Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

 
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== Quick Guide ==
== Quick Guide ==
:Ryo is a strong character with good normals and one of the best LDMs in the game.
:Ryo is a strong character with excellent normals and one of the best LDMs in the game.
:He is almost always played as Leader, but can occasionally be seen in 2nd position as well (Gian, a very strong japanese player, plays Ryo 2nd).
:While he is at his best as Leader, he doesn't really need meter to be good and is most often played in 2nd position, usually together with Kula+Gato, forming what is considered by many to be the best team of the game.


'''Neutral'''<br>
'''Neutral'''<br>
:Ryo has no options on range and wants to get into close range to harass the opponent with his excellent normals.
:Ryo has no options on range and wants to get into close range to harass the opponent with his excellent normals.
:To approach, use j.E, j.D or j.B.
:To approach from afar, use the strong j.E.
:Once you are a little closer, you can also use j.D or j.B.


'''Offense'''<br>
'''Offense'''<br>
:Check out [https://youtu.be/OLhcCWV60js?t=824 this round from the latest Shingo vs. u-rasia set] for a great example on how to attack with Ryo.
:Check out [https://youtu.be/OLhcCWV60js?t=824 these fights against K'/Oswald from a Shingo vs. u-rasia set] for a good example on how to attack with Ryo.
:Smalljump D is an extremely strong overhead option that can be used repeatedly and combos into 5A even if done very high during the jump.
:Smalljump D is an extremely strong overhead option that can be used repeatedly and combos into 5A even if done very high during the jump.
:5A, particularly after j.D, combos into 623C, which in turn can be super cancelled into ranbu or LDM.
:5A, particularly after j.D, combos into 623C, which in turn can be super cancelled into ranbu or LDM.
Zeile 24: Zeile 25:
:6A is a good overhead with slight advantage that is frequently used in pressure, both standalone and as a cancel.
:6A is a good overhead with slight advantage that is frequently used in pressure, both standalone and as a cancel.
:5C(c) is faster than 2C, unlike in other KOFs. 5C should be cancelled into 6A if not already doing a combo. The 6A can in turn be quick shifted.
:5C(c) is faster than 2C, unlike in other KOFs. 5C should be cancelled into 6A if not already doing a combo. The 6A can in turn be quick shifted.
:5B(f) and 5D(f) can be used to contain the opponent, as they make jumping out very hard
:5B(f) and 5D(f) are excellent normals in any situation and can be used to contain the opponent, as they make jumping out very hard
:Make sure to use each opportunity you find to shift to Ryo if you can connect his LDM.
:Make sure to use each opportunity you find to shift to Ryo if you can connect his LDM.


'''Defense'''<br>
'''Defense'''<br>
:5B(f) and 5D(f) are Ryo's main way to stop jump attempts.
:5B(f) and 5D(f) are good ways to stop (small)jump attempts.
:Ryo's high parry has upper body invul from F1 and can be special cancelled if it activates.
:623A is invul on the feet and fast (4F), 623C has some minor invul on the upper body. They are very useful as anti-airs. Both can be used as reverals, which is however dangerous.
:Ryo's low parry is invul on the feet from F1 and can be special-cancelled if it activates.
:Ryo's high parry has upper body invul, the low parry feet invul, both from F1, and both can be special cancelled if the parry activates.
:623A is invul on the feet and fast (4F), 623C has some minor invul on the upper body. Both can be used as reverals, with limited success.
:Both Ranbu (2363214P) versions have upper feet invul from F1
:Both Ranbu (2363214P) versions have upper feet invul from F1
:LDM can be used as a reversal, but is extremely slow.
:LDM can be used as a reversal, but is extremely slow.
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| 623B || 23/25 || 2+5 || KD|| <span style="color: red;">-2</span>||Overhead. Airborne from F4. 2nd hit hits on F25.
| 623B || 23/25 || 2+5 || KD|| <span style="color: red;">-2</span>||Overhead. Airborne from F4. 2nd hit hits on F25.
|-
|-
| 623D || 28/30 || 2+4 || KD|| <span style="color: red;">-6</span>||Overhead. Airborne from F4. 2nd hit hits on F30.
| 623D || 28/30 || 2+4 || KD|| <span style="color: red;">-6</span>||Overhead. Airborne from F5. 2nd hit hits on F30.
|-
|-
| 41236B || 16 || 3 || KD|| <span style="color: red;">-7</span>||F7-13 invul on legs.
| 41236B || 16 || 3 || KD|| <span style="color: red;">-7</span>||F7-13 invul on legs.
Zeile 163: Zeile 163:
| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
|-
|-
| 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush.
| 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul.
| 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul.
Zeile 655: Zeile 655:
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |GC
| style="background-color:#F9F9F9;" |GC
| style="background-color:#F9F9F9;" |Guard Crush on block. Super Cancel.
| style="background-color:#F9F9F9;" |Guard Crush on block. Super Cancel. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214A'''
| style="background-color:#F9F9F9;" |'''2363214A'''
Zeile 707: Zeile 707:
*Has no recovery when landing from a DOWN! and can act immediately.
*Has no recovery when landing from a DOWN! and can act immediately.
*Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
*Has less landing recovery after Saving Shift: only 4F/5F (hit/whiff) instead of the usual 9F/10F
*632146D on incoming (after a DOWN!) is banned. It is allowed as okizeme (on waking up opponent).
*The only character other than Gai & Malin (via a bug) that can QS their LDM.
*The only character other than Gai & Malin (via a bug) that can QS their LDM.


Zeile 721: Zeile 722:
'''Ryo & Oswald'''
'''Ryo & Oswald'''
*Back-turned j.D,2B>5C>6A QS Oswald, j.C,5D(c)>3A,214C(2 hits),236C,214B. Stuns Kula, see [https://youtu.be/SuiOMNJYlaE?t=2142 here].
*Back-turned j.D,2B>5C>6A QS Oswald, j.C,5D(c)>3A,214C(2 hits),236C,214B. Stuns Kula, see [https://youtu.be/SuiOMNJYlaE?t=2142 here].
== Matchups ==
[https://twitter.com/zakuroman0221/status/1437351772733853698 Zakuroman's Ryo matchups 2021]<br>
'''Advantage:''' Oswald, Kim, Duck, Athena, Benimaru, Elisabeth, Duolon, Momoko, Gai, Adelheid, Silber, Hayte, Ramon, Jenet, Shingo<br>
'''Slight Advantage:''' Griffon, Ralf, Terry, Maxima, Mary, Kasumi, Kyo, Yuri, Clark, Eiji, Vanessa, Whip, Malin, Shen, Iori, Jazu<br>
'''Even:''' Ryo, Gato, King<br>
'''Slight Disadvantage:''' Kula, K', Ash<br>
'''Disadvantage:''' Kensou
===Vs Gato===
*meaty 5D(c) can beat Gato's 236236A on wakeup


== Universal Strategy vs Ryo ==
== Universal Strategy vs Ryo ==


'''Ryo's 236236E'''<br>
'''Ryo's 236236E'''<br>
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)
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): Alternatively, a Guard Cancel Roll can also be used for a guaranteed punish.
 
The following characters can punish 236236E on block even on max range (incomplete list):<br>
*Adelheid: 236236D; LDM
*Griffon: nothing
*K': 214B/D; 236236A/C
*Kula: LDM
*Maxima: 214A
*Oswald: LDM
*Terry:236236D
*Vanessa: nothing


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