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The King of Fighters '98 UMFE/EX Ryo: Difference between revisions

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'''Close'''
'''Close'''


* cl.A: Will hit where st.A might whiff on small characters. Use in confirms from cr.B.
* cl.A: Will hit where st.A might whiff on small characters. Use in confirms from cr.B. Chainable and cancelable.
* cl.B: cl.A and st.A are better do not use this. Special cancelable.
* cl.C: Less damage than cr.C but can make combos easier. Special cancelable.'''
* cl.D: Same as cl.C really. Same damage. Activates further away but comes out a little slower. Special cancelable.


'''Standing:'''
* cl.B: cl.A and st.A are better, do not use this. Cancelable.
*'''st.A: Good range. Special cancelable. Use this after cr.B for combos and to stop hops.'''
*'''st.B: Great poke to keep the opponent at bay and whiffpunish.'''
*st.C: Not a bad button to throw out, not great either. His most damaging normal outside of CD. But not cancelable or anything special about it.
*st.D: Can anti air in situations where cr.C lacks horizontal range but its too slow to react with, rather use st.A, dp+A/C or block.


'''Crouching:'''
* cl.C: Less damage than cr.C, but easier to use as combo filler. Cancelable.
*cr.A: Not great but use it after cr.B instead of st.A/cl.A if the opponent is too short while crouching.
*'''cr.B: Low combo starter. Chains into itself, cl.A, st.A and cr.A. Links into cr.C. Does not special cancel.'''
*'''cr.C: Very reliable anti air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Special cancelable. Leaves you very open when whiffed so use with care.'''
*cr.D: Fast sweep with okay range. Special cancelable. Cancel into qcf+B for low->high gimmick.


'''Jumping:'''
* cl.D: Interchangeable with cl.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.
*j.A: No use for it really. Maybe air to air but j.B works just as well.
*j.B: Best horizontal range of his air normals. Use for air to air or to poke when too far away for j.C/j.D/j.CD.
*'''j.C: Same damage as j.D and just as fast. Can crossup.'''
*'''j.D: Same damage as j.C and just as fast. Can crossup. More horizontal range'''


'''Blowback:'''
'''Standing'''
*'''CD: Quite fast, recovers fast enough to link into dp+A after a counter hit in the corner. Enough range to connect after cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Special cancelable.'''
 
*'''j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air to air. Lets you combo on counterhit.'''
* st.A: Good range, useful for stopping hops or combo-ing from cr.B from further out. Whiffs on most crouchers. Chainable and cancelable.
 
* st.B: Great poke to keep the opponent at bay and whiff-punish.
 
* st.C: Decent button to throw out as a poke. His most damaging normal outside of st.CD.
 
* st.D: Can anti-air in situations where cr.C lacks horizontal range, but too slow to use as a reaction anti-air; use st.A or dp+A instead.
 
'''Crouching'''
 
* cr.A: Not great, but use it after cr.B instead of st.A/cl.A if the opponent can crouch under those buttons. Chainable and cancelable.
 
* cr.B: Low combo starter. Links into cr.C at point-blank range for more damaging but more difficult confirms. Chainable.
 
* cr.C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
 
*cr.D: Fast sweep with okay range. Cancelable.
 
'''Jumping'''
 
* j.A: No use for it, really. Maybe air-to-air, but j.B works just as well.
 
* j.B: Best horizontal range of his air normals. Use for air-to-air or to poke when too far away for j.C/j.D/j.CD.
 
* j.C: Same damage as j.D and just as fast. Can crossup.
 
* j.D: Same damage as j.C and just as fast, but has more horizontal range. Can crossup.
 
'''CD Normals'''
 
* st.CD: Quite fast for a st.CD, recovers fast enough to juggle into dp+A on counterhit in the corner. Enough range to connect after a cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
 
* j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you juggle out of it on counterhit.


== Throws ==
== Throws ==


'''Tani Otoshi:''' <code>b/f+C (close)</code>
'''Tani Otoshi:''' <code>b/f+C (close)</code>
*Throws forward. '''Causes hard knockdown, leaves opponent backturned and allows for pressure.'''
 
* Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.


'''Tomoe Nage:''' <code>b/f+D (close)</code>
'''Tomoe Nage:''' <code>b/f+D (close)</code>
*Throws back. Recovery roll possible, making it only useful to throw the opponent into the corner.
 
* Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.


== Command Moves ==
== Command Moves ==


'''Hyouchuu Wari:''' <code>f+A</code>
'''Hyouchuu Wari:''' <code>f+A</code>
*Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out. Loses it's overhead and hard knockdown property when canceled into. Not cancelable into other moves directly. It is also possible to combo from this move using quick max or cancel into dodge and its follow-up attack.
 
* Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
 
* Loses its overhead and hard knockdown properties when canceled into, unless late-canceled. Not cancelable into other moves, but it is possible to combo out of it with a Quick MAX or dodge cancel.


== Special Moves ==
== Special Moves ==


'''Lightning Legs Knockout Kick:''' <code>hcb+B/D</code>


'''Lightning Legs Knockout Kick:''' hcb + B/D
* EX Ryo sticks his leg out and flies toward.
*Ryo sticks his leg out and flies toward. Safe on block at tip range. Heavy version has worse hitbox and startup and is more punishable on block, use for combo.


'''Tiger Blast Smash (Can also be done in air)''': qcf + A/C
* B version is safe on block if spaced right at the end of its trajectory.
*A very stereo type projectile. Has nice frame data and projectile itself flies at nice speed and height. Air version can hit OTG.


'''Koho:''' dp + A/C
* D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).
*One of the best dp type move in the game without a doubt. Very fast, nice hitbox toward him.


'''Zan Retsu Ken:''' f, b, f + A/C
'''Tiger Blast Smash:''' <code>qcf+A/C (can be performed in the air)</code>
*Ryo does some furious punches while standing still. Causes hard knockdown on hit.
 
* A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
 
* Air version travels at an angle and can OTG.
 
'''Koho:''' <code>dp+A/C</code>
 
* One of the best DPs in the game, without a doubt.
 
* A version is fast, difficult to punish, and has a huge hitbox in front of EX Ryo. Great for checking any kind of approach.
 
* C version does two hits and is more committal, making it better for combos.
 
'''Zan Retsu Ken:''' <code>f,b,f+A/C</code>
 
* EX Ryo does some furious punches while standing still. Extremely active hitgrab move.
 
* Does the same damage as dp+C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.qcf+A afterward.


== Desperation Moves ==
== Desperation Moves ==


'''Haoh Sho Koh Ken:''' f, hcf + A/C
'''Haoh Sho Koh Ken:''' <code>f,hcf+A/C</code>
*A super projectile with big hitbox. A version has very fast start up frame, you can even anti air with it with enough anticipation and you can combo into it from light. C version travels very fast so that you can punish opp's projectile and is your main goto combo move.
 
* A projectile DM with big hitbox.
 
* A version has very fast startup, enough to anti-air and combo from lights, but travels slowly.
 
* C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.
 
'''Ryuko Ranbu:''' <code>qcf,hcb+A/C</code>


'''Ryuko Ranbu:''' qcf, hcb + A/C
* Generic ranbu move. Better for combos but worse for neutral than f,hcf+P.
*Generic ranbu move. Out shined by his other super in most of part.


== Combos ==
== Combos ==


===Meterless===
'''General Notes:'''


Low
* In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or f,hcf+P with f,hcf+AC for more damage if you have the resources.


: <code>cr.Bx1~3, cr.A/st.A, hcb+B</code>:
=== Meterless ===
:* To use 3 cr.B's, you need to chain them rather quickly and you must use st.A


: <code>cr.B, cr.C, qcf+C</code>:
''Low''


Anywhere
: <code>cr.Bx1-3, cr.A/st.A, hcb+B</code>
: To use 3 cr.B's, you need to chain them rather quickly and you must use st.A.


: <code>(j.X), cl.C, qcf+P</code>:
: <code>cr.B, cr.C, qcf+C</code>


: <code>(j.X), cl.C, hcb+D</code>:
''Mid/Jump-In''
:* Less damage than dp+C but better corner carry and oki, you have enough time to dash up to the opponent or set up a meaty jump-in even if they quick roll


: <code>(j.X), cl.C, dp+C</code>:
: <code>(j.X), cl.C, hcb+D/dp+C</code>:
:* More damage than hcb+D but worse oki and corner carry
: dp+C ender does more damage than hcb+D ender, but gives less oki and corner carry.


