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The King of Fighters XIII/Ryo Sakazaki/Strategy
Spacing
Far Range
The Ryo player needs to focus on getting in close, while carefully adjusting to the opponents play style. There is not much he can do at further ranges but he does have a number of ways of getting in. It is possible use f,hcf+P projectile and carefully timed movement (rolls, jumps, high jumps, and hops) to discourage reckless projectile zoning. Ryo can also use f+B and df+B to parry even projectiles as he draws himself closer to the opponent. Ryo employs the "Advancing Wall of Doom" approach - the player can gradually advance towards the opponent and prepare to catch them off guard. It is best to stay at the mid to close range with a character like Ryo because from those two positions he has a lot more options, allowing the player to exploit his game play better. If the offensive player is advancing towards Ryo from the full screen, Ryo can use his cr.C (or neutral jump/f+B parry) to anti-air the opponent then draw himself close to the opponent for some offense and/or possible mix ups.
Mid Range
Ryo can use qcf+A or C to keep opponents out (preferably as a pre-emptive anti-air). If the opponent goes for blatantly obvious jump in, Ryo's st.A, cr.C or a neutral jump normal will cripple the opponents offense from the air. Ryo is noteworthy for having very good normal moves so this will play an important role in the neutral game at this range. There are number of getting closer to the opponent, such hop/hyper hop forward jumping normal for forcing the opponent to the defense and hit confirming into a potential combo. Ryo's qcf+A and qcf+C are both safe on block, so use these projectiles in moderation as you fight the opponent. Ryo still should be getting in close because up close is where Ryo excels at as well. Ryo can also deal with the opponent offensive movements with his parry (f+B and df+B) = make very careful use of this when you are making a read and if you know the opponent is going to do something reckless. Ryo needs to be the one forcing the opponent into a tight spot. He also needs to be focused on cornering the opponent at this range, because his big damage, corner lock down, and frame traps become prevalent overtime.
Close Range
From up close, Ryo can use his f+A for confirming into a big time HD combo, sense it is relatively quick and can be somewhat difficult to react to, especially in clutch situations. Ryo's qcf+A is 0 frames (neutral) on block. In the corner, Ryo can perform cl.C, qcf+A and the follow up with DP+C. Ryo's cl.C and qcf+A block string can be used for hit confirm in some scenarios because qcf+A does not have any real recovery. After qcf+A (if the opponent blocks), he can quickly use st.D into qcf+A because st.D come out very quickly. It is also important to keep in mind that st.D is great for meaties and catching opponent on their wake up. Another aspect that Ryo excels at is guard crushing. From up close, Ryo's offense can prove to be lethal because of how hard he hits. At the mid range, Ryo can use cl.C, hcb+B to drive the opponent into the corner a bit more (EX hcb+K helps a lot more as it corner carries opponents and sets a juggle state for more elaborate and damaging combos). Do not use any other special move besides qcf+A or qcf+C because those are his safest options from up close. If the player should use any other special it is important to make sure that the opponent is getting hit by the normal move before then.
Cornered Opponent
Cornered
Meter Options
With No Meter/No Drive
With 1+ Meter/No Drive
With No Meter/50%-100% Drive
With 1+ Meter/50%-100% Drive
Tips
One of Ryo's most effective weapons is his Kohken (qcf+P). This move sets up a good deal of offense and is a great defensive tool.
Though Ryo's fireball is not a fullscreen forward progressing projectile, this is in no way a weakness. When using Ryo, consider his projectile to be a shell that expands and contracts accordingly to the right situations, and Fireball A/C/EX versions maintain it.
The facts are:
1. The fireball itself has a much larger hit box than it appears, especially when using the A version, which looks deceptively small, often catching as an anti-air.
2. The fireball has a tech-able knockdown on any version, which is huge in resetting your position or transitioning into rushdown.
3. Blockstun and recovery on the A version is really good, especially in the corner to setup mix-up situations. Blockstun on C version is also great long distance, but can be punished with a fast move if done at close range. However, if you whiff C version Kohken, it can be punished even from long distance from plenty of characters (K' comes to mind), and this is the version players are hoping to jump over or roll through.
4. EX version comes out really fast, has fast recovery and is also safe on block, so use this move to throw the opponent off from reading patterns since it's not expected.
