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The King of Fighters 2002 UM/Ryo Sakazaki

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Movelists

Normals

Close

  • cl.A/B/C/D are special cancel-able
  • cl.A chains into itself
  • 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)

  • Ryo creates a vacuum of punches in front of him, sending the opponent bruised and flying
  • both versions hit mid and are very unsafe on block
  • both versions can be comboed into
  • interestingly both versions will whiff the first hits on crouching opponents, but if it then hits anyway it will still do the full 13 hits
  • A version ends with horizontal smash and a hard knockdown
  • C version ends with an uppercut and soft knockdown
  • C version stays on the screen longer
  • if you hit with this move as an anti-air it will vacuum and land all the hits, though it is a little slow to be using consistently as anti-air

Kohou Shippuken - (qcb + A/C)

  • Ryo reels back then bursts forward with a sickening punch
  • both versions hit from Ryo about 1/2 the screen away and are safe on block
  • hits mid
  • both versions are super cancellable
  • both versions do significant guard damage
  • C version does slightly more damage
  • Ryo's premier mid-range pressure tool and easily confirmed into super
  • its hitbox starts on Ryo's elbow when his back is turned giving it an awkward and unlikely anti-air possibility
  • its downsides are a lack of invulnerability and not being able to combo into it or out of it (except super)

Mouko Raijinsetsu - (qcf + B/D)

  • Ryo jumps up and falls on the opponent with a fierce chop
  • both versions hit overhead and are safe on block
  • both versions cause hard knockdown
  • B version is a slow short hop that will hop over a crouching opponent if done point blank
  • B version can hit opponents trying to jump out of your block except in the corner where Ryo will whiff under their jump
  • B version is best saved as a mixup when you have your opponent cornered or in pressure
  • D version is a quick, higher arced jump that can hop over the opponent from even three character distances away
  • D version is a fast way to get on top of your opponent if you suspect they will block or if they are crouching
  • Ryo can't combo into this move, but you can make interesting blockstrings with it or threaten the overhead as a mixup
  • it can't reliably as an air to air move as it is easily beaten by most air normals

Desperation Move

Haohshoukoken - (f, hcf + A/C)

  • Ryo summons great power and unleashes a giant fireball
  • hits mid
  • causes soft knockdown
  • A version is slower. can be used in combos or to punish lazy jumping
  • C version is faster, can be used in combos or to punish lazy zoners

Ryuuko Ranbu - (qcf, hcb + A/C)

  • classic Sakazaki standard multiple hit ranbu super. Ryo end his in an uppercut
  • hits mid
  • causes soft knockdown
  • A version hits from about starting screen at max range
  • A version leaves Ryo grounded and has no lower body invulnerability
  • C version is slightly slower, but hits full screen if your opponent happens to whiff something that far away
  • C version sees Ryo leave the ground slightly thus will beat lows from the opponent
  • either version works as Ryo's go to combo ender
  • neither version has full upper body invulnerability so it is not a useful anti-air tool

Super Desperation Move

Tenchi Haohken - (qcf x 2 + AC)

  • Ryo rears back and unleashes hell in the form of a midsection punch
  • hits mid
  • can combo into it and it will knock the opponent all the way back to opposite corner
  • on hit it produces an unique effect of leaving the opponent dizzy allow Ryo to follow in with a full combo
  • extremely unsafe on block
  • interestingly it does zero guard damage on block

HSDM

Retsu Ryuuko Ranbu - (qcf, hcb + AC)

  • Ryo goes beast mode and slams the opponent will many hard hits, ending it by unleashing the tiger and a giant uppercut
  • hits mid
  • causes soft knockdown
  • has the same range as his A version ranbu super. Also it has the same lack of lower body invulnerability
  • when you have the meter and/or are in BC mode this is Ryo's most damaging ender

Geki Ryuuko Ranbu -(qcf + C,A)

  • Ryo cancels into a completely invulnerable and unblockable version of his Ranbu.
  • the input requires it being hidden inside another move (ie, a normal, a backdash, a roll, an empty jump) and requires precise 1 frame timing.
  • it has a fairly short range compared to his normal Ranbu super
  • for an in depth look at how to execute this move here is a video by youtube user ryoandr:

[1]

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


BC Mode

  • f+A,(BC run) cl.C, qcf hcb+A/qcfx2+AC
  • cl.C,(BC run) cl.C, dp+C, (SC) qcf hcb+A/qcfx2+AC
  • cl.C,(BC run) cl.C, f+A, qcfx2+AC

Max Mode Tenchi Haohken Set-ups

  • j.C, cl.C, f+A, (BC) qcfx2+AC,(dizzy, corner) j.C, cl.C, qcf+A, dp+A
  • j.C, cl.C, f+A, (BC) qcfx2+AC, (dizzy), j.C, cl.C, qcf hcb+A
  • j.C, cl.C, f+A, (BC) qcfx2+AC, (dizzy), j.C, cl.C, dp+C (1), (SC) qcf hcb+A
  • j.C, cl.C, f+A, (BC) qcfx2+AC, (dizzy), (BC) j.C, cl.C, MAX2
  • j.C, cl.C, f+A, (BC) cr.C, qcfx2+AC,(dizzy), (BC) j.C, cl.C, MAX2
  • j.C, cl.C, (BC) cl.C, f+A, dp+C (1), (SC) qcfx2+AC, (dizzy), (BC) j.C, cl.C, MAX2


Discussion Threads

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Videos

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