Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

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Zeile 4: Zeile 4:
| portrait = [[Image:KOFXI ryo full.png]]
| portrait = [[Image:KOFXI ryo full.png]]
|tier_rank = S
|tier_rank = S
|ratio_rank = 5 Punkte
|ratio_rank = 5 Points
|health = 116
|health = 116
|stun_gauge = 98
|stun_gauge = 98
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI ryo S.jpg]]
|[[Datei:KOFXI ryo S.jpg]]
Zeile 63: Zeile 63:


==Frame Data==
==Frame Data==
''Anm.: Danke an Rock-San für die Short List Data!''
''Note: thanks to Rock for the Short List Data!''
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|+Short List
|-
|-
! Move !! S!! A!!  Hit!! Blk!! Anmerkung
! Move !! S!! A!!  Hit!! Blk!! Note
|-
|-
| 5A(c) || 4 || 3 || +2|| +1||
| 5A(c) || 4 || 3 || +2|| +1||
Zeile 102: Zeile 102:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 109: Zeile 109:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 205: Zeile 205:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-6 Oberkörper unverwundbar. F1-21 Counterhit-State. Parry, Special Cancel.
| style="background-color:#F9F9F9;" |F1-6 upper body invul. F1-21 Counterhit-State. Parry, Special Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''3B'''
| style="background-color:#F9F9F9;" |'''3B'''
Zeile 213: Zeile 213:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-24 auf den Beinen unverwundbar. F1-18 Counterhit-State. Parry, Special Cancel.
| style="background-color:#F9F9F9;" |F1-24 invul on the legs. F1-18 Counterhit-State. Parry, Special Cancel.
|-
|-
|}
|}


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 225: Zeile 225:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 262: Zeile 262:


