cl.B is very 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 cancellable
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 cancellable
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 cancellable
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 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
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)
Joudan Uke - (f + B)
Gedan Uke - (df + B)
Special Moves
Ko Ou Ken/Ken Ko - qcf + A/C
Kohou - dp + A/C
Hien Shippu Kyaku - hcb + B/D
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