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The King of Fighters '98 UMFE/Ryo Sakazaki: Difference between revisions
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== Gameplay Overview == | == Gameplay Overview == | ||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = '''Ryo''' is an all-rounder character with a focus on patient offence, allowing him to confirm into amazing damage, with or without meter. | | intro = '''Ryo''' is an all-rounder character with a focus on patient offence, allowing him to confirm into amazing damage, with or without meter. | ||
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* '''Mediocre Pressure''': Ryo has no ground normals that are plus on block, with f.A, 2A and 2B all being neutral. This means he prefers going all in on a mixup straight away as opposed to long pressure sequences. | * '''Mediocre Pressure''': Ryo has no ground normals that are plus on block, with f.A, 2A and 2B all being neutral. This means he prefers going all in on a mixup straight away as opposed to long pressure sequences. | ||
}} | }} | ||
===System Mechanics=== | |||
'''Run VS Step''' | |||
* Ryo is very good with both Run and Step, as they both allow him to play to his strengths decently. | |||
* However, his focus on rushdown and his relatively normal ground speed make Run the better option overall. | |||
'''Roll VS Dodge''' | |||
* Ryo doesn't have anything fancy using dodge cancels, and doesn't have the strongest setups using roll cancels. | |||
* This means that your choice between roll and dodge is entirely personal preference. | |||
'''Advanced VS Extra''' | |||
* For both Advanced and Extra, Ryo requires the anchor position to shine, as he gets much easier access to meter and red health for his 236236AC SDM. Even without Quick MAX, there is many different ways to combo into this super, and his meterless damage is extremely high as well. | |||
* This means that your choice is personal preference. | |||
'''Team Position''' | |||
* With both gauges, Ryo is best in the anchor position as this allows him easier access to his SDM via more meter and a higher threshold for red health. This will allow him to unleash devastating combos on the opponent, provided you can land the hit you need. | |||
== Changes from Previous Versions == | == Changes from Previous Versions == |
Revision as of 13:23, 14 August 2024
Notation
Throws
Command Normals
Special Moves
Desperation Moves
Introduction
Ryo Sakazaki is a rushdown focused all-rounder with a very big focus on high damage output, being the big damage dealer of the Art of Fighting Team, and arguably all of '98 UMFE. Ryo's main gameplan centers around confirming into Mouko Raijin Gou (214AC) without meter and SDM Tenchi Haoh Ken (236236AC) with meter, both of which allow him to score incredibly high damage. Alongside this, Ryo also possesses great normals, safe specials and a strong mixup between high/low/throw, which makes him incredibly consistent and easy to use, compared to other damage-centric characters such as Saisyu Kusanagi who can suffer horrendously in certain matchups. With a complete lack of gimmicks, Ryo entirely relies on the player's fundamentals in order to achieve his goal, focusing on a patient offence that slowly but surely cracks the opponent's defence. His defence is nothing to laugh at either, with his 2C having very good range and only 1 frame of startup (thus making it one of three 2f normals in the game), a DP with partial invulnerability that has 2f of startup and a DP with full invulnerabilty and 4f of startup. Overall, Ryo's barrier to entry is very, very low, and his reward is high for minimal risk.
Gameplay Overview
Ryo is an all-rounder character with a focus on patient offence, allowing him to confirm into amazing damage, with or without meter. | |
Pros | Cons |
|
|
System Mechanics
Run VS Step
- Ryo is very good with both Run and Step, as they both allow him to play to his strengths decently.
- However, his focus on rushdown and his relatively normal ground speed make Run the better option overall.
Roll VS Dodge
- Ryo doesn't have anything fancy using dodge cancels, and doesn't have the strongest setups using roll cancels.
- This means that your choice between roll and dodge is entirely personal preference.
Advanced VS Extra
- For both Advanced and Extra, Ryo requires the anchor position to shine, as he gets much easier access to meter and red health for his 236236AC SDM. Even without Quick MAX, there is many different ways to combo into this super, and his meterless damage is extremely high as well.
- This means that your choice is personal preference.
Team Position
- With both gauges, Ryo is best in the anchor position as this allows him easier access to his SDM via more meter and a higher threshold for red health. This will allow him to unleash devastating combos on the opponent, provided you can land the hit you need.
