Ryo Sakazaki

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Ryo Sakazaki

In a nutshellArt of Fighting protagonist, KOF regular, and the original Ryu clone that caused Capcom to create Dan in parody. Ryo has a moveset that should be somewhat familiar to a 'shoto' player, though Ryo cannot play a full zoning game but makes up for it with his close-range tools. Ryo has a strong set of fundamental normals with plenty of hard-hitting, cancelable pokes that beef up his grounded game. Although an executionally simple character, Ryo can deal solid damage with meter while controling both the neutral and close ranges. As such, Ryo makes for a viable character for any level of play.Video WalkthroughMove ListNormal MovesNameCommandDamageSpecial Properties (glossary)Standing Light Punch

25Standing Light Kick

30

Standing Heavy Punch

80

Close Heavy Punch

70

Standing Heavy Kick

70

Crouching Light Punch+25Crouching Light Kick+30Crouching Heavy Punch+701st hitbox:Crouching Heavy Kick+80Blowback Attack+75Jumping Light PunchairJump: 45Hop: 40

Jumping Light KickairJump: 45Hop: 40

Jumping Heavy PunchairJump: 72Hop: 40

Jumping Heavy KickairJump: 70Hop: 68

Jumping Blowback Attackair+Jump: 90Hop: 80

Unique AttacksNameCommandDamageSpecial Properties (glossary)Hyouchuuwari+70Hyouchuuwari (canceled-into)+65

Joudannuke+0Gedannuke+0ThrowNameCommandDamageSpecial Properties (glossary)Tomoe Nageor+or(while close)100Special MovesNameCommandDamageSpecial Properties (glossary)Ko'ouken+: 55: 70: 120Koho+: 65(furthest distance): 35: 75+50: 160(furthest distance): 100Hien Shippuukyaku+: 40+50: 40+50+60802

Zanretsuken+: 0+1211+80: 0+1211+50: 0+1519+90:::Desperation MovesNameCommandDamageSpecial Properties (glossary)Ryuuko Ranbu+: 0+52+104+5+102+5 +10+5+115: 0+102+152+10+154 +10+154+10+154+30+40+100::Haou Shokouken+200

