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Ryo Sakazaki (2k2UM)

10,373 bytes added, 14:51, 11 April 2016
==Move listNormals=='''Close'''*cl.A/B/C/D are special cancel-able*cl.A chains into itself*cl.B is negative on block and best used within combos*cl.D does good guard damage and is fast for a cl.D, slightly negative on block
===Throws===*'''Tana OtoshiStand''': close, b *only s.A is special cancel-able*s.A chains into itself*s.B is a great horizontal spacing tool*s.D has a steep upward angle that makes it a decent anti-air tool. On crouching opponents it will it near the end of its active frames. On smaller crouching opponents such as Chin or f + C Bao it will whiff completely
*'''Tomoe Nage Tomoe NageCrouch''': close, b or f + *cr.A/C/D are special cancel-able*cr.A/B chain into themselves and each other*cr.C has a totally vertical hitbox that is useful as an ant-air*cr.D is whiff cancel-able*all his crouching normals are safe to -1 on block*many of Ryo's BnBs stem from his cr.A/B starters
*'''NOTE''': all of Ryo's jumping normals have neutral and forward versions. These sometimes interact with character sizes differently locking or unlocking angles of attack.
*j.A:neutral is a downward elbow. Forward/backward is a chop
*neutral j.A can hit crouching medium and large characters, but will whiff on small character like Yuri, Bao, Kula etc
*j.B: neutral is a downward knee. Forward/backward is a horizontal kick
*neutral j.B's downward angle allows it to hit on all character size classes
*because of the horizontal angle of forward j.B it has limited crossup possibilities
*forward j.B will whiff on the smaller characters
*j.C: neutral is a quick horizontal punch. Forward/backward is a downward angled punch. Hop neutral j.C is also the downward angled strike
*j.C is Ryo go-to jump in tool. It has nice ambiguous crossup properties.
*j,D: neutral is a spinning air roundhouse with an upward angle. Neutral hop D is also the spinning kick. Forward/backward is a downward angled kick
*j.D in neutral hop is a decent air to air for certain situations, but at full neutral jump the angle to a bit high to be useful. Hop j.D can be used as jump in on large opponents.
*j.D in normal and super jumps are a good jump in tool to start combos, but it has a deceptive hitbox that starts more toward Ryo's ankle and is not very big leaving it an imperfect tool with a tendency to whiff.
*j.D as a jump in will whiff completely on smaller characters like Bao, Chin etc
*j.D does have crossup ability which is much easier to judge on larger characters
===Command Moves===*'''Hyouchuu WariBlowback'''*Ryo': f s s.CD is quite fast and is even on block*s.CD is whiff cancel-able which gives Ryo an interesting advancement ability by canceling into qcf+ AC or by staying in pressure by canceling into one of Ryo's parry command moves*s.CD will whiff on crouching smaller characters*j.CD has a slight upward angle that makes it whiff on crouching characters leaving it largely as an air to air move
*==Throws=='''Joudan Uke Joudan UkeTana Otoshi''': - (close b/f + BC)*causes hard knockdown
*'''Gedan Uke Gedan UkeTomoe Nage''': df - (close b/f + BD)*causes soft knockdown *Ryo throws the opponent behind him 100% of the screen
==Command Moves==
'''Hyouchuu Wari''' - (f + A)
*Ryo slides forward with a thunderous chop
*you can combo into it, but not out of it except to cancel into BC mode
*if done raw it is an overhead
===Special Moves===*'''Ko Ou Ken Or Ken KoJoudan Uke''':qcf - (f + PB)*Ryo throws out his palm and forearm parrying the opponents next move*'''Kohou''': dp + P dp + Pthis move essential eats up some or all of the active frames of your opponents moves.*'''Hien Shippu Kyaku Hien Shippu Kyaku''': hthis version will parry mids and high attacks, hcb + Pbut not lows *if timed correctly it can parry both hits of a 2 hit normal such as Lin's cl.C *this version will parry most mid fireballs like Athena's or Kensou'Zansetsuken Zansetsuken''s, but not low fireball like Iori': f, b, f + P s*it can cancel normals into Ryo'''Kohou Shippuken Kohou Shippuken''': qcb + Ps parry from block stun allowing for blockstring mixups if you think your opponent will try to attack. *'''Mouko Raijinsetsu Mouko Raijinsetsu''': qcf + Kit can be thrown out of the parry by normal and command throws
