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NeoGeo Battle Coliseum/Mr. Karate
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Normals
Close
- cl. A/B/C/D are cancel-able.
- cl. B and cl. C has the most push back whether blocked or not.
- cl. D looks like it hits low, but it is a special mid.
- cl. A comes out really fast, and chains to itself twice.
- cl. B is fast also, and chains to itself twice.
Standing
- st. A is cancel-able/whiff cancel-able.
- st. B hits the farthest.
- st. C can make the screen shake a little bit during recovery.
- st. D can sometimes be used as an anti-air move if dp + A/C or crouching C won't connect.
Crouching
- cr. A/B/C/D are cancel-able up close.
- cr. A/B are whiff cancel-able.
- cr. A/B are chain-able.
- cr. C is a one of the best anti-air normals Ryo has. It also is used in a bread-n-butter combo (see combos).
- cr. D looks like it has range, but has a smaller hit box than some of the other characters' trip moves, so take caution when using this move. It can be canceled into another move, thus making it a somewhat safe option.
Jumping
- j. D is a great crossup tool.
(more to be updated)
Guard Cancel Tag Attack
- Pressing the E button while blocking will allow Ryo to do a standing punch that looks like qcb + A and he will then tag out.
Throw
Katate Nage - b/f + CD
- Can be broken. Regular knockdown. This throw tosses the opponent quite some distance, allowing for zoning tactics to get put back into play. This move is great for throwing opponents in the corner from the center of the screen.
Command Moves
Hyouchuu Wari: f + A
- Ryo's overhead chop. This can be used in a combo if the first move is either close standing C, close standing D, or crouching C.
Joudan Uke: f + B
- This is Ryo's high/mid parry move. This move can stop both attacks and projectiles of any kind, including supers. This cannot stop grabs, however.
Gedan Uke: df + B
- This is Ryo's low parry move.
Special Moves
Kouken: qcf + A/C
- Ryo throws a projectile that disperses almost as soon as its released from his palm. The button strength determines the distance traveled, which isn't really far, as well as the delay. C has the most delay, whereas A does not.
Koho: dp + A/C
- Ryo does a shoryuken. Button strength determines the arc at which Ryo travels, as well as the height Ryo travels. His dp + A has high priority, so it can beat out many moves. It's not as invincible, as projectiles can still hit Ryo.
Zanretsuzen: f, b, f + A/C
- Ryo does a quick counter, to a punch that if connects is followed by a flurry of punches and then into a finisher punch. A does a forward punch and C does a standing uppercut.
Kohou Shippuuken: hcb + A/C
- Ryo does a thrust attack with his fist. Both versions can be super-canceled into, and do a considerable amount of guard damage. It is best to use the A version, as it can easily be canceled and combos well.
Mouko Raijin Setsu: dp + B/D
- Ryo does a jumping version of his f + A attack. Button strength determines the distance of the move. If either version of this move hits, it can be followed with another one for a quick 2-hit combo.
Hien Shippuukyaku: hcb OR db, f + B/D
- Ryo does a flying kick that does 2+ hits depending on the button pressed. Using hcb keeps Ryo stationary, while db, f makes him go forward. Button strength for db, f + B/D determines the distance traveled. After doing hcb + A/C, db, f + B/D can be done afterward, but the same button strength needs to be used, or the move won't come out.
Desperation Moves
Tenchi no Joge Kamaee: qcf, hcb + B/D
- This is a punch super. It can be followed up with Buryoko Ranbu, which is not really a good super to use at all.
Buryoko Ranbu: Tenchi no Joge Kamaee, f, uf, f, f, df, uf, uf
- This is the follow up to Tenchi no Joge Kamaee. Again, not a good super to use. The start up is slow, and learning the combination is not worth it.
Suburu ou Shou Kabushi: Buryoko Ranbu, f
- Super ender to Tenchi no Joge Kamaee. Same thing goes for this move. Avoid using it at all cost!!!
Tenchi Haoh Ken: qcf x2 + A/C
- Ryo's real super punch. It's not as great as it was in previous SNK games, where the move would normally dizzy the opponent. It does a pretty good amount of damage, and sends the opponent flying across the screen.
Ryuuko Ranbu: qcf, hcb + A/C at Level 2
- This is the suggested super of choice when attempting to combo into a super.
Haohshoukoken: f, hcf + A/C
- Ryo's projectile super does a good amount of damage, and can also stop certain projectiles. In a Ryo mirror match, either Ryo can parry the fireball with f + B. Button strength determines the speed.
General Strategy
- Ryo is a very versatile character, in that he can be played both defensively and offensively. Mixing up blocked strings with counters to bait out moves can allow him to get free hits or full blown combos in, helping Ryo win the match. Depending on the range, from f + B or df + B Ryo can get a free standing B to a close standing C to hcb + A ~ db, f + B, so knowing what can be done from at least sweeping distance is important. Crouching B, crouching C to qcf + A can be used as both a great blocked string, and as a good bread-n-butter combo. Try to force the opponent to block low, so that the options open up more. From rushing down, there's f + A ~ qcf + A, bait a low poke with df + B, or throw.
- Speaking of throwing, if Ryo throws the opponent in the corner, dp + B/D is guaranteed, and cannot be tech rolled out of.
- Blocked strings to use are:
- crouching B, crouching C, qcf + A
- crouching B, crouching A, crouching B, standing B
- cl. C, f + A, qcf + A
Combos
- crouching B, crouching C, qcf + A
- (in the corner) throw, dp + B/D
- dp + D, dp + B
- crouching B, crouching A, crouching B, standing A, db, f + B
- crouching B, crouching A, crouching B, standing B