Difference between revisions of "The King of Fighters XV/Ryo Sakazaki"
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Despite his shotokan appearance and shoto-esque moveset, Ryo is not much of an all-rounder as one would assume. He is more of a rushdown character, and a terrifyingly effective one at that. | |||
Ryo's tools are designed to push him into close quarters, and make it hard for the opponent to send him out of that range. Instead of having a meterless projectile, he uses Ko-Ou Ken (236P[P]), a rather large pseudo-fireball that either keeps him in place (236A) or pushes him forward significantly (236C). Both of these versions can leave Ryo plus on block from a relatively close distance. | |||
Ryo's fireballs aren't the only things that can leave him at an advantage. Ryo's frame data is extraordinary, having lengthy normals that leave him at a better block advantage than a majority of the cast. He also has a command normal, Kizami Duki (A+C) than he can cancel into from a canceled Hyouchuu Wari (6A), which leaves Ryo +2 on block while still leaving him within effective distance of the opponent. These options give Ryo a powerful pressure game that is hard to contest. | |||
Ryo also has some of the best defense in the game. Besides having a very fast DP, he is also the only character in the entire roster to have access to parries (6B, 3D) which have very fast startup, are extremely active, and push Ryo forward slightly. These parries can make Ryo hard to zone out as well, as he'll only build more meter from zoning attempts. | |||
One would think that Ryo's excellent defensive options would mean he has poor damage output, but in all actuality, Ryo hits very, ''very'' hard. One '''EX''' Hien Shipuu Kyaku (214BD) opens the door to multiple combo options, such as Zanretsuken (646P[P]), a highly damaging multi-hit attack that can end in a hard knockdown (646A) or be used to juggle the opponent even more (646C/AC). To put it simply: Ryo has some of the best damage output in the game. | |||
In the end, besides being a rather simple character with a slight weakness to zoning and reliance on meter, Ryo doesn't have any real fatal flaws. Ryo works well in any team position—just make sure you're ready to get in the opponent's face. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro= '''''{{SUBPAGENAME}} is a rushdown-oriented shoto who trades zoning tools for an intimidatingly augmented offensive and defensive game.''''' | | intro= '''''{{SUBPAGENAME}} is a rushdown-oriented shoto who trades zoning tools for an intimidatingly augmented offensive and defensive game.''''' | ||
| pros= | | pros= | ||
* '''Great Pressure''': Ryo excels at being up close | * '''Insane Damage Output:''' Given his multiple juggle and launch options (including a meterless launcher), Ryo is capable of racking up tons of damage without having to spend a lot of meter at all. In fact, Ryo can deal up to ''583 damage'' with just one bar from anywhere on the screen. Most of the cast can only get 470 damage or less with one bar. Which means if Ryo gets a hit on the opponent when he has a lot of meter... chances are they're probably going to die. | ||
* '''Fantastic Meter Build:''' DP-style moves build plenty of meter on their own, but only Ryo is capable of using his DP ''twice'' in a combo, allowing him to build an absurd amount of meter and gain nearly half a bar back from using both 623A and 623C in a combo. | |||
* '''Great Pressure''': Ryo excels at being up close, with several plus-on-block normals and parries that can create 50/50 mixup scenarios. Frame traps come easily to Ryo, who can cancel his 6A into Kizami Duke (AC), a slow but plus advancing mid. Ryo's 6A also serves as a raw overhead that can be Quick Max'd for massive damage. | |||
* '''Frame Data''': Being a rushdown character, Ryo's kit is designed to let him get in and stay in. Ryo has significantly more advantage on his normals than a great majority of the cast. All of his light normals range from being +3 to -1 on block, while his st.C and cr.D have noticeably more frame advantage than most other characters have for their respective moves of the type. | * '''Frame Data''': Being a rushdown character, Ryo's kit is designed to let him get in and stay in. Ryo has significantly more advantage on his normals than a great majority of the cast. All of his light normals range from being +3 to -1 on block, while his st.C and cr.D have noticeably more frame advantage than most other characters have for their respective moves of the type. | ||
