Difference between revisions of "The King of Fighters XIII/Ryo Sakazaki"

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Discuss at [http://dreamcancel.com/forum/index.php?topic=23.0 Dream Cancel]
Discuss at [http://dreamcancel.com/forum/index.php?topic=23.0 Dream Cancel]


 
{{Navbox XIII}}
[[Category:The King of Fighters XIII]]
[[Category:The King of Fighters XIII]]

Revision as of 03:00, 28 April 2011

File:Ryo.png


Normals

Standing

Ryo Far Normals.png

st. A

- Chain / Cancellable

- Hit Detection: High

- Damage: 25

st. B

- Cancellable

- Hit Detection: High

- Damage: 30

st. C

- Cancellable

- Hit Detection: High

- Damage: 80

st. D

- Cancellable

- Hit Detection: High

- Damage: 70


Ryo Close Normals.png

cl. C

- Cancellable

- Hit Detection: High

- Damage: 70


Crouching

Ryo Crouch Normals.png

cr. A

- Chain / Cancellable

- Hit Detection: High

- Damage: 25

cr. B

- Chain-able

- Hit Detection: Low

- Damage: 30

cr. C

- Cancellable

- Hit Detection: High

- Damage: 70

cr. D

- Cancellable

- Hit Detection: Low

- Damage: 80


Jumping

Ryo Jump Normals.png

j. A

- Hit Detection: Mid

- Damage: 45 (40)

j. B

- Hit Detection: Mid

- Damage: 45 (40)

j. C

- Hit Detection: Mid

- Damage: 72 (70)

j. D

- Hit Detection: Mid

- Damage: 70 (68)


Blowback Attack

Ryo CD.png

CD

- Hit Detection: High

- Damage: 75


Ryo JCD.png

j. CD

- Hit Detection: High

- Damage: 90 (80)


Ryo GCCD.png

GC CD

- Hit Detection: High

- Damage: 10


Throw

Tomoe Nage.png

Tomoe Nage = (b/f+C/D)

- Can be broken

- Hit Detection: Throw

- Damage: 100


Command Moves

Hyochuwari.png

Hyochuwari = (f+A)

- Super-cancellable only

- Hit Detection: Mid (High if cancelled into)

- Damage: 70 (65)


Jodanuke.png

Jodanuke = (f+B)

- Cancellable

- Counters high attacks

- No damage


Gedanuke.png

Gedanuke = (df+B)

- Cancellable

- Counters low attacks

- No damage


Special Moves

Kohken.png

Kohken = (qcf+P)

(EX) = qcf+AC

- Super cancellable

- Hit Detection: High

- A Damage: 55; C Damage: 70, EX Damage: 120


Koho.png

Koho = (dp+P)

(EX) = dp+AC

- Drive- / Super cancellable (first hit)

- Hit Detection: High

- A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100)


Hienshippukyaku Ryo.png

Hienshippukyaku = (hcb+K)

(EX) = hcb+BD

- Hit Detection: High

- B Damage: 40, 50; D Damage: 40, 50, 60; EX Damage: 80 x 2


Zanretsuken Ryo.png

Zanretsuken = (f,b,f+P)

(EX) = f,b,f+AC

- Drive- / Super cancellable

- Hit Detection: High

- A Damage: 0, 12 x 11, 80; C Damage: 0, 12x11, 50; EX Damage: 0, 15 x 19, 90


Desperation Moves

Ryukohranbu.png

Ryukohranbu = (qcf hcb+P)

(EX) = qcf hcb+AC

- Max Cancellable

- Hit Detection: High

- Damage: 0, 5 x 2, 10 x 4, 5, 10 x 2, 5, 10, 5, 115; EX Damage: 0, 10 x 2, 15 x 2, 10, 15 x 4, 10, 15 x 4, 30, 40, 100


Haohshokohken.png

Haohshokohken = (f,hcf+P)

- Hit Detection: High

- Damage: 200


Neomax

Tenchihaohken.png

Tenchihahoken = (qcfx2+AC)