'''Gedan Uke''' - (df + B)
*Ryo blasts a fist angled to the ground, parrying the opponents low attacks
*parries low normals and low fireballs like Iori's
*like the mid/high parry a wonderful move to make your opponent think twice from throwing out moves in block stun
*it can still be hit by some of the slower sweeps in the game if mistimed
*it can be thrown be normal and command throws
===Desperation Move=Special Moves==*'''Haohshoukoken HaohshoukokenKo Ou Ken/Ken Ko''' : f- (qcf + A/C)*Ryo throws a puissant fist toward the opponent, creating a large burst of physical energy*both versions can be comboed into, hit mid, hcf + P make the opponent fly into the air and cause soft knockdown*both versions have a small hurtbox on Ryo's fist making it possible for opponents to hit Ryo out of the move if you are too predictable in applying it.*A version is faster and leaves Ryo stationary*A version is negative on block, but can be made safe by spacing*A version is one of Ryo's primary pressure and combo tools*C version is slower and moves Ryo forward toward the opponent*C version is more negative on block, but it can be mitigated by spacing*C version is Ryo'Ryuuko Ranbu Ryuuko Ranbu's harder hitting combo ender for a jumpin you'' : qcf, hcb + Pve confirmed and a great way to space your opponent while advancing on them
'''Kohou''' - (dp + A/C)
*Ryo leaps into the air with the most classic expression of fighting: the dragon punch
*both versions hit mid and cause soft knockdown
*both versions are negative on block, C version much more so
*both versions are super cancellable
*A version hits once and has a much shorter vertical reach
*A version is Ryo's best reversal
*C version hits twice, has a vertical reach that nearly hits the top of the screen and Ryo moves forward slightly before hitting
*C version is best used as a more damaging combo ender or way into super, but can be used sparingly in anti-air instances
===Super Desperation===*'''Tenchi Haohken Tenchi HaohkenHien Shippu Kyaku''': qcf, qcf - (hcb + A + CB/D)*Ryo flys through the air in a flurry of kicks *both versions hit mid and causes soft knockdown*both versions are extremely negative on block*both versions are comboable*B version hits twice and goes about half the screen*D version hits three times and goes full screen*D version's 2nd and 3rd hits will whiff on crouching opponents even if comboed (on large opponents only the 3rd hit whiffs)*because of how negative on block these moves they should mostly remain combo filler for corner carry
'''Zansetsuken''' - (f, b, f + A/C)
*Ryo creates a vacuum of punches in front of him, sending the opponent bruised and flying
*both versions hit mid and are very unsafe on block
*both versions can be comboed into
*interestingly both versions will whiff the first hits on crouching opponents, but if it then hits anyway it will still do the full 13 hits
*A version ends with horizontal smash and a hard knockdown
*C version ends with an uppercut and soft knockdown
*C version stays on the screen longer
*if you hit with this move as an anti-air it will vacuum and land all the hits, though it is a little slow to be using consistently as anti-air