* ''' | * '''Top Tier Defense:''' Ryo has unique defensive capabilities in the form of parries (6B, 3D) which are extremely fast countermoves that can nullify any attack as long as the proper parry is used. Besides preventing Ryo from accumulating chip damage, the fast recovery of the parries means that should a parry connect with an opponent's attack, Ryo has plenty of time to counterattack with a highly damaging combo route. Ryo can cancel into these parries from any command-cancellable move, even if that move whiffs. Overall, Ryo's parries contribute to his excellent punish game. | ||
| cons= | | cons= | ||
* ''' | * '''Heavily Fundamental''': Ryo does not really have anything that might catch the opponent off guard besides his parries and his overhead. He doesn't need a ton of meter to be a real threat, but having access to at least half a bar significantly improves Ryo's capabilities. Mostly, Ryo players will have to utilize strong fundamentals in order to win. | ||
* ''' | * '''Mediocre Mobility''': Ryo isn't exactly slow by any means, but he's not fast, either. Ryo shines up close, but he can still get overwhelmed by pressure. Knowing how to approach and controlling your spacing is key to beating the opponent. | ||
}} | }} | ||
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|description= | |description= | ||
* Chains into itself and cr.A starting frame 12. Whiff cancellable. | * Chains into itself and cr.A starting frame 12. Whiff cancellable. | ||
Command cancelable and has slightly longer range than cr.A. Makes for easy 6A > AC blockstrings. | |||
}} | }} | ||
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|description= | |description= | ||
* Good for far range punishes into Quick MAX combos. | * Good for far range punishes into Quick MAX combos. | ||
* Can be canceled into from st.A. | |||
Basic space control poke that's a bit stubbier than it looks. Can be used as a Quick Max combo starter. | |||
}} | }} | ||
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|moveId=ryo_clc | |moveId=ryo_clc | ||
|description= | |description= | ||
* Faster startup than close D, but overall overshadowed by 2C. | * Faster startup than close D, but overall overshadowed by 2C. | ||
Useful for corner '''EX''' Zanretsuken combos, if cl.D might be a tad too slow to land. | |||
}} | }} | ||
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* Moves Ryo forward, which is great for strings & combos, but also means you cannot stuff out wakeup throws with it. | * Moves Ryo forward, which is great for strings & combos, but also means you cannot stuff out wakeup throws with it. | ||
Possibly one of the best heavy starters in the game. Fast, hits low, and activates from a significantly farther distance than other close heavies. | |||
}} | }} | ||
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|moveId=ryo_crb | |moveId=ryo_crb | ||
|description= | |description= | ||
Basic crouching light kick. Slightly minus on block. | |||
}} | }} | ||
====Crouch C==== | ====Crouch C==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description= | |description= | ||
* Ryo's fastest heavy normal. Only the first two active frames hit grounded opponents. | * Ryo's fastest heavy normal. Only the first two active frames hit grounded opponents. | ||
* | * Cannot be late canceled the way Close C/D are. | ||
* Forces stand, thus ensuring that 214D combos land. | * Forces stand, thus ensuring that 214D combos land. | ||
* Very unsafe on block or whiff. | * Very unsafe on block or whiff. | ||
* Due to systematic changes, Ryo can no longer link into this move from cr.B. | |||
Ryo performs an uppercut. | Ryo performs an uppercut. At 4 frames, it is one of the fastest cr.Cs in the game and tied with cl.C for his fastest heavy normal. However, it is a very risky move at 24 recovery frames and a -10 block disadvantage, requiring Ryo to cancel into something that is safer on block if the move doesn't hit. | ||
}} | }} | ||
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|description= | |description= | ||
* Ryo's longest normal. | * Ryo's longest normal. | ||
* Can be whiff-canceled, especially with 3D to | * Can be whiff-canceled, especially with 3D to speed up its recovery while moving Ryo closer to the opponent. | ||
* When out of range for a 2B > 2A confirm this is your go-to. | * When out of range for a 2B > 2A confirm this is your go-to. | ||
