-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters '98 UMFE/EX Ryo: Difference between revisions
m corrected moveset origin |
fixed the template loop |
||
Line 10: | Line 10: | ||
== Introduction == | == 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 == | == Changes from Previous Versions == |
Revision as of 13:04, 14 August 2024
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
EX Ryo f+A to Air Fireball (j.qcf+P) OTG Execution Tips:
- Use the C version of the air fireball, it has a lower angle making it easier to hit the grounded opponent with.
- You need to input the air fireball by doing a forward tiger knee motion: qcf,uf+C/2369C, be careful not to input C too early otherwise you will get a grounded fireball.
- Note that after the overhead hits, the opponent will fall and there is a yellow splash when they hit the ground, and the endlag for Ryo's f+A ends slightly after this. Here is a cue that may help your timing: try to start the tiger knee motion about the same time the yellow splash appears.
Some reasons you may be failing the combo:
- You got a grounded fireball: try to input C right after (not before or at the same time as) the last input (up-forward/9) of the tiger knee motion, also try not to do the motion so early that Ryo is still in endlag before the up-forward/9 can register a jump.
- The fireball missed the opponent or didn't hit them in time: you need to be standing further back (space the f+A further away when using it), and/or you need to hit C more quickly after jumping.
- You got a jump, but no fireball came out: check to make sure you didn't miss any of the quarter circle inputs (down/2, down-forward/3, forward/6) when doing the tiger knee motion.