Now with all these uses for the fireballs it sets up everything from being easier to predict when to parry, mix in uppercuts, set up jumps for anti-airs, or super, EX super.
He also has a very effective fireball trap in the corner with A, EX version, and even C version with particular spacing to bait the opponent to stick something out, then follow up with a parry or uppercut.
The downside though is that against maybe one particular character (Chin!!) the fireball game becomes a dangerous game to play due to his (Chin's) low to the ground size. His moves make him invulnerable to the fireballs since majority of the hit box is lower middle to high and makes it really easy for Chin to penetrate Ryo's defense.
Frame Traps and Links
- (L) = Link, can be a frame trap as well.
- "(n) frame gap" = The amount of frames that opponent has to counter a frame trap. If n is 0 or -n, the particular frame trap is, initially, a block string.
1.) st. A > cl. C - 3 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
2.) st. A > cr. C (L) - 2 frame gap between st. A and cr. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
3.) st. A > st. D - 4 frame gap between st. A and st. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
4.) cr. A > cl. C (L) - 2 frame gap between cr. A and cl. C.
5.) cr. A > cr. C (L) - 1 frame gap between cr. A and cr. C.
6.) cr. A > st. D - 3 frame gap between cr. A and st. D.
7.) st. B > st. A - 4 frame gap between st. B and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
8.) st. B > cr. A - 4 frame gap between st. B and cr. A.
9.) st. B > cl. C - 4 frame gap between st. B and cl. C.
10.) st. B > cr. C - 3 frame gap between st. B and cr. C.
11.) cr. B > cl. C (L) - 2 frame gap between cr. B and cl. C.
12.) cr. B > cr. C (L) - 1 frame gap between cr. B and cr. C.
13.) cr. B > st. D - 3 frame gap between cr. B and st. D.
14.) qcf+A > st. A - 4 frame gap between qcf+A and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
15.) qcf+A > cr. A - 4 frame gap between qcf+A and cr. A.
16.) qcf+A > cr. B - 4 frame gap between qcf+A and cr. B.
17.) qcf+A > cr. C - 3 frame gap between qcf+A and cr. C.
18.) qcf+AC > st. A - 0 frame gap between qcf+AC and st. A. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima.
19.) qcf+AC > cr. A - 0 frame gap between qcf+AC and cr. A.
20.) qcf+AC > st. B - 2 frame gap between qcf+AC and st. B.
21.) qcf+AC > cr. B - 0 frame gap between qcf+AC and cr. B.
22.) qcf+AC > far. C - 3 frame gap between qcf+AC and far C.
23.) qcf+AC > cl. C - 0 frame gap between qcf+AC and cl. C.
24.) qcf+AC > cr. C - -1 frame gap between qcf+AC and cr. C.
25.) qcf+AC > st. D - 1 frame gap between qcf+AC and st. D
Best Team Position
Character Matchups
Andy Bogard
- On block, punish Andy's db~f+A with Ryo's st.D or hcb+B.
- Stop incoming hcf+K (any button) with st.C or qcf+A or dp+A. On block, outside of it's max range, punish with a dp+A.
Ash Crimson
- You can only f+B parry Ash's first fireball of his charge b~f+AC projectiles.
- It's hard to punish Ash's [b]~f+BD on block, but if you see it coming, you can parry it with f+B. Cancel the last parry hit into a dp+P or a hcb+K.
Athena Asamiya
Benimaru Nikaido
Billy Kane
Chin Gentsai
Clark Still
Duo Lon
Elisabeth Branctorche
Goro Daimon
Hwa Jai
Iori Yagami (Claw)
Iori Yagami (Flame)
Joe Higashi
K'
Kim Kaphwan
King
Kula Diamond
Kyo Kusanagi (XIII)
Kyo Kusanagi (NESTS)
Leona Heidern
Mai Shiranui
Mature
Maxima
Raiden
Ralf Jones
Robert Garcia
Ryo Sakazaki (mirror match)
Saiki
Shen Woo
- Punish Shen's qcf+A or briefly charged qcf+C with Ryo's crouching C (heavy punch).
Sie Kensou
Takuma Sakazaki
- Use hcb+B, or crouching C to punish Takuma's db~f+K. The EX version of Takuma's db~f+K is safe on block.
- Practice reacting and parrying Takuma's EX qcf+P.
Mr. Karate
Terry Bogard
Vice
Yuri Sakazaki