Shin: Tenchihahouken++480

Console Changes Ryo's parries, Joudannuke (f+B) and Gedannuke (df+B), are faster (shorter overall animation). Gedannuke in particular is very fast and it can even be used for strings (by canceling normals). Ryo moves forward more when doing his Ko'ouken (qcf+P). Heavy Zanretsuken (f b f+P) has faster recovery on hit. It can be comboed to a light Zanretsuken (f b f+A) in the corner. Standalone Hyouchuuwari (f+A) has faster startup. Light Koho's (dp+A) rises faster and has reduced active frames. As a result, the complete duration of the move is shorter, so it can be used for more occasions. Light Koho (dp+A) can be Drive-canceled, which allows for juggling. Haou Shokouken (f hcf+P) has faster startup. It can be comboed from a heavy attack or even be used to counter projectiles.StrategyMove AnalysisNormal Moves Standing Light Punch ()- High straight punch at Ryo's shoulder level. Standard anti-air against eising hops and reasonable poke in some instances. Unlike in previous games, Ryo's Standingwill whiff against most crouching characters. This makes the move less important as part of Ryo's offense, but Standingcan serve the same purpose as his old Standing. This attack will, however, connect against crouching opponents inside of a combo. Standing Light Kick ()- Ryo performs a forward straight kick that can be canceled. The startup time is just a bit longer than Standingthough the range is superior and the lower hitbox will always connect against crouching characters. A nice poke for when up close to the opponent and cancels nicely into Ko'ouken (+) for a frametrap. Take care when attempting to walk forward and use this move as Joudannuke (+) is easily activated from theinput. Avoid this by moving to a neutral position before pressing. Standing Heavy Punch ()- A buffed Standingstraight punch. Functions as an anti-air choice against low-to-ground opponents if the player tips the opponent with Ryo's fist, or as a preventive anti-air as part of a blockstring. Similarly to Standingthis attack whiffs on the majority of crouching characters but on block or hit cancels into special moves. Risky to whiff and is quite vulnerable to low attacks but will combo into/form a solid blockstring into Ko'ouken (+). Close Heavy Punch (Close)- Short-ranged body blow. Standard 'Close Heavy Normal' that cancels into command normals or specials, with heavy hitstun. Slightly faster than Standingand sometimes nice to leave uncanceled, then attempt to attack with a Light Normal immediately after recovering. Standing Heavy Kick ()- A wicked kick to the shin that's always cancelable, but does not hit low. This was previously Ryo's Close Heavy Kick only now it can be done without a close proximity restriction. One of Ryo's best pokes with a great hitbox for stuffing attacks or canceling into Ko'ouken (+). Leaves the player with the initiative on block if uncanceled. Great for starting a combo or an offense, but mind that the opponent can hop over Ryo's leg and land a jumping attack. Minimize this risk by gaining the offensive or frame advantage before using Standing, or by forcing the opponent to play a more grounded game by anti-airing often. Crouching Light Punch (+)- Basic KOF Crouching. Shorter ranged than Crouchingthough more advantageous on block. The primary use of Crouchingcomes in to play as part of Ryo's basic hitconfirms since this attack can be canceled into special moves. Both Couching and Standingcan be used in combos for 2-in-1s, though Crouchingis a safer option as it will connect against a crouching opponent. Both moves have the same reach, though it may be easier to use Standingto cancel into Hien Shippuukyaku (+). Crouching Light Kick (+)- Fast low kick that can be chained into itself. Ryo's main low threat that is delay chainable into Standing/Crouchingand links into Crouching. Has a decent reach andworks as a strong tripguard meaty option since it leads into a combo. The biggest issue with this attack is learning to avoid triggering Gedannuke (+) when walking or running forward to pressure the opponent with lows. When walking forward, shift immediately fromto+without touching. When running into a Crouchinglet go of/and go directly into+. Most other characters can get away with sliding fromto+but Ryo players need to take the extra step to avoid using an unwanted command normal. Crouching Heavy Punch (+)- Ryo's crouching uppercut which causes him to stand. There are two hitboxes on this move; the first and lower hitbox when Rho's still crouching and then the second hitbox when he stands. The initial hitbox is cancelable and fits in to Ryo's close offensive game. The later hitbox is more for anti-airing. Strong anti-air normal against jumps, while hops can be beaten if done on reaction quickly enough. There's a deceptive horizontal range on this move that sets up for strong frametraps. The Crouching, Crouchinglink is a built-in frametrap should the opponent block or should the player miss the timing. The Crouchingwould remain uninterruptable to all but reversals. A great move to cancel into Ko'ouken (+) to form a blockstring and maintain frame advantage while giving enough time to easily confirm a hit in the corner which allows the player to tack on an extra hit. Crouching Heavy