*cl.B is very negative on block and best used within combos
*cl.D does good guard damage and is fast for a cl.D, slightly negative on block
'''Stand'''
*only s.A is special cancellable
*s.A chains into itself
*s.B is a great horizontal spacing tool
*s.D has a steep upward angle that makes it a decent anti-air tool. On crouching opponents it will it near the end of its active frames. On smaller crouching opponents such as Chin or Bao it will whiff completely
'''Crouch'''
*cr.A/C/D are special cancellable
*cr.A/B chain into themselves and each other
*cr.C has a totally vertical hitbox that is useful as an ant-air
*cr.D is whiff cancellable
*all his crouching normals are safe to -1 on block
cl.B is very negative on block and best used within combos
cl.D does good guard damage and is fast for a cl.D, slightly negative on block
Stand
only s.A is special cancellable
s.A chains into itself
s.B is a great horizontal spacing tool
s.D has a steep upward angle that makes it a decent anti-air tool. On crouching opponents it will it near the end of its active frames. On smaller crouching opponents such as Chin or Bao it will whiff completely
Crouch
cr.A/C/D are special cancellable
cr.A/B chain into themselves and each other
cr.C has a totally vertical hitbox that is useful as an ant-air
cr.D is whiff cancellable
all his crouching normals are safe to -1 on block
many of Ryo's BnBs stem from his cr.A/B starters
Throws
Tana Otoshi - (close b/f + C)
causes hard knockdown
Tomoe Nage - (close b/f + D)
causes soft knockdown
Ryo throws the opponent behind him 100% of the screen
Command Moves
Hyouchuu Wari - (f + A)
Joudan Uke - (f + B)
Gedan Uke - (df + B)
Special Moves
Ko Ou Ken/Ken Ko - qcf + A/C
Kohou - dp + A/C
Hien Shippu Kyaku - hcb + B/D
Zansetsuken - f, b, f + A/C
Kohou Shippuken - qcb + A/C
Mouko Raijinsetsu - qcf + B/D
Desperation Move
Haohshoukoken - f, hcf + A/C
Ryuuko Ranbu - qcf, hcb + A/C
Super Desperation Move
Tenchi Haohken - qcf x 2 + AC
HSDM
Retsu Ryuuko Ranbu - qcf, hcb + AC
Geki Ryuuko Ranbu qcf + C,A
Combos
cr.B×1~2, Far A, hcb+B
cr.B, cr.A, qcfx2+AC
cr.B, cr.C, qcf+P/hcb+K/qcf hcb+P
qcb+P, hcb+B/qcfx2+AC
qcb+A, (run) Far A/cr.C
(corner) j.C, cl.C, qcf+A, dp+A/cr.C/cl.D
JCD Counter Hit
j.CD (CH), qcf+C
(corner) j.CD (CH), qcf+A, dp+C
(corner) j.CD (CH), qcfx2+AC
(corner) j.CD (CH), hcb+D
Max Mode
(corner) j.C, cl.C, f b f+C, (DC) qcb+C (1), (DC) dp+C (1), (DC) qcf+D