Changes from Previous Versions
98 to 98UM
Normals:
- Recovery of f.B is now 2 frames longer
- Recovery of f.C is now 10 frames shorter
- The startup of 5CD is now 2 frames slower, and there is now 1 fewer active frame
- The startup of 6A is now 2 frames faster
- GCCD's hitbox has been increased, and can no longer be low-profiled
Specials:
- 236A's recovery is now 2 frames shorter
- The recovery of 623A is now 2 frames longer
- The startup of 214C is now 3 frames longer, and you can no longer combo into it from heavy normals
- You can now cancel 214C into 623P or 63214K on hit or block
- 63214B now has 3 frames more recovery, and 63214D now has 5 frames more recovery
Supers:
- 2363214AC now starts up faster and has the same frame data as the light version
- 236236P's damage has been increased
- 236236AC's damage has been decreased
98UM to 98UMFE
Specials:
- 236C now has faster startup, more recovery
Supers:
- 641236P's C and MAX versions now have faster startup
Normal Moves
Close
- cl.A: Standard close jab, has a big hitbox so it will hit where fA might whiff on small characters. Use in confirms from 2B. Chainable and cancelable.
- cl.B: Longer-range close light button, but generally less useful than cl.A or 2A. Cancelable.
- cl.C: Slow and with less damage than 2C, but easier to use in combos. Cancelable.
- cl.D: Same as cl.C, really. Same damage. Activates from further away but comes out a little slower. Cancelable.
Standing
- f.A: Cancelable hop anti-air, also good for confirms from 2B. Chainable and cancelable.
- f.B: Great poke to keep the opponent at bay and whiff-punish.
- f.C: Pretty okay poke, not as hideously unsafe as it used to be. More damaging than Ryo's other normals.
- f.D: Can anti-air in situations where 2C lacks horizontal range, but too slow to react with; you'd rather use f.A or 623P.
Crouching
- 2A: Not great, but use it after 2B instead of f.A/cl.A if the opponent is too short for those to hit. Chainable and cancelable.
- 2B: Low combo starter. Links into 2C. Chainable.
- 2C: Very reliable anti-air normal, one of the best in the game. Insanely fast, hits on the second frame. Also does more damage than Ryo's other cancelable buttons. Links from 2B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
- 2D: Fast sweep with okay range. Cancelable, cancel into 236B for low->high gimmick.
Jumping
- j.A: Decent air-to-air, but j.B works just as well.
- j.B: Best horizontal range of his air normals. Use for air-to-airs, 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.
CD Normals
- 5CD: Quite fast, recovers fast enough to link into 623A after a counterhit in the corner. Enough range to connect after a 2B 2B 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 and ending juggles. Enough blockstun to run up or jump in an again after connecting. Also good air-to-air. Lets you combo on counterhit.
Throws
Tani Otoshi: 4/6C (close)
- Throws forward. Causes a backturned hard knockdown, allowing for pressure.
Tomoe Nage: 4/6D (close)
- Throws back. Causes a soft knockdown, making it only useful to throw the opponent into the corner.
Command Moves
Hyouchuu Wari: 6A
- Overhead when done raw. Reaches surprisingly far. Has only 15f of startup.
- Loses its overhead property when canceled into. Not cancelable into other moves directly. When done REAL meaty on opponents wakeup you can link f.A or 2A to combo further.
- When late-canceled into, it maintains its overhead property, allowing you to mix up opponents in pressure.
- Using Quick MAX allows you to link various moves, most notably 236236AC when in red health. With the right execution, this means you could land up to 75% damage off a completely unreactable overhead.
Special Moves
Ko Ou Ken: 236A/C
- Stationary projectile.
- Both versions only combo from heavy attacks, but are not optimal for combos since other options are more damaging.
- A version is neutral on block at point blank range.
- C version deals more damage and moves further. With proper spacing, it is safe on block, however, it is unsafe at close range.
- Easily beaten by full jumps and low profile moves.
Kohou: 623A/C
- Ryo's DP. Incredible anti-air. The A version has 2f of startup, making it almost impossible to safejump. The C version gives you an extra 2f of startup to make it a true reversal, so that it will not trade.