Kick (+)- Ryo's sweep actually has a good range to it in XIII. Crouchingis Ryo's furthest-reaching grounded normal in his arsenal, and the player can cancel it on block or hit. The player could use the attack to meaty a poor anti-air, end a blockstring with it to counter an opponent's attack, or use the range to punish a whiffed normal. Another choice for canceling into Ko'ouken (+), but like all sweeps in KOF it remains very vulnerable to hops. Blowback Attack (+)- Ryo shifts his weight forward and attacks with a powerful hook. The hitbox on this attack is wide so a player can find instances to use this attack as an anti-air or set it up as a frametrap to land a counterhit. Whiff and Special cancelable, like all Blowback Attacks. Jumping Light Punch (Air)- Jumping elbow with a horizontal hitbox near Ryo's head. Only notable as an air-to-air when done on the upward arc of a jump to intercept an oncoming aerial opponent, so that Ryo's elbow hits the opponent from below. Jumping Light Kick (Air)- Jumping knee strike, though nowhere near as good as Kyo's Jumpingas an air-to-ground attack. Ryo has better vertically-aimed jumping attacks so the applications of this move are limited. Jumping Heavy Punch (Air)- A punch aimed 60 downward and Ryo's most vertically reaching jumping normal. The best air-to-ground attack when close to an opponent and for coming down on enemies' sweeps and slides. Jumping Heavy Kick (Air)- Jumping side kick similar to Ryu's Jumping Forward, but with a downward angle. Has both horizontal and vertical reach. An alright air-to-air attack when the opponent is below Ryo's leg, but vulnerable to air-to-airs from above or against far-reaching horizontal hitboxes. Also good as an air-to-ground attack, but moreso when outside of Jumping's close spacing since the vertical length is shorter and thus more susceptible to anti-airs. Can cross up an opponent but must be input late in the jump arc. Great when spaced so that the opponent is tipped by Ryo's foot. Hard to anti-air with normals from this spacing since the vulnerable hitbox stays behind the active hitbox. If Jumpingis input preemptively, the opponent could crouch and meaty the Ryo player's whiffed jumping attack. Jumping Blowback Attack (Air+)- The Kyokugen Helicopter. Ryo spins with both arms outstretched, with the frontal arm aiming slightly downward at a 30 angle. Strong horizontal and vertical hitbox and functions strongly as an air-to-air and can be timed late to hit crouching opponents. Creates a hitbox wall when done while jumping in, with a longer range than Jumping. When done early in the air the move will beat a deal of enemy air-to-air attacks. If done too early in the jump arc, the enemy can stay on the ground and punish the Jumping Blowback Attack with a low meaty.Unique Attacks Hyouchuuwari - (+)- Ryo's signature overhead chop. The hitbox on Ryo's arm is large, giving the move a deceptive range that allows a player to space the overhead from a far distance to reduce the chance of a counterattack while making the normal safer on block. While the startup is somewhat slow, Hyouchuuwari is one of the better grounded overheads in the game which contributes to Ryo's great close-ranged game. Traditionally a strong meaty on the opponent's wakeup when spaced to pester the opponent to block high, though doing so predictably will lead to the enemy reversaling through the overhead. The player could try to use the attack more conservatively while saving for instances where Hyperdrive or Super Meters allow for a big damage output. Easy to hitconfirm into a supercancel (think Third Strike) or HD Mode. This alone makes the overhead a powerful option for the player, since it can catch the enemy off guard as most overheads in KOF are jumping attacks off of hops. Still, the move is reactable and is somewhat punishable if the opponent blocks the attack close. Hyouchuuwari (canceled-into) - (+)- If a normal attack is canceled into Hyouchuuwari, the commmand normal ceases to become an overhead attack. Otherwise the player can still cancel into the Ryuuko Ranbu (+) or HD Mode. Combos from Heavy attacks and pushes the player back to safety from most punishes on block; an alright option to cancel into from both Light and Heavy attacks as a frametrap. Joudannuke - (+)- Ryo steps forward with his upper hand making a stopsign which will parry mid and high hitting attacks while negating all damage. On a successful parry, a red flash circles Ryo's arm and the player can cancel the parry only into a special or DM. Essentially this move works like a counter attack where on success the player can choose which special to follow up with. Can be canceled into to beat Counter CD attacks. Attack with a cancelable normal such as Crouchingand then cancel immediately into+. If the opponent countered, Ryo will successfully nullify the attack and have enough frame advantage to recover and punish the enemy with a Closefor a combo. This counter attempts is punishable if the opponent had blocked, though using a heavier attack to cancel into Joudannuke reduces the opponent's frame advantage. Very dangerous to whiff due to the heavy recovery and the player is vulnerable to low attacks and throws for the whole duration. Gedannuke - (+)- Ryo's low parry, which