{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Sprungangriffe
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump back A'''
| style="background-color:#F9F9F9;" |'''smalljump back A'''
Zeile 381: Zeile 381:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump up D
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump up D
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump up D'''
| style="background-color:#F9F9F9;" |'''smalljump up D'''
Zeile 387: Zeile 387:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump back D
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump back D
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump forward D'''
| style="background-color:#F9F9F9;" |'''smalljump forward D'''
Zeile 429: Zeile 429:
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+ Specials & Supers
|+ Specials & Supers
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Active
! style="width:60px;background-color:#FFd800;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''623A'''
| style="background-color:#F9F9F9;" |'''623A'''
Zeile 443: Zeile 443:
| style="background-color:#F9F9F9;" |-19/-18
| style="background-color:#F9F9F9;" |-19/-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1+2 Unverwundbar. F3-6 auf den Füßen unverwundbar. F7+ in der Luft. Frame Data = nah/weit
| style="background-color:#F9F9F9;" |F1+2 invul. F3-6 invul on feet. Airborne from F7. Frame Data = close/far
|-
|-
| style="background-color:#F9F9F9;" |'''623C'''
| style="background-color:#F9F9F9;" |'''623C'''
Zeile 451: Zeile 451:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-6 unverwundbar. F7+8 Oberkörper unverwundbar. F9+ in der Luft.
| style="background-color:#F9F9F9;" |F1-6 invul. F7+8 upper body invul. Airborne from F9.
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_236A_1.png|200px]][[bild:kofxi_ryo_236A_2.png|200px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_236A_1.png|200px]][[bild:kofxi_ryo_236A_2.png|200px]]
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |3+6
| style="background-color:#F9F9F9;" |3+6*
| style="background-color:#F9F9F9;" |-6/+2
| style="background-color:#F9F9F9;" |-6/+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |*=Beide Hitboxen bewegen sich nach vorne. Frame Data = nah/weit.
| style="background-color:#F9F9F9;" |*=Both hitboxen move forwards. Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 467: Zeile 467:
| style="background-color:#F9F9F9;" |-10/-3
| style="background-color:#F9F9F9;" |-10/-3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |*=Beide Hitboxen bewegen sich nach vorne. Frame Data = nah/weit
| style="background-color:#F9F9F9;" |*=Both hitboxen move forwards. Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''646A'''
| style="background-color:#F9F9F9;" |'''646A'''
Zeile 475: Zeile 475:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Trifft nicht gegen geduckte Gegner. Pattern abacabac.
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. Pattern = abacabac.
|-
|-
| style="background-color:#F9F9F9;" |'''646C'''
| style="background-color:#F9F9F9;" |'''646C'''
Zeile 483: Zeile 483:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launcht & QS OK. Trifft nicht gegen geduckte Gegner. Pattern abacabacabac
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. Pattern = abacabacabac
|-
|-
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |'''214B'''
Zeile 491: Zeile 491:
| style="background-color:#F9F9F9;" |-14/-11
| style="background-color:#F9F9F9;" |-14/-11
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Ab F7 in der Luft. Frame Data nah/weit.
| style="background-color:#F9F9F9;" |Airborne from F7. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''214D'''
Zeile 499: Zeile 499:
| style="background-color:#F9F9F9;" |-15/-11
| style="background-color:#F9F9F9;" |-15/-11
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Ab F10 in der Luft. Frame Data nah/weit.
| style="background-color:#F9F9F9;" |Airborne from F10. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |'''214A'''
Zeile 507: Zeile 507:
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Oberkörper unverwundbar im Startup.
| style="background-color:#F9F9F9;" |Upper body invul during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 515: Zeile 515:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Oberkörper unverwundbar im Startup. Erster Hit löscht Projektile. Gegner danach im Juggle State. Super Cancel.
| style="background-color:#F9F9F9;" |Upper body invul during startup. First hit negates projectiles. Puts opponent into juggle state. Super Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''623B'''
| style="background-color:#F9F9F9;" |'''623B'''
Zeile 523: Zeile 523:
| style="background-color:#F9F9F9;" |-2*
| style="background-color:#F9F9F9;" |-2*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F4. Kann nicht von 2F-Reversals bestraft werden. *= der 2. Hit trifft auf F25.
| style="background-color:#F9F9F9;" |Airborne from F4. Cannot be punished by 2F-reversals (needs doublecheck, probably -1). *= 2nd hit hits on F25.
|-
|-
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |'''623D'''
Zeile 531: Zeile 531:
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F5. *= der 2. Hit trifft auf F30.
| style="background-color:#F9F9F9;" |Airborne from F5. *= 2nd Hit hits on F30.
|-
|-
| style="background-color:#F9F9F9;" |'''41236B'''
| style="background-color:#F9F9F9;" |'''41236B'''
Zeile 539: Zeile 539:
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F7-13 auf den Beinen unverwundbar. Safe auf max range.
| style="background-color:#F9F9F9;" |F7-13 invul on legs. Safe on max range.
|-
|-
| style="background-color:#F9F9F9;" |'''41236D'''
| style="background-color:#F9F9F9;" |'''41236D'''
Zeile 547: Zeile 547:
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F5-14 auf den Beinen unverwundbar. Safe auf max range.
| style="background-color:#F9F9F9;" |F5-14 invul on legs. Safe on max range.
|-
|-
| style="background-color:#F9F9F9;" |'''632146B'''
| style="background-color:#F9F9F9;" |'''632146B'''
Zeile 571: Zeile 571:
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F3. F1~5 unverwundbar. F12 bis Ende der Active-Time nur auf den Füßen verwundbar.
| style="background-color:#F9F9F9;" |F1~5 invul. From F12 until end of active time above feet invul.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |'''2363214C'''
Zeile 579: Zeile 579:
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F3. F1~5 unverwundbar. F15bis Ende der Active-Time  nur auf den Füßen verwundbar.
| style="background-color:#F9F9F9;" |F1~5 invul. From F15 until end of active time above feet invul.
|-
|-
| style="background-color:#F9F9F9;" |'''641236A'''
| style="background-color:#F9F9F9;" |'''641236A'''
Zeile 587: Zeile 587:
| style="background-color:#F9F9F9;" |-21*
| style="background-color:#F9F9F9;" |-21*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-4 unverwundbar. Frame Data nah dran.
| style="background-color:#F9F9F9;" |F1-4 invul. *=close to the opponent.
|-
|-
| style="background-color:#F9F9F9;" |'''641236C'''
| style="background-color:#F9F9F9;" |'''641236C'''
Zeile 595: Zeile 595:
| style="background-color:#F9F9F9;" |-23*
| style="background-color:#F9F9F9;" |-23*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-6 unverwundbar (2F nach dem Freeze). Frame Data nah dran.
| style="background-color:#F9F9F9;" |F1-6 invul (2F after freeze). *=close to the opponent.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''236236E'''
Zeile 603: Zeile 603:
| style="background-color:#F9F9F9;" |-21
| style="background-color:#F9F9F9;" |-21
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F1. F1-17 unverwundbar. Löscht Projektile F17-25
| style="background-color:#F9F9F9;" |F1-17 invul. Negates projectiles F17-25
|}
|}


