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'''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 but is very unsafe on guard. The overall range isn't very great (compared to past KOF games), so it would be hard to lure and trick opponents into this move if they are jumping and rolling 3/4 of the screen near you. The light punch A version causes a hard knockdown while the heavy punch C version can be used to juggle the opponent afterwards while they are decending in the air.
'''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 but is very unsafe on guard. The overall range isn't very great (compared to past KOF games), so it would be hard to lure and trick opponents into this move if they are jumping and rolling 3/4 of the screen near you. The light punch A version causes a hard knockdown while the heavy punch C version can be used to juggle the opponent afterwards while they are falling in the air.


'''(EX) = f,b,f+AC''' Ryo will start punching a lot faster with great priority. Although this version is also unsafe on guard, it will do a lot more damage and will leave the opponent in a juggle state. Ryo can combo after this version of the move. This is a very good move to utilize when performing more damaging combos.  
'''(EX) = f,b,f+AC''' Ryo will start punching a lot faster with great priority. Although this version is also unsafe on guard, it will do a lot more damage and will leave the opponent in a juggle state. Ryo can combo after this version of the move. This is a very good move to utilize when performing more damaging combos.  

Revision as of 19:09, 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 makes okizeme wake-up options a bit difficult setup but it isn't impossible if you are quick enough.

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) No damage, cancel-able, counters mid and overhead attacks.

  • Ryo's parry is a very useful defensive and offensive tool which can help him negate mid and overhead attacks as well as whiff cancel out of his cancel-able normals decreasing their recovery. It helps strengthen his defensive and offensive options because he can cancel out of his parry into (after an attack has been absorb) any of his moves. The disadvantages to his parry is that it can only parry a single hit (not multiple), and you cannot cancel out of it by itself if whiffed. It is also susceptible to low attacks and instant command throws if the player is using them too repetitively or if canceled from a normal attack too closely.

Gedanuke = (df+B) No damage, cancel-able, counters low attacks.

  • Similar to his standing parry but counters/absorbs low attacks with mid attacks from a crouching opponent or ground skimming projectiles (ex Iori's qcf+P). You might mistakenly whiff into this move if you are trying to attack and pressure an opponent with crouching light kick (cr. B), so be aware of your inputs. The two parries have slightly different parry windows, so be sure to check the frame data tables for the exact numbers. Ryo is very open to standing mids, overheads, jump attacks and throw during this parry move, so use with caution and proper judgement.

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 canceled from 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. Keep in mind that this version can be used for frame trapping the opponent, as it leaves Ryo in plus frame (+4 frames to be precise).

  • 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 is used in various combos. Both versions of this move are unsafe on block and are punishable. The B version of this move will make Ryo travel a short distance but has very fast start-up (5 frames) which can be ideal for punishing moves that have bad recovery. The D version of hcb+K will cause Ryo to travel further and a little higher which 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 (even while they are crouching) 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. This move is still relatively unsafe on guard, however.

  • 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 but is very unsafe on guard. The overall range isn't very great (compared to past KOF games), so it would be hard to lure and trick opponents into this move if they are jumping and rolling 3/4 of the screen near you. The light punch A version causes a hard knockdown while the heavy punch C version can be used to juggle the opponent afterwards while they are falling in the air.

(EX) = f,b,f+AC Ryo will start punching a lot faster with great priority. Although this version is also unsafe on guard, it will do a lot more damage and will leave the opponent in a juggle state. Ryo can combo after this version of the move. This is a very good move to utilize when performing more damaging combos.

  • 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) Ryo will perform a ranbu super move. Ryo will rush towards his opponent. When he connects with the opponent, he will perform a barrage of attacks, ending the combo with his Koho. The start up of this move is a bit slow, but it does have decent priority. Use this move with caution. Ryo will travel a little beyond mid screen. This is a very good DM to utilize when completing combos or if you are trying to counteract an opponents movement.

(EX) = qcf hcb+AC This version does far more damage and comes out a lot faster than the regular version does. This version also has invincibility on its start up as well, which can make it a rather viable anti-air tool.

  • 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) Ryo will hurl a wide projectile towards his opponent. It is possible to jump over it but extremely risky. Ryo can alter the speed of this projectile depending on which punch button is pressed. If the A version is used, the projectile will travel slower. If the players uses the C version, the projectile will travel forward very quickly. This is a good move to use for catching opponents off guard.

  • Hit Detection: Mid
  • Damage: 200

Neomax

Tenchihahoken = (qcfx2+AC) Ryo will power himself up and perform a devastating punch attack to the opponents mid section, sending them reeling backwards for a hard knockdown. Very damaging and good priority. This move has rather short range, however. It is possible to use this move after conducting Ryo's high or low parry (f+B or df+B) because he is at a frame advantage. This move is very good use when finishing a high damaging combo or if the opponent continues to recklessly apply their offense. This move can also work as a very good block punish tool.

  • 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]

Great_Dark_Hero [2] [3]

Discussion Threads

Discuss at Dream Cancel

Navigation

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