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Art of Fighting 2/Ryo Sakazaki
Backstory
Ryo was not born a fighter. Though the successor to Takuma Sakazaki, Ryo struggled during his training at a young age and often struggled in sparring matches against his friend Robert. On Ryo's 10th Birthday, Ryo's mom died, and his father Takuma dissappeared shortly after. Ryo was forced to take care of his younger sister Yuri, and as such was forced to start working at a young age. Ryo began street fighting for money. At first he was unsuccessful, but eventually he became the best street fighter in South Town, gaining the attention of Mr. Big. After declining Big's invitation to join his gang, Big kidnapped Yuri. Ryo tracked down Yuri and defeated Big and Mr. Karate, who was Takuma in disguise. After reuniting with his sister and father, Ryo left to train, until he recieved an invitation to the King of Fighters tournament.
Special Moves
Ko'ou Ken - qcf + A (236 + A) [20% spirit meter]
- Ryo shoots a blast of ki energy from his palm
- Ryo can perform this move in the air as well. Press A to shoot diagonally downward; B to shoot straight.
- It's your standard fireball, not much to say
- With red spirit bar, this move will have very short range
Kohou - dp + A (263 + A) [20% spirit meter]
- Ryo performs an anti-air uppercut
- This move has two different hits
- Both hits must hit a grounded opponent to knock down
- This move has relatively short range
- This move will not come out with red spirit bar
Kyokugenryuu Renbuken - qcb + A (213 + A) [20% spirit meter]
- Ryo unleashes 4 quick punches, 2 at a time
- This attack will not change depending on the spirit bar but will still drain it nonetheless
Hienshippu-Kyaku - db, f + A ([1]6 + A) [25% spirit meter]
- Ryo launches himself forward to deliver a kick attack
- If successful, he will hit twice, unless he has red spirit bar, where he'll hit only once and also launch at a slower speed
Zanretsu-Ken - f, b, f + A (646 + A) [40% spirit meter]
- Ryo stands still and attacks with multiple punches
- Can be used as an anti-air against farther opponents and on wakeup to stop pressure
- If all punches whiff, there is no recovery, but if one punch hits a blocking opponent, Ryo will have a long recovery where he can be punished with a combo
- This move will not come out with red spirit bar
Super Moves
Haohshokoken - f, hcf + A (641236 + A) [75% spirit meter]
- Ryo creates a wall of ki energy to attack opponent
- Has slow startup compared to other super moves
- Can be dodged with a well timed jump or wall jump
Hidden Super Moves
RyuukoRanbu - qcf, hcb + C
- Ryo rushes to opponet to deliver a barrage attack