Ryo sweeps his leg across the ground. | Ryo sweeps his leg across the ground. It's a bit slow for a shoto sweep, but it has a great deal of range, and Ryo has excellent blockstring options from this move. If it whiffs, he can just input 3D to decrease his disadvantage. | ||
}} | }} | ||
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|moveId=ryo_236cd | |moveId=ryo_236cd | ||
|description= | |description= | ||
Doesn't have very far range, and will not hit after 6A. | |||
}} | }} | ||
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|moveId=ryo_6a | |moveId=ryo_6a | ||
|name=Hyouchuu Wari | |name=Hyouchuu Wari | ||
|captions=Finally special cancelable | |captions=Finally special cancelable<br> | ||
<small>"Ice Pillar Splitter"</small> | |||
|input=6A | |input=6A | ||
|description=* | |description=* Standard raw overhead / heavy normal extender. Key frametrap tool. | ||
A knifehand strike that hits overhead when done raw that also serves as a key frametrap/extender tool when canceled into. If Ryo tricks the opponent into blocking low when he has 3 or more bars, he can initiate a deadly Quick Max combo. | |||
}} | }} | ||
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* Moves Ryo forward, regardless if the parry connects or not. | * Moves Ryo forward, regardless if the parry connects or not. | ||
Ryo's parry for low attacks. Compared to his parry for high and mid attacks, it | Ryo's parry for low attacks. Compared to his parry for high and mid attacks, it can be a bit tougher to use because it's slower (but not noticeably so) and not as active, but what makes it special is that it moves Ryo forward a significant amount. For moves that have command-cancelability, Ryo can cancel into this move to stay in range and continue his pressure. | ||
}} | }} | ||
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* Can be canceled into from Hyouchuu Wari (6A) if Hyouchuu Wari is canceled into. | * Can be canceled into from Hyouchuu Wari (6A) if Hyouchuu Wari is canceled into. | ||
A slow, wind-up punch that pushes Ryo forward. Leaves Ryo in relatively close range and is plus on block, | A slow, wind-up punch that pushes Ryo forward. Leaves Ryo in relatively close range and is plus on block. Since Ryo is able to cancel into this move from 6A, he can use it to create frame traps/blockstrings that leave him at an advantage. As a move that has very long startup, though, this move should not be used raw. | ||
}} | }} | ||
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|description3= | |description3= | ||
Typical shoto uppercut, but done with the inner fist instead of the outer fist. Ryo's 623A is relatively special in that it has lower recovery than other light DPs, allowing him to follow up with | Typical shoto uppercut, but done with the inner fist instead of the outer fist. Ryo's 623A is relatively special in that it has lower recovery than other light DPs, allowing him to follow up with numerous options depending on how high the opponent is juggled. | ||
---- | ---- | ||
'''A version:''' Allows for combos on opponents that are in the air. Options include 623C, cl.C, 2C, or 214B. Very low recovery compared to other 623As. | '''A version:''' Allows for combos on opponents that are in the air. Options include 623C, cl.C, 2C, or 214B. Very low recovery compared to other 623As. | ||
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'''C version:''' Hits twice. First hit does more damage than 623A, making it good for super canceling. | '''C version:''' Hits twice. First hit does more damage than 623A, making it good for super canceling. | ||
---- | ---- | ||
'''EX version:''' Hits once, but does more damage than both of | '''EX version:''' Hits once, but does more damage than both of 623C's hits combined. Can be used to end combos when there's no other metered options available. | ||
}} | }} | ||
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|name=Ko-Ou Ken | |name=Ko-Ou Ken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|captions=" | |captions="Tiger Fist" | ||
|description3= | |description3= | ||
Ryo unleashes a short-ranged ki blast from his palm. What this move lacks in horizontal range and speed, it makes up for with a larger vertical hitbox, faster recovery, and higher damage values than other characters with fireballs. | Ryo unleashes a short-ranged ki blast from his palm. What this move lacks in horizontal range and speed, it makes up for with a larger vertical hitbox, faster recovery, and higher damage values than other characters with fireballs. | ||
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The '''EX''' version is similar to your standard fireball, especially with its slower recovery than meterless, but it is still a very fast fireball with high damage. | The '''EX''' version is similar to your standard fireball, especially with its slower recovery than meterless, but it is still a very fast fireball with high damage. | ||
All versions allow for corner juggling. | All versions allow for corner juggling, making this move an important part of corner combos. | ||
---- | ---- | ||
'''A version:''' Used for safe blockstrings and frametraps. While it doesn't hit until frame 17, the projectile can't be prevented from coming out from frame 12 and onwards, even if Ryo gets hit - which is great for corner pressure, since you can combo even after trades. | '''A version:''' Used for safe blockstrings and frametraps. While it doesn't hit until frame 17, the projectile can't be prevented from coming out from frame 12 and onwards, even if Ryo gets hit - which is great for corner pressure, since you can combo even after trades. | ||
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'''B version:''' Situational punisher and combo ender after 623A. Very high block disadvantage and recovery; a guaranteed death sentence on block. | '''B version:''' Situational punisher and combo ender after 623A. Very high block disadvantage and recovery; a guaranteed death sentence on block. | ||
---- | ---- | ||
'''D version:''' Combos from lights from a very close distance. Does the most damage and has the least amount of block disadvantage/recovery, but is still a guaranteed death sentence on block. | '''D version:''' Combos from lights from a very close distance. Does the most damage and has the least amount of block disadvantage/recovery, but is still a guaranteed death sentence on block. Can be used for starting corner combos. | ||
---- | ---- | ||
'''EX version:''' | '''EX version:''' ''The'' move. Pretty much all the damage Ryo is capable of midscreen stems from this move. While it may not do a ton of damage on its own, it's the fact that he has a ton of highly-damaging combo options from this that makes it so threatening. | ||
}} | }} | ||
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'''C version:''' Combos from heavies but the poor range and speed means the move will not connect after 6A. Launches the opponent. | '''C version:''' Combos from heavies but the poor range and speed means the move will not connect after 6A. Launches the opponent. | ||
---- | ---- | ||
'''EX version:''' Does the most damage and has anywhere juggle properties. Launches the opponent. | '''EX version:''' Does the second most damage and has anywhere juggle properties. Launches the opponent. Applies heavy scaling, so be careful with where you use it in a combo. | ||
}} | }} | ||
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===Ryuuko Ranbu=== | ===Ryuuko Ranbu=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId= | |moveId=ryo_2363214a, ryo_2363214c,ryo_2363214ac | ||
|name=Ryuuko Ranbu | |name=Ryuuko Ranbu | ||
|input=2363214A/C/AC | |input=2363214A/C/AC | ||
|captions= "Dragon & Tiger Wild Dance" | |captions= "Dragon & Tiger Wild Dance" | ||
<small>"Kyokugen-ryu secret technique!"</small> | <small>"Kyokugen-ryu secret technique!"</small> | ||
| | |description3=* Full screen dash into a flurry of strikes. | ||
* A version stops slightly short of full screen. | * A version stops slightly short of full screen. | ||
* C version goes full screen. | * C version goes full screen. | ||
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|moveId=ryo_2141236cd | |moveId=ryo_2141236cd | ||
|input=2141236CD | |input=2141236CD | ||
|captions= "True Heaven and Earth Fist" | |captions= "True Heaven and Earth Fist"<br> | ||
<small>"One hit certain death!"</small> | <small>"One hit certain death!"</small> | ||
|description= | |description= |
Latest revision as of 01:32, 19 March 2023

Naturally, he is extremely strong-willed and will spare no effort getting things done. Even to this day, he continues to train himself to his maximum potential.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Gameplay Summary
Despite his shotokan appearance and shoto-esque moveset, Ryo is not much of an all-rounder as one would assume. He is more of a rushdown character, and a terrifyingly effective one at that.