== Combos ==
== Combos ==
*2B>2C>214K
*(j.D>)5A>623C Super Cancel Ranbu / LDM


== Strategie gegen Ryo ==
== Universal Strategy vs Ryo ==


'''Ryo's 236236E'''<br>
'''Ryo's 236236E'''<br>
Ryo's LDM ist langsam und hat viel Unverwundbarkeit. Durch den hohen Pushback auf Block ist das Bestrafen dieses Moves sehr schwer. Am besten macht man seinen Punish bereits im Super Freeze (z.B. eine Rolle Buffern, oder einen Move mit Oberkörperunverwundbarkeit eingeben etc.).
Ryo's LDM is slow, but has a lot of invulnerability and a trade is always in favor of Ryo. It also has very high pushback on block, which can make punishing it relatively difficult. The best way to punish the LDM is to input the punish already in the super freeze(eg by buffering a roll, or an invulnerable special move)


Folgende Charaktere können 236236E auch noch auf maximaler Reichweite auf Block bestrafen (unvollständige Liste):<br>
The following characters can punish 236236E on block even on max range (incomplete list):<br>
*Adelheid: 236236D; LDM
*Adelheid: 236236D; LDM
*Griffon: nix
*Griffon: nothing
*K': 214B/D; 236236A/C
*K': 214B/D; 236236A/C
*Kula: LDM
*Kula: LDM
Zeile 621: Zeile 624:
*Oswald: LDM
*Oswald: LDM
*Terry:236236D
*Terry:236236D
*Vanessa: nix
*Vanessa: nothing






{{KOFXI_Navi}}
{{KOFXI_Navi}}

Version vom 21. Mai 2020, 19:54 Uhr

Ryo Sakazaki
リョウ・サカザキ
KOFXI ryo full.png
Tiers & Ranking
Tier: S
Ratio Cost: 5 Points
Properties
Damage Modifier: 116
Stun Modifier: 98
Crouch height (Tier): C

Colors

KOFXI ryo S.jpg KOFXI ryo X.jpg KOFXI ryo T.jpg KOFXI ryo C.jpg
X
A B C D
KOFXI ryo R1S.jpg KOFXI ryo R1X.jpg KOFXI ryo R1T.jpg KOFXI ryo R1C.jpg
R1 +⃞ R1 + X R1 + △ R1 + ⃝
E+A E+B E+C E+D
KOFXI ryo L1S.jpg KOFXI ryo L1X.jpg KOFXI ryo L1T.jpg KOFXI ryo L1C.jpg
L1 +⃞ L1 + X L1 + △ L1 + ⃝
Start+A Start+B Start+C Start+D

Frame Data

Note: thanks to Rock for the Short List Data!

