-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIV/Ryo Sakazaki: Difference between revisions
LEbrosaber (talk | contribs) |
LEbrosaber (talk | contribs) |
||
Line 81: | Line 81: | ||
Ryo Sakazaki, much like the likes of Terry Bogard and Kyo Kusanagi, is one of SNK's most well-known protagonists and has been known as a KOF mainstay ever since the beginning; '94. As usual, Ryo essentially functions as a sort of "moving fortress", this much is clear due to how a large amount of his tools place emphasis on a more defensive method of approaching until some sort of close-range pressure or dominance is established against the opponent. Once one of the aforementioned close-range advantages is established Ryo is capable of using his abilities to their fullest, such "abilities" consist of a fairly notable cross-up, fast normals, many methods in which he can use to apply safe block-pressure with, and an effective albeit simplistic high-low mix-up game can all work in tandem to place Ryo within very advantageous situations. Due to how much of what makes Ryo "truly" potent relies on him being within close proximity of the opponent along with a somewhat slow walk and run speed makes it so that a large portion of playing the character to any effective extent consists of efficiently approaching. Successful approaches typically consist of controlling space with Ko-Ou Ken (which is still "viable" despite its notable downgrade in comparison to interpretations of the move present within games which released prior to XIV), mixing the use of running, walking, hopping and jumping appropriately, and potentially most importantly, using Ryo's unique Parry command-normals to circumvent any potential attempts to halt your approach that the opponent throws at you. Despite Ryo's approach-based downsides, if used effectively Ryo is capable of posing quite a threat to the vast majority (if not the entirety) of XIV's cast. | Ryo Sakazaki, much like the likes of Terry Bogard and Kyo Kusanagi, is one of SNK's most well-known protagonists and has been known as a KOF mainstay ever since the beginning; '94. As usual, Ryo essentially functions as a sort of "moving fortress", this much is clear due to how a large amount of his tools place emphasis on a more defensive method of approaching until some sort of close-range pressure or dominance is established against the opponent. Once one of the aforementioned close-range advantages is established Ryo is capable of using his abilities to their fullest, such "abilities" consist of a fairly notable cross-up, fast normals, many methods in which he can use to apply safe block-pressure with, and an effective albeit simplistic high-low mix-up game can all work in tandem to place Ryo within very advantageous situations. Due to how much of what makes Ryo "truly" potent relies on him being within close proximity of the opponent along with a somewhat slow walk and run speed makes it so that a large portion of playing the character to any effective extent consists of efficiently approaching. Successful approaches typically consist of controlling space with Ko-Ou Ken (which is still "viable" despite its notable downgrade in comparison to interpretations of the move present within games which released prior to XIV), mixing the use of running, walking, hopping and jumping appropriately, and potentially most importantly, using Ryo's unique Parry command-normals to circumvent any potential attempts to halt your approach that the opponent throws at you. Despite Ryo's approach-based downsides, if used effectively Ryo is capable of posing quite a threat to the vast majority (if not the entirety) of XIV's cast. | ||
-LEbrosaber | -LEbrosaber | ||
Revision as of 15:41, 16 December 2016
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Kyokugenryu Sanren Geki - close / +
Command Normals
Special Moves
Super Special Moves
Climax Desperation Move
Quick Combo Reference
0 Meter |
Anywhere |
(Combo 1) = (damage number here) dmg |
1 Meter |
Corner |
(Combo 1) = (damage number here) dmg |
2 Meters |
Anywhere |
(Combo 1) = (damage number here) dmg |
Gameplay Overview
Ryo Sakazaki, much like the likes of Terry Bogard and Kyo Kusanagi, is one of SNK's most well-known protagonists and has been known as a KOF mainstay ever since the beginning; '94. As usual, Ryo essentially functions as a sort of "moving fortress", this much is clear due to how a large amount of his tools place emphasis on a more defensive method of approaching until some sort of close-range pressure or dominance is established against the opponent. Once one of the aforementioned close-range advantages is established Ryo is capable of using his abilities to their fullest, such "abilities" consist of a fairly notable cross-up, fast normals, many methods in which he can use to apply safe block-pressure with, and an effective albeit simplistic high-low mix-up game can all work in tandem to place Ryo within very advantageous situations. Due to how much of what makes Ryo "truly" potent relies on him being within close proximity of the opponent along with a somewhat slow walk and run speed makes it so that a large portion of playing the character to any effective extent consists of efficiently approaching. Successful approaches typically consist of controlling space with Ko-Ou Ken (which is still "viable" despite its notable downgrade in comparison to interpretations of the move present within games which released prior to XIV), mixing the use of running, walking, hopping and jumping appropriately, and potentially most importantly, using Ryo's unique Parry command-normals to circumvent any potential attempts to halt your approach that the opponent throws at you. Despite Ryo's approach-based downsides, if used effectively Ryo is capable of posing quite a threat to the vast majority (if not the entirety) of XIV's cast.
