Ryo Sakazaki (2k2UM)

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Revision as of 20:27, 17 February 2015 by Macrobeast (talk | contribs) (Normals)
Ryo.jpg

Contents

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 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)

Joudan Uke - (f + B)

Gedan Uke - (df + B)


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


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