will stop low-hitting attacks only. Cancels into specials or DMs on success, though the player is vulnerable to throws, mid and high attacks. Only the first half of the move has active countering frames.Throw Tomoe Nage (or+or[while close])- Ryo falls backward and tosses the opponent with his momentum. Causes a hard knockdown, though the opponent is thrown the full screen away which doesn't allow the player to run in close enough to meaty the opponent. If the opponent is throw into the corner this changes and allows the player to set up a safe jump, empty hop into a meaty low or throw, or whatever close range option wanted.Special Moves Ko'ouken - (+)- Ryo's 'projectile' that doesn't travel passed his fist, but acts as a huge poke with its fat hitbox. This is Ryo's safest offensive special due to being safe on block while the opponent can only punish a 2-in-1 by Guard Cancel Rolling through the cancelable normal and predicting the Ko'ouken. On hit, an opponent will always be put in a soft knockdown. Theversion comes out moderately fast but is quite lacking in range, requiring a player to be close to the opponent for it to hit. What it lacks in range is made up with the frame advantage it leaves the player with on block, while on hit the player can Supercancel or even link a followup hit in the corner. Ryo's safest move to cancel into and a great part of his close offense. TheKo'ouken moves Ryo forward at the cost of being more neutral on block. Combos from Heavy attacks like theversion but cannot be Super or Drive Canceled. From the max spacing of Crouchingor StandingtheKo'ouken will come up short and whiff, requiring theversion instead. The big hitbox can stuff jumping attacks, normals, and specials once active. The startup duration is quite vulnerable when done alone though, with the more-reachingversion being extra vulnerable during the forward movement before activating. [File:Ex.png]]Ko'ouken - (++)- Starts up fast enough to combo off of light attacks, moves Ryo forward like in theversion, and has a window of startup invulnerability. While it has a tiny window of ghetto invuln, a more resourceful use is to save theversion for corner combos as the opponent is launched slightly higher than with theversion. Koho - (+)- Ryo's invincible DP/Shoryuken/Uppercut and traditionally one of the best in KOF. For anti-air and reversal purposes, theversion is the better option due to the attack only hitting once for a knockdown and recovering faster. TheDP hits twice where the first, Super/Drive Cancelable hit can connect as a reversal, but the second hit that causes a knockdown can sometimes whiff and make the move unsafe on hit. To minimize this risk, stick with theversion or cancel the first hit of theKoho for a knockdown. For inside of combos theversion is preferred for more damage while having that first cancelable hit. Koho - (++)- Invulnerable startup, hits only one time. Best used as a more powerfulKoho on wakeup or as an antiair. All versions of Koho deal more damage if the opponent is hit deeper, in the earlier frames of the move. Hien Shippuukyaku - (+)- A forward flying spinkick that causes a soft knockdown. Punishable on block. Hien Shippuukyaku is fast enough to punish certain moves made 'safe' by spacing and connects against crouching characters in Ryo's hitconfirms. Theversion is slower, but can still connect from light attacks if canceled fast enough, though the higher hitbox will cause this attack to whiff on crouching opponents. The different arc and three hits increase the usefulness of this move in Ryo's juggle combos, just not so much in basic combos. Hien Shippuukyaku - (++)- Similar to the speed of theHien Shippuukyaku, but hits twice and connects against crouching opponents while launching the opponent for a followup afterward. Increases the damage off of Ryo's Light hitconfirms. Zanretsuken - (+)- A multi-hitting punch 'ranbu' that sucks the opponent in on hit. Only connects from Heavy attacks and is unsafe on block on block or whiff while a trade will deal no damage to the opponent. Save it for combos. Theversion of this move causes a hard knockdown and will hit crouching opponents unlike+and works more consistently as a punish. Theversion of this move launches the opponent upward in a juggleable state which allows for Drive Cancel followups. Zanretsuken - (++)- Identical to theversion but the opponent is launched straight above Ryo which allows for a followup without using a Drive Cancel.Desperation Moves Ryuuko Ranbu - (+)- Ryo's 'ranbu' DM where he dashes forward and starts an automatic combo on hit. Causes a soft knockdown against the opponent that leaves the player with a slight frame advantage, though not enough to safely hop at the opponent. Ryo's main DM to cancel into as Haou Shokouken is slow, and the player can get about as much damage from a basic DM combo than from one EX move. Combos from Hyouchuuwari (+) and Heavy attacks, most notably Crouching. Easily punishable on block, and deals no damage on a trade. Ryuuko Ranbu - (++)- A more damaging ranbu ending with a Haou Shoukouken. The startup speed is improved which allows the DM to connect in more places, and the first few frames are invulnerable. A nice, damaging DM. Haoh Shokouken - (+)- A super Ko'ouken