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

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Ryo Sakazaki, much like the likes of Terry Bogard and Kyo Kusanagi, is one of SNK's most well-known protagonists and has been known as a KOF mainstay ever since the beginning; '94. As usual, Ryo essentially functions as a sort of "moving fortress", this much is clear due to how a large amount of his tools place emphasis on a more defensive method of approaching until some sort of close-range pressure or dominance is established against the opponent. Once one of the aforementioned close-range advantages is established Ryo is capable of using his abilities to their fullest, such "abilities" consist of a fairly notable cross-up, fast normals, many methods in which he can use to apply safe block-pressure with, and an effective albeit simplistic high-low mix-up game can all work in tandem to place Ryo within very advantageous situations. Due to how much of what makes Ryo "truly" potent relies on him being within close proximity of the opponent along with a somewhat slow walk and run speed makes it so that a large portion of playing the character to any effective extent consists of efficiently approaching. Successful approaches typically consist of controlling space with Ko-Ou Ken (which is still "viable" despite its notable downgrade in comparison to interpretations of the move present within games which released prior to XIV), mixing the use of running, walking, hopping and jumping appropriately, and potentially most importantly, using Ryo's unique Parry command-normals to circumvent any potential attempts to halt your approach that the opponent throws at you. Despite Ryo's approach-based downsides, if used effectively Ryo is capable of posing quite a threat to the vast majority (if not the entirety) of XIV's cast.
Ryo Sakazaki, much like the likes of Terry Bogard and Kyo Kusanagi, is one of SNK's most well-known protagonists and has been known as a KOF mainstay ever since the beginning; '94. As usual, Ryo essentially functions as a sort of "moving fortress", this much is clear due to how a large amount of his tools place emphasis on a more defensive method of approaching until some sort of close-range pressure or dominance is established against the opponent. Once one of the aforementioned close-range advantages is established Ryo is capable of using his abilities to their fullest, such "abilities" consist of a fairly notable cross-up, fast normals, many methods in which he can use to apply safe block-pressure with, and an effective albeit simplistic high-low mix-up game can all work in tandem to place Ryo within very advantageous situations. Due to how much of what makes Ryo "truly" potent relies on him being within close proximity of the opponent along with a somewhat slow walk and run speed makes it so that a large portion of playing the character to any effective extent consists of efficiently approaching. Successful approaches typically consist of controlling space with Ko-Ou Ken (which is still "viable" despite its notable downgrade in comparison to interpretations of the move present within games which released prior to XIV), mixing the use of running, walking, hopping and jumping appropriately, and potentially most importantly, using Ryo's unique Parry command-normals to circumvent any potential attempts to halt your approach that the opponent throws at you. Despite Ryo's approach-based downsides, if used effectively Ryo is capable of posing quite a threat to the vast majority (if not the entirety) of XIV's cast.
-LEbrosaber


=Normals=
=Normals=

Revision as of 15:41, 16 December 2016

Charaimg ryo.png

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Kyokugenryu Sanren Geki - close Bk.gif / Fd.gif + C.gif

Tomoe Nage - close Bk.gif / Fd.gif + D.gif

Command Normals

Hyouchuu Wari - Fd.gif + A.gif

Jyoudan Uke - Fd.gif + B.gif

Gedan Uke - Df.gif + B.gif

Special Moves

Kohou - Dp.gif + A.gif / C.gif *

Ko-Ou Ken - Qcf.gif + A.gif / C.gif *

Hien Shippuu Kyaku - Hcb.gif + B.gif / D.gif *

Zanrestuken - Fd.gif Bk.gif Fd.gif + A.gif / C.gif *

Super Special Moves

Haoh Shoukou Ken - Fd.gif Hcf.gif + A.gif / C.gif !

Ryuuko Ranbu - Qcf.gif, Hcb.gif + A.gif/C.gif !

