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Ryo Sakazaki (2k2UM)

6,913 bytes added, 14:51, 11 April 2016
HSDM
[[File:Ryo.jpg|right|frame]]
 
==Movelists==
[[File:Kof02ummovelistryo.png]]
 
==Normals==
'''Close'''
*cl.A/B/C/D are special cancellablecancel-able
*cl.A chains into itself
*cl.B is negative on block and best used within combos
'''Stand'''
*only s.A is special cancellablecancel-able
*s.A chains into itself
*s.B is a great horizontal spacing tool
'''Crouch'''
*cr.A/C/D are special cancellablecancel-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 cancellablecancel-able
*all his crouching normals are safe to -1 on block
*many of Ryo's BnBs stem from his cr.A/B starters
'''Jumping'''
*'''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
'''Blowback'''
*Ryo's s.CD is quite fast and is even on block
*s.CD is whiff cancellable cancel-able which gives Ryo an interesting advancement ability by canceling into qcf+C 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
'''Joudan Uke''' - (f + B)
*Ryo throws out his palm and forearm parrying the opponents next move
*this move essential eats up some or all of the active frames of your opponents moves.
*this version will parry mids and high attacks, but 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's, but not low fireball like Iori's
*it can cancel normals into Ryo's parry from block stun allowing for blockstring mixups if you think your opponent will try to attack.
*it 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
==Special Moves==
'''Ko Ou Ken/Ken Ko ''' - (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, make the opponent fly into the air and cause soft knockdownKohou - dp + *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's harder hitting combo ender for a jumpin you've 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
'''Hien Shippu Kyaku ''' - (hcb + B/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
Zansetsuken '''Kohou Shippuken''' - f, b, f (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 cancellableKohou Shippuken - qcb + A/*both versions do significant guard damage*Cversion 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 possibilityMouko Raijinsetsu - qcf + B/D*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 midRyuuko Ranbu - qcf, hcb + *causes soft knockdown*A/version is slower. can be used in combos or to punish lazy jumping*Cversion 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
==Super Desperation Move==
'''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 ''' - (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 version 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''' - (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:
Geki Ryuuko Ranbu qcf + C,A
{{#ev:youtube|2_Jo3GHKIpk}}
==Combos==
540
edits

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