Short List
Move S A Hit Blk Note
5A(c) 4 3 +2 +1
5A(f) 5 3 +3 +2
5B(c) 7 6 +0 -1
5B(f) 7 3 -2 -3
5C(c) 4 6 +1 +0
5C(f) 15 8 +1 +0
5D(c) 6 8 +0 -1
5D(f) 11 4+4 +0 -1
5E 10 4 KD -4
2A 5 3 +5 +4
2B 6 5 +3 +2
2C 9 6 -6 -7
2D 10 7 KD -3
6A 16 9 +2 +1
6A(can) 14 9 +2 +1
Standing Attacks
Attack Hitbox Startup Active Hit Guard Note
5A(c) Kofxi ryo 5A(c).png 4 3 +2 +1
5A(f) Kofxi ryo 5A(f).png 5 3 +3 +2
5B(c) Kofxi ryo 5B(c).png 7 6 +0 -1
5B(f) Kofxi ryo 5B(f).png 7 3 -2 -3
5C(c) Kofxi ryo 5C(c).png 4 6 +1 +0
5C(f) Kofxi ryo 5C(f).png 15 8 +1 +0
5D(c) Kofxi ryo 5D(c).png 6 8? +0 -1
5D(f) Kofxi ryo 5D(f) 1.pngKofxi ryo 5D(f) 2.png 11 4+4 +0 -1
5E Kofxi ryo 5E.png 10 4 KD -4
6A Kofxi ryo 6A.png 16 9 +2 +1
6A(cancel) Kofxi ryo 6A(cancel).png 14 9 +2 +1
6B Kofxi ryo 6B 1.pngKofxi ryo 6B 2.png 7 15 F1-6 upper body invul. F1-21 Counterhit-State. Parry, Special Cancel.
3B Kofxi ryo 3B 1.pngKofxi ryo 3B 2.pngKofxi ryo 3B 3.png 9 10 F1-24 invul on the legs. F1-18 Counterhit-State. Parry, Special Cancel.
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi ryo 2A.png 6 2 +5 +4
2B Kofxi ryo 2B.png 5 6 +3 +2
2C Kofxi ryo 2C 1.pngKofxi ryo 2C 2.png 6 2+3 -6 -7
2D Kofxi ryo 2D.png 10 5 KD -3
Jump Attacks
Attack Hitbox Startup Active Note
smalljump back A Kofxi ryo smalljump back A.png 7 5
smalljump up A Kofxi ryo smalljump up A.png 6 5
smalljump forward A Kofxi ryo smalljump forward A.png 7 5
jump back A Kofxi ryo jump back A.png 7 6
jump up A Kofxi ryo jump up A.png 7 9
jump forward A Kofxi ryo jump forward A.png 7 6
smalljump back B Kofxi ryo smalljump back B.png 4 5
smalljump up B Kofxi ryo smalljump up B.png 5 5
smalljump forward B Kofxi ryo smalljump forward B.png 4 5
jump back B Kofxi ryo jump back B.png 5 6
jump up B Kofxi ryo jump up B.png 4 11
jump forward B Kofxi ryo jump forward B.png 4 7
smalljump back C Kofxi ryo smalljump back C.png 7 3
smalljump up C Kofxi ryo smalljump up C.png 7 3
smalljump forward C Kofxi ryo smalljump forward C.png 7 3
jump back C Kofxi ryo jump back C.png 8 4
jump up C Kofxi ryo jump up C.png 8 4
jump forward C Kofxi ryo jump forward C.png 7 4
smalljump back D Kofxi ryo smalljump D.png 10 6 Same Hitbox as smalljump up D
smalljump up D Kofxi ryo smalljump D.png 10 6 Same Hitbox as smalljump back D
smalljump forward D Kofxi ryo smalljump forward D.png 10 6
jump back D Kofxi ryo jump back D.png 9 7
jump up D Kofxi ryo jump up D.png 8 6
jump forward D Kofxi ryo jump forward D.png 6 7
smalljump E Kofxi ryo smaljump E.png 13 6
jump E Kofxi ryo jump E.png 14 10
Specials & Supers
Move Hitbox Startup Active Adv Cancel Note
623A Kofxi ryo 623A 1.pngKofxi ryo 623A 2.pngKofxi ryo 623A 3.pngKofxi ryo 623A 4.png
Kofxi ryo 623A 5.png
4 1+2
+12
-19/-18 F1+2 invul. F3-6 invul on feet. Airborne from F7. Frame Data = close/far
623C Kofxi ryo 623C 1.pngKofxi ryo 623C 2.pngKofxi ryo 623C 3.png 7 2+18 minus F1-6 invul. F7+8 upper body invul. Airborne from F9.
