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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
- can combo into hcb + B or run far.A qcfx2+AC as well
- 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
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:
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, hcb+B or qcfx2+AC/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
Discuss at Dream Cancel
Videos
Ryo Master Class