Difference between revisions of "The King of Fighters 2002 UM/Ryo Sakazaki"

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(Normals)
(Command Moves)
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'''Joudan Uke''' - (f + B)
 
'''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)
 
'''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==
 
==Special Moves==

Revision as of 19:21, 19 February 2015

Ryo.jpg

Normals

Close

  • cl.A/B/C/D are special cancellable
  • 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

Stand

  • only s.A is special cancellable
  • 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 Bao it will whiff completely

Crouch

  • cr.A/C/D are special cancellable
  • 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 cancellable
  • 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
  • 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

Blowback

  • Ryo's s.CD is quite fast and is even on block
  • s.CD is whiff cancellable 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

Throws

Tana Otoshi - (close b/f + C)

  • causes hard knockdown

Tomoe Nage - (close b/f + D)

  • 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

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


Kohou - dp + A/C


Hien Shippu Kyaku - hcb + B/D


Zansetsuken - f, b, f + A/C


Kohou Shippuken - qcb + A/C


Mouko Raijinsetsu - qcf + B/D


Desperation Move

Haohshoukoken - f, hcf + A/C


Ryuuko Ranbu - qcf, hcb + A/C


Super Desperation Move

Tenchi Haohken - qcf x 2 + AC


HSDM

Retsu Ryuuko Ranbu - qcf, hcb + AC


Geki Ryuuko Ranbu qcf + C,A


Combos

  • cr.B×1~2, Far A, hcb+B
  • cr.B, cr.A, qcfx2+AC
  • cr.B, cr.C, qcf+P/hcb+K/qcf hcb+P
  • qcb+P, hcb+B/qcfx2+AC
  • qcb+A, (run) Far A/cr.C
  • (corner) j.C, cl.C, qcf+A, dp+A/cr.C/cl.D


JCD Counter Hit

  • j.CD (CH), qcf+C
  • (corner) j.CD (CH), qcf+A, dp+C
  • (corner) j.CD (CH), qcfx2+AC
  • (corner) j.CD (CH), hcb+D


Max Mode

  • (corner) j.C, cl.C, f b f+C, (DC) qcb+C (1), (DC) dp+C (1), (DC) qcf+D


BC Mode

  • f+A,(BC run) cl.C, qcf hcb+A/qcfx2+AC
  • 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


The King of Fighters 2002 UM
System

FAQControlsGaugesMovementOffense and DefenseMiscellaneous

Characters

Andy BogardAngelAthena AsamiyaBaoBenimaru NikaidoBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeChrisClark StillEX KensouEX RobertEX TakumaFoxyGoro DaimonHeidernHinako ShijouIori YagamiJhun HoonJoe HigashiK'Kasmui TodohKim KaphwanKingKula DiamondKusanagiKyo - 1Kyo - 2Kyo KusanagiLeona HeidernLi XiangfeiLinMai ShiranuiMatureMaximaMay LeeNamelessOrochi ChrisOrochi ShermieOrochi YashiroRalf JonesRamonRobert GarciaRyo SakazakiRyuji YamazakiSethShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardVanessaViceWhipYashiro NanakaseYuri Sakazaki