236A Kofxi ryo 236A 1.pngKofxi ryo 236A 2.png 15 3+6* -6/+2 *=Both hitboxen move forwards. Frame Data = close/far.
236C Kofxi ryo 236C 1.pngKofxi ryo 236C 2.png 18 3+6* -10/-3 *=Both hitboxen move forwards. Frame Data = close/far.
646A Kofxi ryo 646A 1.pngKofxi ryo 646P a.pngKofxi ryo 646P b.pngKofxi ryo 646A c.png 15 8x2 minus F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. Pattern = abacabac.
646C Kofxi ryo 646A 2.pngKofxi ryo 646P a.pngKofxi ryo 646P b.pngKofxi ryo 646A c.png 15 12x2 minus F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. Pattern = abacabacabac
214B Kofxi ryo 214B 1.pngKofxi ryo 214B 2.png 7 4+4 -14/-11 Airborne from F7. Frame Data close/far.
214D Kofxi ryo 214D 1.pngKofxi ryo 214D 2.pngKofxi ryo 214D 3.png 10 5+5+5 -15/-11 Airborne from F10. Frame Data close/far.
214A Kofxi ryo 214A 1.pngKofxi ryo 214A 2.png 21 2+4 +2 Upper body invul during startup.
214C Kofxi ryo 214C 1.pngKofxi ryo 214C 2.png 35 4+6 -2 Upper body invul during startup. First hit negates projectiles. Puts opponent into juggle state. Super Cancel.
623B Kofxi ryo 623B 1.pngKofxi ryo 623B 2.png 23* 2+5 -2* Airborne from F4. Cannot be punished by 2F-reversals (needs doublecheck, probably -1). *= 2nd hit hits on F25.
623D Kofxi ryo 623D 1.pngKofxi ryo 623D 2.png 28* 2+4 -4 Airborne from F5. *= 2nd Hit hits on F30.
41236B Kofxi ryo 41236K 1.pngKofxi ryo 41236B 2.png 16 3 -6 F7-13 invul on legs. Safe on max range.
41236D Kofxi ryo 41236K 1.pngKofxi ryo 41236D 2.png 17 3 -8 F5-14 invul on legs. Safe on max range.
632146B Kofxi ryo 632146K.png 28 3 +11? Super Cancel.
632146D Kofxi ryo 632146K.png 44 4 GC/+5* *=on hit
2363214A Kofxi ryo 2363214P.png 12 18 -18 F1~5 invul. From F12 until end of active time above feet invul.
2363214C Kofxi ryo 2363214P.png 15 26 -18 F1~5 invul. From F15 until end of active time above feet invul.
641236A Kofxi ryo 641236A 1.pngKofxi ryo 641236A 2.png 16 ? -21* F1-4 invul. *=close to the opponent.
641236C Kofxi ryo 641236C 1.pngKofxi ryo 641236C 2.pngKofxi ryo 641236C 3.png 21 ? -23* F1-6 invul (2F after freeze). *=close to the opponent.
236236E Kofxi ryo 236236E 1.pngKofxi ryo 236236E 2.png 19 9 -21 F1-17 invul. Negates projectiles F17-25

Combos

  • 2B>2C>214K
  • (j.D>)5A>623C Super Cancel Ranbu / LDM

Universal Strategy vs Ryo

Ryo's 236236E
Ryo's LDM is slow, but has a lot of invulnerability and a trade is always in favor of Ryo. It also has very high pushback on block, which can make punishing it relatively difficult. The best way to punish the LDM is to input the punish already in the super freeze(eg by buffering a roll, or an invulnerable special move)

The following characters can punish 236236E on block even on max range (incomplete list):

  • Adelheid: 236236D; LDM
  • Griffon: nothing
  • K': 214B/D; 236236A/C
  • Kula: LDM
  • Maxima: 214A
  • Oswald: LDM
  • Terry:236236D
  • Vanessa: nothing


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