- Both versions will beat most jump-in attempts, but are punishable when missed. A is harder to punish, C equals a free combo of choice for your opponent.
- Both versions have some invincibility, but the C version has it extending into the active frames, making it a true invincible reversal.
Mouko Raijin Satsu: 236B/D
- Overhead that travels forward in an airborne arc.
- B version travels about halfscreen, D version travels almost fullscreen and goes high up so it can be used to go over projectiles.
- B version has invincibility from frames 4 to 11, D version only has invincibility from frames 5-8. You can cancel grounded attacks into 236B to beat Guard Cancel CD
Mouko Raijin Gou: 214A/C or 214AC
- Forward-travelling move that has autoguard frames during startup and is cancelable into certain other special moves.
- Both versions are unsafe on block.
- A version is fast enough to combo from heavy normals and is cancelable into 623P. C version is too slow to combo from anything, but can be canceled into 623P or 63214K.
- Presumably due to a programming error with the move's cancelling properties, pressing AC combines the A version's speed and the C version's cancel into 63214K to give Ryo his main heavy BNB with absurdly high damage for zero meter.
Hien Shippuu Kyaku: 63214B/D
- Ryo does a series of advancing flying kicks.
- Both versions combo from light attacks. B version alone does more damage than 623A/C or 236A/C, D version does even more damage. This is the meterless combo ender to use for longer confirms.
- Very, very, very unsafe on block. The B version is harder to punish if spaced, but your opponent gets their absolute best confirms if they block the D version in any situation.
Kyokugenryu Renbu Ken: 41236A/C (close)
- Proximity unblockable that launches the opponent.
- Use j.CD after launch for extra damage, this does more damage than 236D alone. Ender of choice for confirms from lights.
- Due to the angle of the launch, going for air resets isn't a viable option, even when used with Quick MAX.
- Mainly used within a combo or from an empty jump, as the move unfortunately has input overlap with Ryo's 641236P super, so dashing forward and trying to do 41236P will result in the super coming out instead.
Desperation Moves
Haoh Shou Kou Ken: 641236A/C
- Standard Kyokugen projectile DM. Mainly useful as a punish for slower fireballs on reaction, and as part of Ryo's main low Quick MAX confirm.
- A and C versions both combo from heavy normals and deal the same damage. C version moves much faster.
- MAX version also combos from heavy normals. Moves about as fast as C version, but does more hits and damage, and has a bigger hitbox.
Ryuuko Ranbu: 2363214A/C
- Ranbu type move, as name suggests.
- Both versions combo from heavy normals and deal the same damage, but the A version has less startup and thus combos more reliably while the C version has some invinciblity.
- MAX version combos the same way the A version does and deals more damage. Also has some invincibility.
- Ryo's most damaging DM by itself, although 236236AC's followups put it ahead in total damage output.
- Due to Ryo's very strong meterless damage and the total output that can come from SDM 236236P, it sees little use.
Tenchi Haoh Ken: 236236A/C
- Ryo winds up and delivers a powerful punch. Both versions deal the same damage, with significantly more extra damage than normal on counterhit.
- A version is fast enough to combo from light normals, while C version has some invincibility on startup.
- MAX version also combos from lights; it does much less damage, but instantly stuns the opponent.
- This makes it his most damaging metered combo ender, since it lets you do a free combo of your choice afterward and Ryo's meterless damage is enormous.
- ICHIGEKI HISSATSU
Combos
General Notes:
- It is more reliable to use only one 2B in confirms. Using more than one 2B usually works, but often deals less damage or completely fails against crouching characters by making 214AC and 63214D not connect all hits. Multiple 2Bs also make it impossible to link a 2C afterward.
- Most combos work after jumpins (j.C or j.D, same damage) with slight adjustments, just skip light normals for a heavy or do one less cr.B.
- You can use any close heavy normal instead of 2C when not linking from 2B, like after jumping in. But 2C is still optimal since it deals more damage.
- Use 2.A instead of f.A/cl.A for crouching Chin and Choi. 236236P also completely whiffs on them when crouching; however, the SDM version still works.
Meterless
Low
2B > cl.A > 41236P, j.CD
- Basic confirm into proximity unblockable. You need to be close, only 1 2B possible. Remember j.CD does more damage than hop.CD.
2B > 2C > 214AC > 63214D
- More damaging but much more difficult low confirm, as 2B > 2C is a 1-frame link. This can be made easier if the 2B was used as a meaty or a landing punish as you will have more plus frames.
Mid/Jump-In
(j.X) > cl.C/2C > 214AC, 63214D
- Ryo's extremely damaging meterless BnB.
Proximity Unblockable
41236P > j.CD
- Very basic. Unblockable launcher into juggle j.CD. Jumping CD deals more damage than hop CD.
With Meter
Low
2Bx1~2 > f.A > 236236A
2Bx1~2 > f.A > 236236AC > j.C > 2C > 214AC > 63214D
- Start the same as above, but use the MAX version for stun and follow up with his most damaging meterless combo.
2Bx1~2 > f.A > 236236AC > ABC > j.C > 2C > 2363214P
- Great way for Ryo to spend a lot of meter with Advanced meter.
2B > 2C > 2363214A
- Best 1-bar conversion for damage alone, but very hard to do as you need to link 2B to 2C.
Mid/Jump-In
(j.X) > cl.C/2C > 2363214A
- Basic conversion with meter.
(j.X) > cl.C/2C > 236236AC > j.C > 2C > 214AC > 63214D
- 236236AC conversion. Does a lot of damage.
(j.X) > cl.C/2C > 236236AC > ABC > j.C > 2C > 2363214P
- Great way for Ryo to spend a lot of meter with Advanced meter.
With Quick MAX
2B > 2B > ABC > microwalk cl.D > 641236C
- Main low meter bnb.
- If you do this from a jump-in, you can only do up to two 2Bs.
2B > 2B > ABC > microwalk cl.D > 214AC > 63214D
- Low Quick MAX BnB for keeping MAX Mode.
- The damage is pretty low since a lot of hits don't connect, but the combo still works and is a very useful path into MAX Mode.
6A > ABC > 63214B
- Easy overhead quick max combo. Doesn't do a lot of damage but it's easy to execute since you can buffer the 63214B, and it keeps you in max mode afterwards.
6A > ABC > microwalk 2C > 641236C
- Difficult because you need a microwalk, but gives you the most damage off quick max 6A if you don't have red health,
- Basically, try to Quick MAX the 6A as soon as possible, microwalk forward, hit 3C, then do 41236C to cancel into the C fireball super.
- This combo is easier if you use STEP compared to RUN, also easier if the opponent is backturned (for example, if you get a C throw at the corner)
(j.X) > cl.C/2C > 214AC > 63214D > ABC > 623C
- Damaging corner combo for when Ryo is outside of red health.
Red Health Combos
6A > ABC > 236236AC > ABC > j.D > 2C > 2363214A
- Overhead Quick MAX combo with SDM 236236P
- Note, 236236P is only fast enough to link after 6A ABC if you do the SDM version (AKA if you have red health!)
- You can charge some meter after the 236236AC but you can't charge a full bar without giving the opponent enough time to mash out.
- At midscreen, charge about 30-40% of your meter before continuing the combo. At the corner, charge about 60-70% of your meter.
- Charging meter will also kill some time for your free red health super to recharge, allowing you to end the combo with 2363214A.
2B > 2A > 236236ABC > ABC > j.D > 2C > 2363214A
- Quick MAX bypass combo to go into SDM stun punch from 2B. Requires red health.
- You can input this as 2B > 236 > 2A > 236ABC
- If you're close enough for cl.A to come out you can also do 2B > 236A > 236ABC
- Follow the tips from the above combo regarding the ABC after 236236AC.
(j.X) > cl.C/2C > 214AC > 63214D > ABC > 236236AC > ABC > j.D > 2C > 2363214A
- Ryo's most damaging combo that is only available in red health. Follow the tips from the above combo regarding the ABC after 236236AC.
- Requires you to be close to the corner, otherwise you can't juggle from 63214D after using Quick MAX.
- Getting 63214D > ABC > 236236AC is difficult. Try to Quick MAX the 63214D as soon as possible, then buffer the 236236AC and hold the button down to buffer it.
- If the opponent is on low enough health, you can do j.C > 2C > 214AC > 63214D after the stun to avoid having to time the red health coming back for 2363214A.