: <code>(j.X), cl.C, f+A(late), air qcf+C</code>:
: <code>(j.X), cl.C, f+A, j.qcf+C</code>
:* Most meterless damage that works on all crouchers.
: Most meterless damage that works on all crouchers. f+A must be late-canceled into.


Very Close
''Very Close''


: <code>(j.X), cl.C, f,b,f+A, air qcf+C</code>:
: <code>(j.X), cl.C, f,b,f+A, j.qcf+C</code>
:* f,b,f+A will whiff on most crouching characters, except for the largest ones
: f,b,f+A will whiff on most crouching characters, except for the largest ones.


===With Meter===
===With Meter===
* In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or f,hcf+P with f,hcf+AC for more damage if you have 3 bars in Advanced Mode, 2 bars using Advanced Mode max, or are at low health in Extra Mode max.


Low
''Low''


: <code>cr.B, cr.A, f,hcf+A</code>:
: <code>cr.B, cr.A, f,hcf+A</code>
:* You can use st.A for easier execution, but it only works on standing opponents.
: You can use st.A for easier execution, but it only works on standing opponents.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cl.C/cr.C, qcf,hcb+P</code>:
: <code>(j.X), cl.C/cr.C, qcf,hcb+P</code>


===With Quick MAX===
===With Quick MAX===


Low
''Low''


: <code>cr.Bx2~3, ABC, cl.D, f,hcf+P</code>:
: <code>cr.Bx2-3, ABC, cl.D, f,hcf+P</code>
:* Hold forward during quick max activation to ensure you're close enough for cl.D. To add a third cr.B, you must be very close to your opponent.
: Hold forward during Quick MAX activation to ensure you're close enough for cl.D. To add a third cr.B, you must be very close to your opponent.


Anywhere
''Mid/Jump-In''


: <code>(j.X), cr.Bx2, ABC, cl.D, f,hcf+P</code>:
: <code>(j.X), cr.Bx2, ABC, cl.D, f,hcf+P</code>
:* Hold forward during quick max activation to ensure you're close enough for cl.D
: Hold forward during Quick MAX activation to ensure you're close enough for cl.D.


== Strategy & Tips ==
== Strategy & Tips ==

Revision as of 07:23, 7 March 2022


Introduction

EX Ryo is a well-rounded character that leans towards zoning, due to him having access to a fullscreen projectile and an air projectile. Additionally, he has a strong set of normals to control the ground or anti-air with. On defense, he has access to the best DP in the game. Up close, he has a fast overhead and a good low confirm for some deent mixups. Due to the nature of his kit, he doesn't have many weaknesses, as he has moves to cover most functions.

Changes from Previous Versions

98 to 98UM

Normals:

  • Recovery of st.B is now 2 frames longer
  • Recovery of st.C is now 10 frames shorter
  • The startup of st.CD is now 2 frames slower, and the active frames are now 1 frame shorter
  • The startup of f+A is now 2 frames faster
  • GCCD's hitbox has been increased, can no longer be low-profiled

Specials:

  • dp+A now has 2 frames more recovery
  • dp+C's damage has been reduced
  • hcb+K became like the KOF '94 version
  • j.qcf+P can now OTG
  • f,b,f+P now causes a hard knockdown, you can get guaranteed OTG j.qcf+P after it
  • The sound effects of some moves were changed to their KOF '94 versions

Supers:

  • qcf,hcb+AC now starts up faster and has the same frame data as the A version
  • The sound effects of some moves were changed to their KOF '94 versions

98UM to 98UMFE

Normals:

  • f+A, if not canceled into, causes a hard knockdown

Specials:

  • hcb+B's landing recovery has been reduced by 8 frames
  • j.qcf+A's projectile now flies at a slightly shallower angle

Supers:

  • hcb,f+P now has faster startup; A and MAX versions will connect from light attacks

Normal Moves

Close

  • cl.A: Will hit where st.A might whiff on small characters. Use in confirms from cr.B. Chainable and cancelable.
  • cl.B: cl.A and st.A are better, do not use this. Cancelable.
  • cl.C: Less damage than cr.C, but easier to use as combo filler. Cancelable.
  • cl.D: Interchangeable with cl.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.