- Hit Detection: High

- Damage: 480


Combos

  • cr.Bx2, cr.A, hcb+B/qcf+AC
  • cr.B, cr.C, special attack
  • cr. B, cr. A / cl.C, hcb + BD, f b f+A/ qcf hcb+AC
  • cl.C, hcb+D (standing opponents only)
  • st.C, f+A, qcf hcb+P


HD Combos

  • (corner) cl.C -> f+A -> BC -> D -> qcf+A -> dp+C -> DC qcf+A -> [dp+C -> DC qcf+A -> qcf+A]x3 -> finisher


1 Power Gauge

  • [HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, f b f+A
  • [HD] qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcfx2+A, dp+C, (HDC) qcf+A, qcf hcb+P


2 Power Gauges

  • [HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf hcb+P
  • [HD] qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+AC


3 Power Gauges

  • [HD] f+A, hcb+BD, dp+C, (HDC) hcb+D, dp+C, (HDC) hcb+D, dp+C, (HDC) f b f+AC, dp+C, (HDC) qcf+Ax2, qcf hcb+P
  • [HD] qcf+A, dp+C, (HDC) qcf+A, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HC) qcfx2+AC


4 Power Gauges

  • [HD] f+A, hcb+BD, dp+C, (HDC) hcb+D, dp+C, (HDC) hcb+D, dp+C, (HDC) f b f+AC, dp+C, (HDC) qcf+Ax2, qcf hbc+AC


5 Power Gauges

  • [HD] dp+AC, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, dp+C, (HDC) qcf+Ax2, qcf hcb+P, (MC) qcfx2+AC


Tips

Ok so I've been playing Ryo for a couple months now, and what I've found to be his most effective weapon is his Kohken. This move IMO, sets up a good deal of your offense and is a great defensive tool.


Though Ryo's fireball is not a fullscreen forward progressing projectile this is in no way a weakness. When you use Ryo Consider his projectile to be a shell that expands and contracts accordingly to the right situations, and Fireball A,C, and ex versions maintian it


the facts are


1. the fireball itself has a much larger hit box than it appears, especially when using the A version which looks deceptively small, and often catching as an anti air


2. the fireball knocks down on any version, which is huge in resetting your position, or transitioning into rushdown


3. blockstun and recovery on the A version is really good, especially in the corner to set up mix up situations, blockstun on C version is also great long distance but can be punished with a fast move if you decide to do it close range. however if you wiff C version Kohken It can be punished even from long distance from plenty of characters, K' comes to mind, and this is the version people are hoping to jump over or roll through to punish you for a fat combo.


4. ex version comes out really fast and has invincibility, and you recover before they do so I usually use this move to throw the opponent off from reading my patterns since its not expected, also a good and safe option to use to get out of K's fireball traps in the corner


Now with all these uses for the fireballs it sets up everything from being easier to predict when to parry, mix in uppercuts, set up jumps for anti airs, or super, EX super.


He also has a very effective fireball trap in the corner with A, EX version, and even C version with particular spacing to bait the other person to stick something out then follow up with a parry or uppercut.


The downside though is that against against maybe one particular character (Chin!!) the fireball game becomes a dangerous game to play with his low to the ground size, and moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for chin to penetrate your defense.


now with all that said and done I would like to state that I am not a top player, or expert Ryo user, but I have dedicated much time into this game and I feel that at the very least I can Interpret when something a character I've been using has a high success rate against other talented players, so hopefully this is something of interest

Miscellaneous

Character Sprite

File:Ryo sprite.gif

Colors

Ryo Colors.png

Other

Ryo Taunt.png

Taunt

Ryo Other Animations.png

First Row: Standing/Crouching/Evasive Roll

Second Row: Walking (forward/Walking (Backward)/Safe Roll

Third Row: Running/Back Step/Throw Break

Fourth Row: Standing Guard/Crouching Guard/Guard Crush

Fifth Row: Dizzy/Downed/Hyper Drive Activation

Last Row: Win Pose/Knock Out/Time Up Pose


Links & References

Technical Reference

http://www.youtube.com/watch?v=jk6pULuOck8


Discussion Threads

Discuss at Dream Cancel

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