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

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*st.C, f+A, qcf hcb+P
*st.C, f+A, qcf hcb+P
(corner) C -> f+A -> BC -> D -> qcf+A -> dp+C -> DC qcf+A -> [dp+C -> DC qcf+A -> qcf+A]x3 -> finisher
 




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'''1 Power Gauge'''
'''1 Power Gauge'''


*[HD] cl.D, 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] 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] cl.D, 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
 
*[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'''
'''2 Power Gauges'''
*[HD] cl.D, 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] cl.D, 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
*[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'''
'''3 Power Gauges'''
*[HD] cl.D, 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] cl.D, 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
*[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'''
'''4 Power Gauges'''
*[HD] cl.D, 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
 
*[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'''
'''5 Power Gauges'''
*[HD] cl.D, dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+P, (MC) qcfx2+AC


*[HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+P, (MC) qcfx2+AC


==Miscellaneous==
==Miscellaneous==

Revision as of 02:36, 25 December 2010

File:Ryo.png


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

(corner) C -> f+A -> BC -> D -> qcf+A -> dp+C -> DC qcf+A -> [dp+C -> DC qcf+A -> qcf+A]x3 -> finisher




HD Combos

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

Miscellaneous

Character Sprite

File:Ryo sprite.gif

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