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The King of Fighters 2002 UM/Ryo Sakazaki

4,963 bytes added, 14:51, 11 April 2016
*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
*only s.A is special cancellablecancel-able
*s.A chains into itself
*s.B is a great horizontal spacing tool
*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
*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
'''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
'''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 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
'''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

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