that travels the full screen. The projectile itself is large and cannot easily be jumped over, though an opponent can roll through or simply block the attack for minimal chip damage. Risky if thrown out as a potential anti-air as the startup is too slow to be used on reaction to a hop and a grounded opponent can roll through or punish with an invulnerable move. Theversion travels the screen slowly and can meaty roll attempts done too early. Theprojectile travels fast and works as a fullscreen punish to projectiles and whiffed moves. Either version can be rolled, but there's no telling which one will be used. If one rolls too early anticipating the faster version, theversion could meaty a roll attempt. Wait too long and the risk of the fast version hitting increases. When in doubt, just block and take the small amount of chip. Shin: Tenchihahouken - (++)- A one-hit-wonder Neomax punch that can combo from Light attacks. Similar in speed as+and entirely invulnerable until after attacking. This DM can easily be incorporated into HD combos, Max Canceled or not. Aside from combos, it can be used as a reversal against close opponents though it's possible that the opponent could perform a safejump to bait it. Deals 60% damage if registered as a counterhit. The only way to set this up reasonably would be to react to a very sloppy meaty attempt, or to anti-air a jumping attack.Tips and TricksCombos0% Drive0 Bar (jumping attack)/cr.B cr.B cr.A/st.A xx hcb+B- ( ) Basic low hitconfirm. (jumping attack) cl.C/st.D xx hcb+D- ( ) (corner) (jumping attack) cl.C/st.D xx qcf+A, ...hcb+B ...st.D Neat corner combo that links after Ryo's safe qcf+A. hcb+B has the most range and works the most consistently. 'cr.B, cr.C xx special Doubles as a low hitconfirm that can combos into any special while doubling as a frametrap.1 Bar cr.B st.A xx hcb+BD, dp+C- ( ) cl.C/st.D f+A xx qcf,hcb+P- ( ) f+A xx qcf,hcb+P- ( )50% Drive cr.B st.A xx hcb+BD, dp+C (DC) hcb+D, dp+C- ( )100% Drive1 Bar cl.C/st.D f+A (HD) cl.C/st.D f+A xx hcb+BD, [dp+C (HDC) hcb+D] x3 dp+A (HDC) fbf+A- (727) Fullscreen corner carry HD combo that only requires one meter. Really delay the dp+C after the hcb+BD in order to carry to the corner.Team Order1st positionPros Cons 2nd positionPros Cons 3rd positionPros Cons Basic StrategyOffense The closer in to the opponent, the more options available as blockstring length increases. Any range where qcf+A will connect is excellent, though being in range for st.D is also fine. cr.B pressure works as long as the player takes precautions to avoid triggering df.B when moving in. The player can chain and blockstring into cr.A while still having the threat of canceling into qcf+A or f.A or simply using a heavy attack afterward like st.D. Up close cr.B, cr.C works as a wonderful frametrap/link combo and can safely be canceled into qcf+A. The hitbox of cr.C is huge when up close, especially against a cornered opponent. The player can even land a deep cr.C xx qcf+A and still be in range for a second cr.C. Canceling into qcf+A in general is a big deal up close as the attacking player has the initiative afterward. The player is pushed back some, but even so Ryo is equipped with a multitude of far-reaching Heavy and cancelable normals. Any connected qcf+A scores a knockdown and in the corner this converts into a free followup hit. The defending opponent could attempt to use a Blowback Counter, but the Ryo player can always be prepared to read this and punish by canceling into f.B for a full combo. Guard Cancel Rolls are to be looked out for, but by keeping blockstrings varied this forces the opponent to guess where if at all to try to Guard Cancel Roll. Once pushed back the player could attempt to run back in against a defensive opponent, use Ryo's long-reaching pokes to anti-air and keep the opponent grounded and at bay, or read a sweep or hesitant opponent and hop forward with an appropriate jumping normal.Neutral/Defense Ryo can't do too much damage from a distance, but the player can set up the spacing to intercept a hop/jump or simply feel out an opponent. Establishing this space or turtling for time or to bait a mistake is a strong strategy with the life lead. Ryo's Koho (+) will take care of most full jumps, and even some hops from a neutral position. Once the opponent gets in, it becomes too risky to try and DP every hop willy-nilly but Ryo has the appropriate normals (st.A, cr.C, st.C) to deal with hops on reaction during their ascension. Using cr.B/cr.D as a tripguard meaty or by running under the opponent can lead to more damage than just DPing everything. On Ryo's wakeup, punish poor meaty hops with a reversal Koho (+). Know the heights for a safejump or empty hop to make a judgement call on what can be beaten. Some characters can alter their aerial momentum as well, as is the case with Maxima's aerial M4 Vapor Cannonn (++) which will beat a reversal attempt, so blocking is always a smart option. Projectiles can be punished with Haoh Shoukouken (+) from a neutral situation from fullscreen. Ko'ouken works well against running and hopping opponents but leaves the player vulnerable during the startup or if whiffed. Learn what moves can be punished by hcb+B to reduce an opponent's offensive options.Advanced Strategy