-LEbrosaber
Normals
Standing
- st. A
- st. B
- st. C
- st. D
Close
- cl. A
- cl. B
- cl. C
- cl. D
Crouching
- cr. A
- cr. B
- cr. C
- cr. D
Jumping
- j. A
- j. B
- j. C
- j. D
Blowback
- st. CD
- j. CD
Throws
Kyokugenryu Sanren Geki - (b/f+C) close
Tomoe Nage - (b/f+D) close
Command Moves
Hyouchuu Wari - (f+A)
Jyoudan Uke - (f+B)
Gedan Uke - (df+B)
Special Moves
Kohou - (dp+A/C) EX:
Ko-Ou Ken - (qcf+A/C) EX:
Hien Shippuu Kyaku - (hcb+B/D) EX:
Zanrestuken - (fbf+A/C) EX:
Super Special Moves
Haoh Shoukou Ken - (f~hcf+A/C) Max:
Ryuuko Ranbu - (qcf~hcb+A/C) Max:
Climax Super Special Moves
Shin • Tenchi Haoh Ken - (qcfx2+AC)
Combos
0 meter
Anywhere
- cr.B, cl.B, dp+C (165 DMG)
- cr.B, cr.C, dp+C (208 DMG)
- cl.D, dp+C (188 DMG)
Corner only
- cr.B, cr.C, qcf+A, hcb+B (187 DMG)
- cl.C/cr.C/cl.D, qcf+C, hcb+B (214 DMG)
- cl.D, hcb+D, dp+A (226 DMG)
( ^^^ Does not work on crouching opponents )
- st.CD, df+B (miss), hcb+D, dp+A (239 DMG)
- st.CD, df+B (miss), cr.C, qcf+C, hcb+B (255 DMG)
1 meter
Anywhere
- cr.B, cr.C, qcf+C, SC, f,hcf+C (329 DMG)
- cr.B, cr.B, st.B, BC, cl.C/cl.D, qcf+AC, hcb+BD, dp+C (314 DMG) { 1000 }
- cr.B, cr.C, BC, cl.C/cl.D, qcf+AC, hcb+BD, dp+C (344 DMG)
- cl.D, f+A, BC, cl.D, qcf+AC, hcb+BD, dp+C (370 DMG) { 1000 }
- st.CD, f,hcf+C (245 DMG)
- f+A, BC, cl.D, qcf+AC, hcb+BD, dp+C (318 DMG) { 1000 }
Corner only
2 meters
- (place combo here) = (place damage amount here)
(place combo description here)
3 meters
- (place combo here) = (place damage amount here)
(place combo description here)
4 meters
- (place combo here) = (place damage amount here)
(place combo description here)
5 meters
- (place combo here) = (place damage amount here)
(place combo description here)
Misc
Frame Data
Videos
External Links
Discussion Threads
Discuss at Dream Cancel