Climax Desperation Move

Shin • Tenchi Haoh Ken - Qcf.gif Qcf.gif + A.gif C.gif

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 777 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters

Anywhere

(Combo 1) = (damage number here) dmg


Gameplay Overview

Ryo Sakazaki, much like the likes of Terry Bogard and Kyo Kusanagi, is one of SNK's most well-known protagonists and has been known as a KOF mainstay ever since the beginning; '94. As usual, Ryo essentially functions as a sort of "moving fortress", this much is clear due to how a large amount of his tools place emphasis on a more defensive method of approaching until some sort of close-range pressure or dominance is established against the opponent. Once one of the aforementioned close-range advantages is established Ryo is capable of using his abilities to their fullest, such "abilities" consist of a fairly notable cross-up, fast normals, many methods in which he can use to apply safe block-pressure with, and an effective albeit simplistic high-low mix-up game can all work in tandem to place Ryo within very advantageous situations. Due to how much of what makes Ryo "truly" potent relies on him being within close proximity of the opponent along with a somewhat slow walk and run speed makes it so that a large portion of playing the character to any effective extent consists of efficiently approaching. Successful approaches typically consist of controlling space with Ko-Ou Ken (which is still "viable" despite its notable downgrade in comparison to interpretations of the move present within games which released prior to XIV), mixing the use of running, walking, hopping and jumping appropriately, and potentially most importantly, using Ryo's unique Parry command-normals to circumvent any potential attempts to halt your approach that the opponent throws at you. Despite Ryo's approach-based downsides, if used effectively Ryo is capable of posing quite a threat to the vast majority (if not the entirety) of XIV's cast. -LEbrosaber

Normals

Standing

  • st. A
  • st. B
  • st. C
  • st. D

Close

  • cl. A
  • cl. B
  • cl. C
  • cl. D

Crouching

  • cr. A
  • cr. B
  • cr. C
  • cr. D

Jumping

  • j. A
  • j. B
  • j. C
  • j. D

Blowback

  • st. CD
  • j. CD


Throws

Kyokugenryu Sanren Geki - (b/f+C) close

Tomoe Nage - (b/f+D) close


Command Moves

Hyouchuu Wari - (f+A)

Jyoudan Uke - (f+B)

Gedan Uke - (df+B)


Special Moves

Kohou - (dp+A/C) EX:

Ko-Ou Ken - (qcf+A/C) EX:

Hien Shippuu Kyaku - (hcb+B/D) EX:

Zanrestuken - (fbf+A/C) EX:


Super Special Moves

Haoh Shoukou Ken - (f~hcf+A/C) Max:

Ryuuko Ranbu - (qcf~hcb+A/C) Max:

Climax Super Special Moves

Shin • Tenchi Haoh Ken - (qcfx2+AC)


Combos

0 meter

Anywhere

  • cr.B, cl.B, dp+C (165 DMG)
  • cr.B, cr.C, dp+C (208 DMG)
  • cl.D, dp+C (188 DMG)

Corner only

  • cr.B, cr.C, qcf+A, hcb+B (187 DMG)
  • cl.C/cr.C/cl.D, qcf+C, hcb+B (214 DMG)
  • cl.D, hcb+D, dp+A (226 DMG)

( ^^^ Does not work on crouching opponents )

  • st.CD, df+B (miss), hcb+D, dp+A (239 DMG)
  • st.CD, df+B (miss), cr.C, qcf+C, hcb+B (255 DMG)

1 meter

Anywhere

  • cr.B, cr.C, qcf+C, SC, f,hcf+C (329 DMG)
  • cr.B, cr.B, st.B, BC, cl.C/cl.D, qcf+AC, hcb+BD, dp+C (314 DMG) { 1000 }
  • cr.B, cr.C, BC, cl.C/cl.D, qcf+AC, hcb+BD, dp+C (344 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, hcb+BD, dp+C (370 DMG) { 1000 }
  • st.CD, f,hcf+C (245 DMG)
  • f+A, BC, cl.D, qcf+AC, hcb+BD, dp+C (318 DMG) { 1000 }

Corner only

2 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

3 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

4 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

5 meters

  • (place combo here) = (place damage amount here)

(place combo description here)

Misc

Frame Data

RyoKOFXIVFrame Data.png

Videos

External Links

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina