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

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* '''Great Pressure''': Ryo excels at being up close. His suite of great normals and his 236A psuedo-fireball allow him a huge amount of pressure opportunity once he's made his way in. His mixup game is also very scary due to 6A, which is a 22 frame overhead that can be Quick Max'd for big damage. Kizami Duki (A+C) is a powerful tool when used meaty due to being plus on block, so a clever Ryo can consistently loop his options.  
* '''Great Pressure''': Ryo excels at being up close. His suite of great normals and his 236A psuedo-fireball allow him a huge amount of pressure opportunity once he's made his way in. His mixup game is also very scary due to 6A, which is a 22 frame overhead that can be Quick Max'd for big damage. Kizami Duki (A+C) is a powerful tool when used meaty due to being plus on block, so a clever Ryo can consistently loop his options.  
* '''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.
* '''Notable Defense:''' Ryo's defensive tools are what make him stand out from the rest of the cast, most notably his parries, which allow him to react faster than his opponent and not accumulate chip damage if timed correctly. A well timed (EX) Zanretsuken can lead into massively damaging combos if used on defense. Some of Ryo's pokes, such as st.A, st.C, st.CD, or cr.D, can be cancelled into command normals (st.A, st.CD, cr.D) and special moves.
* '''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.
* '''Parries''': Ryo has a unique way of warding off projectiles and other reactable zoning tools with his parries. Parries can destroy certain projectiles when hit and lead into combos or supers when catching strikes, and their simple inputs give Ryo the ability to easily perform them on reaction. Ryo's long-reaching sweep can even be cancelled into parry, which makes it quite safe.  
| 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.
* '''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.

Revision as of 01:13, 19 March 2023

The King of Fighters XV

OverviewStrategyDataCombosReplays

Ryo is the son and entrusted owner of Takuma Sakazaki's dojos for the Kyokugenryu school of Karate. As a child, Ryo spent his time training his body and eventually became so powerful that he was nicknamed The Invincible Dragon.
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

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

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

Command Normals

Hyouchuu Wari - Fd.gif + A.gif

Jyoudan Uke - Fd.gif + B.gif

Gedan Uke - Df.gif + D.gif

Kizami Duki - A.gif + C.gif

Special Moves

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

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

Hien Shipuu Kyaku - Qcb.gif + B.gif / D.gif (*)

Zanretsuken - Fd.gifBk.gifFd.gif + A.gif / C.gif (*)

Super Special Moves

Haoh Shoukou Ken - Fd.gifHcf.gif + A.gif / C.gif (!)

Ryuuko Ranbu - Qcf.gifDf.gifQcb.gif + A.gif / C.gif (!)

Climax Super Special Moves

Shin * Tenchi Haoh Ken - Qcb.gifDb.gifQcf.gif+C.gif+D.gif

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
  • 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. His suite of great normals and his 236A psuedo-fireball allow him a huge amount of pressure opportunity once he's made his way in. His mixup game is also very scary due to 6A, which is a 22 frame overhead that can be Quick Max'd for big damage. Kizami Duki (A+C) is a powerful tool when used meaty due to being plus on block, so a clever Ryo can consistently loop his options.
  • 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.
  • 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.


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.

Quick Combo Reference

Notation

0 Meter

Low confirm
Corner
Punish
Corner variant

2B > 2A > 214B = 131 dmg
2C > 236A > 214B = 176~209
Close C > 6A > 624D > 624B = 258
Close C > 6A > 624D > 623C = 318

½ Meter

Low confirm
Corner

2B > 2A > 214BD > 623A > 623C = 262 dmg
2C > 6A > 624D > Close D > 646AC > 623C = 412

1 Meter

Low confirm
Corner FB pickup
CD

2B > 2A > 214BD > Close D > 646AC > 623C = 327 dmg
2C > 236A > 214BD > Close D > 646AC > 623C = 405 dmg
CD > (3D) > C Ranbu = 241 dmg

2 Meters

Quick Punish
Anywhere
Anti-air

5B > MAX > 5D > 6A > 214BD > 623C > Ranbu = 372 dmg
Close C > 6A > 214BD > Close D > 646AC > 623C > Ranbu = 482 dmg
5D > MAX > 646AC > 623C > Ranbu = 326 dmg

Normals

Far Standing Normals

Far A

stand A
st.A
st.A
XV Ryo st.A ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 6 6 +3 +1 - 30 60
  • 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.

Far B

stand B
st.B
st.B
XV Ryo st.B ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 6 3 11 +1 -1 - 30 60
  • 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.

Far C

stand C
st.C
st.C
XV Ryo st.C ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid special 8 5 16 0 -2 - 70 120
  • Non-duckable high poke.
  • Cancel into 214B/BD when anti-airing hops for possible Counter Hit combos.

Ryo's st.C is now special-cancellable, meaning Ryo can get hugely damaging combos with meter from landing this move. 214BD is your best option, since it leads into his big damage combos like his other combo starters do.

In terms of blockstrings, Ryo has better options. cr.D connects into 236A more reliably and leaves Ryo safer on block than if this move was used on its own.

Far D

stand D
st.D
st.D
XV Ryo st.D ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 10 6 18 -3 -5 - 70 120
  • Big anti-air button that can be MAX canceled into the 646AC anywhere juggle.


Close Standing Normals

Close A

close A
cl.A
cl.A
XV ryo cla ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Chains into light normals starting frame 11. Whiff cancellable.

Close B

close B
cl.B
cl.B
XV ryo clb ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 3 7 +5 +3 - 30 60
  • Chains into light normals starting frame 11.
  • Links into 2C.

Close C

close C
cl.C
cl.C
XV ryo clc ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 6 14 +1 -1 - 70 120
  • 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.

Close D

close D
cl.D
cl.D
XV ryo cld ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 6 8 18 -5 -7 - 70 120
  • Has a longer activation range than Close C and hits low.
  • 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.

Crouch Normals

Crouch A

crouch A
cr.A
cr.A
XV Ryo cr.A ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 4 3 8 +4 +2 - 30 60
  • Chains into light normals starting frame 11. Whiff-cancellable.
  • Also links into cr.C, but requires precise timing.

Although Ryo's cr.B can no longer be linked into cr.C, he can use this button instead to do so, even if it doesn't have the properties of a low.

Crouch B

crouch B
cr.B
cr.B
XV Ryo cr.B ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 4 3 11 +1 -1 - 15 30

Basic crouching light kick. Slightly minus on block.

Crouch C

crouch C
cr.C
cr.C
XV Ryo cr.C ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 4 5 24 -8 -10 - 70 120
  • 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.
  • 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. 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.

Crouch D

crouch D
cr.D
cr.D
XV Ryo cr.D ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 9 5 19 SKD (25: Tech / 52: Non-tech) -5 - 70 120
  • Ryo's longest normal.
  • 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.

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.

Jump Normals

Jump A

jump A
j.A
j.A
XV ryo ja ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop A hop A

40 High - 5 10 1 on ground - - - 30 50

jump A jump A

45 High - 5 10 1 on ground - - - 30 60
  • Lots of active frames, but susceptible to getting low profiled under.

Jump B

jump B
j.B
j.B
XV ryo jb ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop B hop B

40 High - 5 8 1 on ground - - - 30 50

jump B jump B

45 High - 5 10 1 on ground - - - 30 60
  • Crossup.
  • Leaves you very close to the opponent.

Jump C

jump C
j.C
j.C
XV ryo jc ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop C hop C

70 High - 6 4 1 on ground - - - 70 100

jump C jump C

70 High - 6 5 1 on ground - - - 70 120
  • Susceptible to getting low profiled under, but more an issue of running out of active frames than a hitbox one.

Jump D

jump D
j.D
j.D
XV ryo jd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop D hop D

70 High - 7 6 1 on ground - - - 70 100

jump D jump D

70 High - 7 7 1 on ground - - - 70 120
  • Great air poke. Combos into 2D at tip range.

Rush Moves

rush
cl.AA/cl.AAX
cl.AA/cl.AAX
XV ryo rush1 ima.png
XV ryo rush2 ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

25 Mid RU 8 - - -4 -6 - 0 -

cl.AAX cl.AAX

25 Mid RU 9 - - -5 -7 - 0 -
  • 236A is the meterless ender and allows for the usual corner follow-ups.

Blowback

Blowback

Blowback
CD
CD
XV ryo cd ima.png
Good kara cancel tool
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid command 12 5 19 Wall Splat - HKD (+76~+92) -1 - 100 160
  • Whiff-cancellable starting frame 13.
  • CD > 3D is +0 on block.

Ryo performs a lunging backfist. Slightly faster than most CDs by at least two frames, which accentuates Ryo's close-range game.

ShatterStrike

ShatterStrike
236CD
236CD
XV ryo 236cd ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple - HKD (+93) -10 Armor: 4 to 14 (11 frames) 0 -

Doesn't have very far range, and will not hit after 6A.

jump CD

jump CD
j.CD
j.CD
XV ryo jcd ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop CD hop CD

80 Mid - 13 6 1 on ground SKD - - - 80
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

jump CD jump CD

90 Mid - 13 7 1 on ground SKD - - 80 -
  • Great all-purpose j.CD. Massive hitbox (Ryo's longest air normal) that you can't get above and need proper low-profiling moves to get under.

Ryo performs a sideways knifehand strike. Sporting a massive hitbox and an abundance of plus frames on block, Ryo's j.CD has always been a standout move in his toolset.

Throws

C throw

Kyokugenryu Sanren Geki
(close) 4/6C
(close) 4/6C
XV ryo cthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD(+53) Unblockable - - -
  • Close hard knockdown for possible setups.

D throw

Tomoe Nage
(close) 4/6D
(close) 4/6D
XV ryo dthrow ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 N/A - 1 1 0 HKD (+42) Unblockable - - -
  • Hard knockdown that can be taken advantage off in the corner.

Command Moves

Hyouchuu Wari

Hyouchuu Wari
6A
6A
XV ryo 6a ima.png
Finally special cancelable
"Ice Pillar Splitter"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 [55] High [Mid] super [special, A+C] 22 [15] 8 16 [21] -3 [-8] -5 [-10] - 80 -
  • 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.

Jyoudan Uke

Jyoudan Uke
6B
6B
XV ryo 6b ima.png
"Upper Level Block"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - special 4 14 (Parry Window) 8 - - - - -
  • Increases Power Gauge by 80 points on successful parry.
  • Can be instantly followed up with any kind of special (including supers) or another parry.
  • Can be whiff canceled if canceled into.

Ryo's parry for high and mid attacks. On a successful parry, a distortion effect will appear around Ryo, and he can immediately follow up with a special, a super special move, or another parry. It has a 4-frame startup, so it is relatively fast, but it is not instant. Furthermore, whiffing the parry will leave Ryo wide open and vulnerable to being severely punished, so it is best not to be predictable with this move. However, at 14 frames, the move is very active, so those with good input timing may find it very easy to shrug off attacks with this parry.

Gedan Uke

Gedan Uke
3D
3D
XV ryo 3d ima.png
"Low Level Block"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
- - Special, Super 5 8 (Parry Window) 10 - - - - -
  • Increases Power Gauge by 80 points on successful parry.
  • Can be instantly followed up with any kind of special (including supers) or another parry.
  • 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 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.

Kizami Duki

Kizami Duki
AC
AC
XV ryo 4a ima.png
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 29 5 16 +6 +2 - 40 120
  • Can be easily beaten out by mashing opponents.
  • Combos into cl.D at close range.
  • 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. 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.

Special Moves

Kohou

Kohou
623A/C/AC
623A/C/AC
XV ryo 623a ima.png
"Tiger Roar"
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

80 Mid super 4 10 26 (10 on ground) SKD (31: Tech / 58: Non-tech) -17 Full body against non-projectile air moves: 1 to 5 (5 Frames) 80 100

C C

125 (90+35) Mid super(1) 5 12 48 (13 on ground) SKD (18: Tech / 45: Non-tech) -38 Full Body: 1 to 9 (9 Frames) 110 (80+30) 130 (100+30)

AC AC

150 Mid - 4 13 43 SKD (18: Tech / 45: Non-tech) -37 Full Body: 1 to 9 (9 Frames) 0 120

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.


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 623C's hits combined. Can be used to end combos when there's no other metered options available.

Ko-Ou Ken

Ko-Ou Ken
236A/C/AC
236A/C/AC
XV ryo 236a ima.png
"Tiger Fist"
XV ryo 236ac ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

75 Mid super 17 6 20 SKD (40: Tech / 67: Non-tech) -1 (Close) to 2 (Max Range) - 80 80

C C

85 Mid super 19 9 19 SKD (33: Tech / 60: Non-tech) -5 (Close) to 3 (Max Range) - 80 100

AC AC

87 (40+50) Mid - 15 Full Screen Projectile 32 SKD (42: Tech / 69: Non-tech) +1 (Close) to 20 (Max Range) - - 60 (20+40)

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.

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, 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.


C version: Sends Ryo very far, and given its active frames, it is capable of hitting an opponent near the middle of the screen even when Ryo is in the corner. Unsafe point blank, but can be made safer with proper spacing.


EX version: Full screen projectile that hits twice and can power through non-EX fireballs. Great for winning fireball wars. Plus on block even at point blank, allowing for some extended pressure, especially in the corner.

Hien Shipuu Kyaku

Hien Shipuu Kyaku
214B/D/BD
214B/D/BD
XV ryo 214b ima.png
"Flying Gale Leg"
XV ryo 214d ima.png
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

87 (40+50) Mid - 5 6 34 SKD (13: Tech / 40: Non-tech) -20 - 100 (40+60) 120 (60+60)

D D

141 (40+50+60) Mid - 14 6 (10) 3 26 SKD (36: Tech / 63: Non-tech) -10 - 120 (40*3) 180 (60+60+60)

BD BD

113 (30+50+40) Mid - 7 2 (2) 4 (9) 4 28 SKD (36: Tech* / 75: Non-tech) -13 - 0 160 (60+40+60)

Ryo leaps into the air and performs two flying kicks. Ryo's tatsu is unique in that its multiple hits do not occur consistently throughout the move—the first two hits occur rapidly at the start, with a long recovery period before Ryo attacks again; the third attack (D and EX version) also has a long recovery period before Ryo lands back on the ground. Unfortunately, this means that Ryo's tatsu is significantly more unsafe than other tatsus in the game, and Ryo is likely to get severely punished if this move is blocked. For these reasons, Ryo's tatsu is best used only as combo filler.


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. Can be used for starting corner combos.


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.

Zanretsuken

Zanretsuken
646A/C/AC
646A/C/AC
XV ryo 646a ima.png
"Relentless Fist"
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

168 (12*10+60) Mid super(11) 8 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 28 HKD (69) -41~-29 - 0 -

C C

128 (12*10+20) Mid super(11) 18 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 28 SKD (36: Tech / 63: Non-tech) -38~-26 - 0 -

AC AC

158 (9*17+12*2+30) Mid - 15 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 (3) 1 28 SKD (36: Tech / 63: Non-tech) -62~-46 - 0 -

Ryo enters a stance and performs several high speed punches with his inner fist. If any of the hits snag the opponent, they will be vacuumed in and hit by the rest of the move's attack. Even with meter, this move has poor range and long startup, meaning it is very hard to use as a combo starter or after 6A. Secondly, Zanretsuken pushes Ryo back on block, so if he is unable to land it, not only will Ryo be left wide open, but he will be sent out of close range, where he works best. For these reasons, Zanretsuken works best as a midcombo extender, such as 646A after 214BD or 646AC after 214BD, cl.C/cl.D.

646AC is the cornerstone of Ryo's metered combos. Faster, more damaging, and more active than 646C and even having anywhere juggle properties, it is part of what makes getting hit by Ryo's metered combos so threatening. Ryo can only connect this move once per combo, so be sure on which version you want to use.


A version: Combos from lights and causes a sliding hard knockdown, and is Ryo's only hard knockdown option outside of supers. Does more damage than the heavy version.


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 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.

Super Special Moves

Haoh Shoukou Ken

Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC
XV ryo 641236p ima.png
"Supreme Ruler's Roaring Fist"
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

180 Mid advanced, climax 19 Full Screen Projectile 57 HKD (+35) -27 (Close) to 13 (Max Range) Full Body: 1 to 3 (3 Frames) 0 -

AC AC

320 Mid climax 13 Full Screen Projectile 50 HKD(+64) -20 (Close) to -6 (Max Range) Full Body: 1 (1 Frame) 0 -
  • Massive fireball.
  • A version is slow enough to catch people rolling/jumping expecting the C version.
  • C version is very fast, for catching people doing special moves from full screen away.
  • MAX version is as fast as C version, but with a longer activation freeze.
  • MAX version lets you juggle after when canceled into from the final hit of Ranbu.

Ryo shoots a massive fireball from his hands. Compared to Robert's fireball super, it's a bit slower by a frame (level 2) or two (level 1), but it has significantly less recovery.

Ryuuko Ranbu

Ryuuko Ranbu
2363214A/C/AC
2363214A/C/AC
XV ryo 2363214p ima.png
"Dragon & Tiger Wild Dance" "Kyokugen-ryu secret technique!"
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120) Mid advanced, climax 10 20 22 HKD(+47) -29 Full Body: 1 to 5 (5 Frames) 0 -

C C

200 (0 + 5*2 + 10 + 5 + 10*2 + 5 + 10 + 5*4 + 120) Mid advanced, climax 12 20 22 HKD(+47) -29 Full Body: 1 to 5 (5 Frames) 0 -

AC AC

330 (0 + 10*3 + 15 + 10 + 15*2 + 10 + 15 + 10 + 15 + 10 + 15 + 10 + 30*2 + 100) Mid climax (1~15,18) 10 21 21 HKD(+44) -9 Full Body: 1 to 17 (17 Frames) 0 -
  • Full screen dash into a flurry of strikes.
  • A version stops slightly short of full screen.
  • C version goes full screen.
  • MAX version goes full screen (but slower than C version), and has full invulnerability for ~the first 1/3 of travel.

Climax Super Special Moves

Shin • Tenchi Haoh Ken

Shin • Tenchi Haoh Ken
2141236CD
2141236CD
XV ryo 2141236cd ima.png
"True Heaven and Earth Fist"
"One hit certain death!"
Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
450 Min:250 Mid - 13 3 60 HKD(+3) Guard Crush (-14) Full Body: 1 to 14 (14 Frames) 0 -
  • Full invincibility.
  • The guard crush effect is to your detriment, since all it does is reset the opponent's guard gauge.
  • Does no extra damage whatsoever on a counter hit due to a cinematic 0 damage hit at the start.

A massive punch with more range than the animation implies. Technically hits twice due to a 0-damage hit at the start of the cinematic, which also prevents Ryo from scoring extra damage from a counter hit.

Misc

Videos

Ryo Sakazaki and Robert Garcia Reveal Trailer
The King of Fighters XV

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The King of Fighters XV
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