Standing

  • st.A: Good range, useful for stopping hops or combo-ing from cr.B from further out. Whiffs on most crouchers. Chainable and cancelable.
  • st.B: Great poke to keep the opponent at bay and whiff-punish.
  • st.C: Decent button to throw out as a poke. His most damaging normal outside of st.CD.
  • st.D: Can anti-air in situations where cr.C lacks horizontal range, but too slow to use as a reaction anti-air; use st.A or dp+A instead.

Crouching

  • cr.A: Not great, but use it after cr.B instead of st.A/cl.A if the opponent can crouch under those buttons. Chainable and cancelable.
  • cr.B: Low combo starter. Links into cr.C at point-blank range for more damaging but more difficult confirms. Chainable.
  • cr.C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
  • cr.D: Fast sweep with okay range. Cancelable.

Jumping

  • j.A: No use for it, really. Maybe air-to-air, but j.B works just as well.
  • j.B: Best horizontal range of his air normals. Use for air-to-air or to poke when too far away for j.C/j.D/j.CD.
  • j.C: Same damage as j.D and just as fast. Can crossup.
  • j.D: Same damage as j.C and just as fast, but has more horizontal range. Can crossup.

CD Normals

  • st.CD: Quite fast for a st.CD, recovers fast enough to juggle into dp+A on counterhit in the corner. Enough range to connect after a cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
  • j.CD: Good move. Easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you juggle out of it on counterhit.

Throws

Tani Otoshi: b/f+C (close)

  • Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.

Tomoe Nage: b/f+D (close)

  • Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.

Command Moves

Hyouchuu Wari: f+A

  • Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
  • Loses its overhead and hard knockdown properties when canceled into, unless late-canceled. Not cancelable into other moves, but it is possible to combo out of it with a Quick MAX or dodge cancel.

Special Moves

Lightning Legs Knockout Kick: hcb+B/D

  • EX Ryo sticks his leg out and flies toward.
  • B version is safe on block if spaced right at the end of its trajectory.
  • D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).

Tiger Blast Smash: qcf+A/C (can be performed in the air)

  • A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
  • Air version travels at an angle and can OTG.

Koho: dp+A/C

  • One of the best DPs in the game, without a doubt.
  • A version is fast, difficult to punish, and has a huge hitbox in front of EX Ryo. Great for checking any kind of approach.
  • C version does two hits and is more committal, making it better for combos.

Zan Retsu Ken: f,b,f+A/C

  • EX Ryo does some furious punches while standing still. Extremely active hitgrab move.
  • Does the same damage as dp+C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.qcf+A afterward.

Desperation Moves

Haoh Sho Koh Ken: f,hcf+A/C

  • A projectile DM with big hitbox.
  • A version has very fast startup, enough to anti-air and combo from lights, but travels slowly.
  • C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.

Ryuko Ranbu: qcf,hcb+A/C

  • Generic ranbu move. Better for combos but worse for neutral than f,hcf+P.

Combos

General Notes:

  • In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or f,hcf+P with f,hcf+AC for more damage if you have the resources.

Meterless

Low

cr.Bx1-3, cr.A/st.A, hcb+B
To use 3 cr.B's, you need to chain them rather quickly and you must use st.A.
cr.B, cr.C, qcf+C

Mid/Jump-In

(j.X), cl.C, hcb+D/dp+C:
dp+C ender does more damage than hcb+D ender, but gives less oki and corner carry.
(j.X), cl.C, f+A, j.qcf+C
Most meterless damage that works on all crouchers. f+A must be late-canceled into.

Very Close

(j.X), cl.C, f,b,f+A, j.qcf+C
f,b,f+A will whiff on most crouching characters, except for the largest ones.

With Meter

Low

cr.B, cr.A, f,hcf+A
You can use st.A for easier execution, but it only works on standing opponents.

Mid/Jump-In

(j.X), cl.C/cr.C, qcf,hcb+P

With Quick MAX

Low

cr.Bx2-3, ABC, cl.D, f,hcf+P
Hold forward during Quick MAX activation to ensure you're close enough for cl.D. To add a third cr.B, you must be very close to your opponent.

Mid/Jump-In

(j.X), cr.Bx2, ABC, cl.D, f,hcf+P
Hold forward during Quick MAX activation to ensure you're close enough for cl.D.

Strategy & Tips

Videos

King of Fighters 98 UM FE: EX Ryo Guide by Mash It Out

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyTier ListsFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro