ranged projectile that functions as a flash punch so to speak. It can be used for both offensive and defensive measures and it is one of Ryo's more trustworthy moves. The A version of Kohken causes Ryo to swing his arm forward quickly while remaining stationary on the ground. This version can function as a safe anti-air tool as well. The C version causes Ryo to travel forward a little bit, but it can still be comboed heavy normal moves. The A version of Kohken is 0 frames on block. The C version of this move is -6 on block, but it is still very hard to punish, due to its push back. The Kohken in general offers a rather a generous hit box, allowing Ryo to exercise his momentum.
(EX) = qcf+AC Ryo will launch his projectile very quickly while traveling forward. Does generous amount of damage on hit, covers a lot of distance and can be a very powerful pressure tool. This version of Kohken will cause a knockdown on hit. Use this move in moderation.
- Super cancellable
- Hit Detection: Mid
- A Damage: 55; C Damage: 70, EX Damage: 120
Koho = (dp+P) A traditional dragon punch. Even though, the move itself has decent priority, it does not cover that much range. The A version of this move has slight invincibility on start up and Ryo will travel slightly into the air. The C version has a lot more invincibility on start up, but will cause Ryo to travel further upwards, making the move far more unsafe. Please, utilize this move with caution.
(EX) = dp+AC This version comes out a lot faster and stronger. This version also has a little more invincibility on its start up.
- Drive- / Super cancellable (first hit)
- Hit Detection: Mid
- A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100)
Hienshippukyaku = (hcb+K) Ryo leaps forward into the air to perform a spinning kick onto his opponent. This move is not safe on guard, but can be used as an anti-air and during combo. The B version of this move will make Ryo travel a short distance. The D version of hcb+K will cause Ryo to travel further and a little higher. This move is good for the sake of combo continuity. Also, keep in mind that the second hit of the D version of this move will whiff crouching opponents, causing Ryo to travel over his opponent making him even more unsafe.
(EX) = hcb+BD Ryo travels further and faster, hitting the opponent twice for extra damage. This move can be easily comboed afterwards. This version can be good for adding more pressure onto the opponent, especially in the corner.
- Hit Detection: Mid
- B Damage: 40, 50; D Damage: 40, 50, 60; EX Damage: 80 x 2
Zanretsuken = (f,b,f+P) Ryo performs a volley of punches, while remaining stationary. If any of the punches connect to the opponent, Ryo will enter a full punching animation that will lead to an uppercut, causing the opponent to reel upwards into the air. This move is very good to utilize in combos and for punishment, but is very unsafe on guard.
(EX) = f,b,f+AC Ryo will start punching a lot faster with great priority. This version does a lot more damage and will leave the opponent in a juggle state. Ryo can combo after this version of the move.
- 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