Ryo's tools are designed to push him into close quarters, and make it hard for the opponent to send him out of that range. Instead of having a meterless projectile, he uses Ko-Ou Ken (236P[P]), a rather large pseudo-fireball that either keeps him in place (236A) or pushes him forward significantly (236C). Both of these versions can leave Ryo plus on block from a relatively close distance.
Ryo's fireballs aren't the only things that can leave him at an advantage. Ryo's frame data is extraordinary, having lengthy normals that leave him at a better block advantage than a majority of the cast. He also has a command normal, Kizami Duki (A+C) than he can cancel into from a canceled Hyouchuu Wari (6A), which leaves Ryo +2 on block while still leaving him within effective distance of the opponent. These options give Ryo a powerful pressure game that is hard to contest.
Ryo also has some of the best defense in the game. Besides having a very fast DP, he is also the only character in the entire roster to have access to parries (6B, 3D) which have very fast startup, are extremely active, and push Ryo forward slightly. These parries can make Ryo hard to zone out as well, as he'll only build more meter from zoning attempts.
One would think that Ryo's excellent defensive options would mean he has poor damage output, but in all actuality, Ryo hits very, very hard. One EX Hien Shipuu Kyaku (214BD) opens the door to multiple combo options, such as Zanretsuken (646P[P]), a highly damaging multi-hit attack that can end in a hard knockdown (646A) or be used to juggle the opponent even more (646C/AC). To put it simply: Ryo has some of the best damage output in the game.
In the end, besides being a rather simple character with a slight weakness to zoning and reliance on meter, Ryo doesn't have any real fatal flaws. Ryo works well in any team position—just make sure you're ready to get in the opponent's face.
Ryo Sakazaki is a rushdown-oriented shoto who trades zoning tools for an intimidatingly augmented offensive and defensive game. | |
Pros | Cons |
|
|
Quick Combo Reference
In a nutshell
- Confirm into 214BD > 623C > Super.
- You can squeeze an extra EX in with 214BD > Close D > 646AC > 623C > Super.
- In the corner you can do 214D instead of the EX to save meter, but only against standing opponents (and 2C forces stand).
- Comboing into 236A doesn't need to be confirmed, and allows for follow-ups in the corner.
0 Meter |
Low confirm |
2B > 2A > 214B = 131 dmg |
½ Meter |
Low confirm |
2B > 2A > 214BD > 623A > 623C = 262 dmg |
1 Meter |
Low confirm |
2B > 2A > 214BD > Close D > 646AC > 623C = 327 dmg |
2 Meters |
Quick Punish |
5B > MAX > 5D > 6A > 214BD > 623C > Ranbu = 372 dmg |
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
---|
Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
ShatterStrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
C throw
Kyokugenryu Sanren Geki
(close) 4/6C
(close) 4/6C |
---|
D throw
Tomoe Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Hyouchuu Wari
Hyouchuu Wari
6A
6A |
---|
Jyoudan Uke
Jyoudan Uke
6B
6B |
---|
Gedan Uke
Gedan Uke
3D
3D |
---|
Kizami Duki
Kizami Duki
AC
AC |
---|
Special Moves
Kohou
Kohou
623A/C/AC
623A/C/AC |
---|
Ko-Ou Ken
Ko-Ou Ken
236A/C/AC
236A/C/AC |
---|
Hien Shipuu Kyaku
Hien Shipuu Kyaku
214B/D/BD
214B/D/BD |
---|
Zanretsuken
Zanretsuken
646A/C/AC
646A/C/AC |
---|
Super Special Moves
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC |
---|
Ryuuko Ranbu
Ryuuko Ranbu
2363214A/C/AC
2363214A/C/AC |
---|
Climax Super Special Moves
Shin • Tenchi Haoh Ken
Shin • Tenchi Haoh Ken
2141236CD
2141236CD |
---|