cl.B is 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 cancel-able
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 cancel-able
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 cancel-able
all his crouching normals are safe to -1 on block
many of Ryo's BnBs stem from his cr.A/B starters
Jumping
NOTE: all of Ryo's jumping normals have neutral and forward versions. These sometimes interact with character sizes differently locking or unlocking angles of attack.
j.A:neutral is a downward elbow. Forward/backward is a chop
neutral j.A can hit crouching medium and large characters, but will whiff on small character like Yuri, Bao, Kula etc
j.B: neutral is a downward knee. Forward/backward is a horizontal kick
neutral j.B's downward angle allows it to hit on all character size classes
because of the horizontal angle of forward j.B it has limited crossup possibilities
forward j.B will whiff on the smaller characters
j.C: neutral is a quick horizontal punch. Forward/backward is a downward angled punch. Hop neutral j.C is also the downward angled strike
j.C is Ryo go-to jump in tool. It has nice ambiguous crossup properties.
j,D: neutral is a spinning air roundhouse with an upward angle. Neutral hop D is also the spinning kick. Forward/backward is a downward angled kick
j.D in neutral hop is a decent air to air for certain situations, but at full neutral jump the angle to a bit high to be useful. Hop j.D can be used as jump in on large opponents.
j.D in normal and super jumps are a good jump in tool to start combos, but it has a deceptive hitbox that starts more toward Ryo's ankle and is not very big leaving it an imperfect tool with a tendency to whiff.
j.D as a jump in will whiff completely on smaller characters like Bao, Chin etc
j.D does have crossup ability which is much easier to judge on larger characters
Blowback
Ryo's s.CD is quite fast and is even on block
s.CD is whiff cancel-able which gives Ryo an interesting advancement ability by canceling into qcf+C or by staying in pressure by canceling into one of Ryo's parry command moves
s.CD will whiff on crouching smaller characters
j.CD has a slight upward angle that makes it whiff on crouching characters leaving it largely as an air to air move
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)
Ryo slides forward with a thunderous chop
you can combo into it, but not out of it except to cancel into BC mode
if done raw it is an overhead
Joudan Uke - (f + B)
Ryo throws out his palm and forearm parrying the opponents next move
this move essential eats up some or all of the active frames of your opponents moves.
this version will parry mids and high attacks, but not lows
if timed correctly it can parry both hits of a 2 hit normal such as Lin's cl.C
this version will parry most mid fireballs like Athena's or Kensou's, but not low fireball like Iori's
it can cancel normals into Ryo's parry from block stun allowing for blockstring mixups if you think your opponent will try to attack.
it can be thrown out of the parry by normal and command throws
Gedan Uke - (df + B)
Ryo blasts a fist angled to the ground, parrying the opponents low attacks
parries low normals and low fireballs like Iori's
like the mid/high parry a wonderful move to make your opponent think twice from throwing out moves in block stun
it can still be hit by some of the slower sweeps in the game if mistimed
it can be thrown be normal and command throws
Special Moves
Ko Ou Ken/Ken Ko - (qcf + A/C)
Ryo throws a puissant fist toward the opponent, creating a large burst of physical energy
both versions can be comboed into, hit mid, make the opponent fly into the air and cause soft knockdown
both versions have a small hurtbox on Ryo's fist making it possible for opponents to hit Ryo out of the move if you are too predictable in applying it.
A version is faster and leaves Ryo stationary
A version is negative on block, but can be made safe by spacing
A version is one of Ryo's primary pressure and combo tools
C version is slower and moves Ryo forward toward the opponent
C version is more negative on block, but it can be mitigated by spacing
C version is Ryo's harder hitting combo ender for a jumpin you've confirmed and a great way to space your opponent while advancing on them
Kohou - (dp + A/C)
Ryo leaps into the air with the most classic expression of fighting: the dragon punch
both versions hit mid and cause soft knockdown
both versions are negative on block, C version much more so
both versions are super cancellable
A version hits once and has a much shorter vertical reach
A version is Ryo's best reversal
C version hits twice, has a vertical reach that nearly hits the top of the screen and Ryo moves forward slightly before hitting
C version is best used as a more damaging combo ender or way into super, but can be used sparingly in anti-air instances
Hien Shippu Kyaku - (hcb + B/D)
Ryo flys through the air in a flurry of kicks
both versions hit mid and causes soft knockdown
both versions are extremely negative on block
both versions are comboable
B version hits twice and goes about half the screen
D version hits three times and goes full screen
D version's 2nd and 3rd hits will whiff on crouching opponents even if comboed (on large opponents only the 3rd hit whiffs)
because of how negative on block these moves they should mostly remain combo filler for corner carry
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