'''Kohou Shippuken''' - (qcb + A/C)*Ryo reels back then bursts forward with a sickening punch*both versions hit from Ryo about 1/2 the screen away and are safe on block*hits mid*both versions are super cancellable*both versions do significant guard damage*C version does slightly more damage*Ryo's premier mid-range pressure tool and easily confirmed into super*its hitbox starts on Ryo's elbow when his back is turned giving it an awkward and unlikely anti-air possibility*its downsides are a lack of invulnerability and not being able to combo into it or out of it (except super) '''Mouko Raijinsetsu''' - (qcf + B/D)*Ryo jumps up and falls on the opponent with a fierce chop*both versions hit overhead and are safe on block*both versions cause hard knockdown*B version is a slow short hop that will hop over a crouching opponent if done point blank*B version can hit opponents trying to jump out of your block except in the corner where Ryo will whiff under their jump*B version is best saved as a mixup when you have your opponent cornered or in pressure*D version is a quick, higher arced jump that can hop over the opponent from even three character distances away*D version is a fast way to get on top of your opponent if you suspect they will block or if they are crouching*Ryo can't combo into this move, but you can make interesting blockstrings with it or threaten the overhead as a mixup*it can't reliably as an air to air move as it is easily beaten by most air normals ==Desperation Move=='''Haohshoukoken''' - (f, hcf + A/C) *Ryo summons great power and unleashes a giant fireball*hits mid*causes soft knockdown*A version is slower. can be used in combos or to punish lazy jumping*C version is faster, can be used in combos or to punish lazy zoners '''Ryuuko Ranbu''' - (qcf, hcb + A/C)*classic Sakazaki standard multiple hit ranbu super. Ryo end his in an uppercut*hits mid*causes soft knockdown*A version hits from about starting screen at max range*A version leaves Ryo grounded and has no lower body invulnerability*C version is slightly slower, but hits full screen if your opponent happens to whiff something that far away*C version sees Ryo leave the ground slightly thus will beat lows from the opponent*either version works as Ryo's go to combo ender*neither version has full upper body invulnerability so it is not a useful anti-air tool ==Hidden Super DesperationMove=='''Tenchi Haohken''' - (qcf x 2 + AC)*Ryo rears back and unleashes hell in the form of a midsection punch*hits mid*can combo into it and it will knock the opponent all the way back to opposite corner*on hit it produces an unique effect of leaving the opponent dizzy allow Ryo to follow in with a full combo*extremely unsafe on block*interestingly it does zero guard damage on block ==HSDM==*'''Retsu Ryuuko Ranbu Retsu Ryuuko Ranbu''' : - (qcf, hcb + AC)*Ryo goes beast mode and slams the opponent will many hard hits, ending it by unleashing the tiger and a giant uppercut*hits mid*causes soft knockdown*has the same range as his A + Cversion ranbu super. Also it has the same lack of lower body invulnerability*when you have the meter and/or are in BC mode this is Ryo's most damaging ender '''Geki Ryuuko Ranbu Geki Ryuuko Ranbu''' : - (qcf + C, A)*Ryo cancels into a completely invulnerable and unblockable version of his Ranbu.*the input requires it being hidden inside another move (ie, a normal, a backdash, a roll, an empty jump) and requires precise 1 frame timing.*it has a fairly short range compared to his normal Ranbu super*for an in depth look at how to execute this move here is a video by youtube user ryoandr:  {{#ev:youtube|2_Jo3GHKIpk}}
*cl.C,(BC run) cl.C, dp+C, (SC) qcf hcb+A/qcfx2+AC
*cl.C,(BC run) cl.C, f+A, qcfx2+AC
'''Max Mode Tenchi Haohken Set-ups'''
* j.C, cl.C, f+A, (BC) qcfx2+AC,(dizzy, corner) j.C, cl.C, qcf+A, dp+A
* j.C, cl.C, f+A, (BC) qcfx2+AC, (dizzy), j.C, cl.C, qcf hcb+A
* j.C, cl.C, f+A, (BC) qcfx2+AC, (dizzy), j.C, cl.C, dp+C (1), (SC) qcf hcb+A
* j.C, cl.C, f+A, (BC) qcfx2+AC, (dizzy), (BC) j.C, cl.C, MAX2
* j.C, cl.C, f+A, (BC) cr.C, qcfx2+AC,(dizzy), (BC) j.C, cl.C, MAX2
*j.C, cl.C, (BC) cl.C, f+A, dp+C (1), (SC) qcfx2+AC, (dizzy), (BC) j.C, cl.C, MAX2
==Discussion Threads==
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== Videos ==
Ryo Master Class
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[[Category:The King of Fighters 2k2UM]]

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