Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

 
(44 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 5: Zeile 5:
|tier_rank = S
|tier_rank = S
|ratio_rank = 5 Points
|ratio_rank = 5 Points
|health = 116
|health = 0.97
|stun_gauge = 98
|stun_gauge = 1.03
|crouch_tier = C
|crouch_tier = C
}}
}}
== 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.


== Colors ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{{KOF XI Colors
|[[Datei:KOFXI ryo S.jpg]]
|square=[[Datei:KOFXI ryo S.png]]
|[[Datei:KOFXI ryo X.jpg]]
|cross=[[Datei:KOFXI ryo X.png]]
|[[Datei:KOFXI ryo T.jpg]]
|triangle=[[Datei:KOFXI ryo T.png]]
|[[Datei:KOFXI ryo C.jpg]]
|circle=[[Datei:KOFXI ryo C.png]]
|R1+square=[[Datei:KOFXI ryo R1S.png]]
|R1+cross=[[Datei:KOFXI ryo R1X.png]]
|R1+triangle=[[Datei:KOFXI ryo R1T.png]]
|R1+circle=[[Datei:KOFXI ryo R1C.png]]
|L1+square=[[Datei:KOFXI ryo L1S.png]]
|L1+cross=[[Datei:KOFXI ryo L1X.png]]
|L1+triangle=[[Datei:KOFXI ryo L1T.png]]
|L1+circle=[[Datei:KOFXI ryo L1C.png]]
}}
 
==Frame Data==
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
! Move !! S!! A!!  Hit!! Blk!! Note
|-
| 5A(c) || 4 || 3 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||
|-
| 5A(f)|| 5 || 3 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||
|-
| 5B(c)|| 7 || 6 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
| 5B(f)|| 7 || 3 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span>||
|-
| 5C(c)|| 4 || 6 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
| 5C(f)|| 15 || 8 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
| 5D(c)|| 6|| 8 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
| 5D(f)|| 11 || 4+4 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
| 5E|| 10 || 4 || KD|| <span style="color: red;">-4</span>||
|-
| GC|| 9 || 6 || KD|| <span style="color: red;">-14</span>||
|-
| 2A|| 6 || 2 || <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>||
|-
| 2B|| 5 || 5 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||
|-
| 2C|| 6 || 2+3 || <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||
|-
| 2D|| 10 || 5 || KD|| <span style="color: red;">-3</span>||
|-
| 6A || 16 || 9 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||Overhead.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON SQUARE_A.png]]
| 6A(can) || 14 || 9 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON CROSS_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON TRIANGLE_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON CIRCLE_A.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
| 6B || 7 || 15 || /|| /||Parry. F1-6 upper body invul. F1-21 Counterhit-State. Special Cancel.
|colspan="1" style="background:#000000;color:#FFFFFF;"|B
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|C
| 3B || 9 || 10 || /|| /||Low Parry. F1-24 invul on the legs. F1-18 Counterhit-State. Special Cancel.
|colspan="1" style="background:#000000;color:#FFFFFF;"|D
|-
|}
| Saving Shift || ? || n* || /|| /||Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
 
|-
{| cellpadding="0" style="text-align: center;"
| small u.A || 6 || 5 || || ||
|[[Datei:KOFXI ryo R1S.jpg]]
|-
|[[Datei:KOFXI ryo R1X.jpg]]
| small A || 7 || 5 || || ||
|[[Datei:KOFXI ryo R1T.jpg]]
|-
|[[Datei:KOFXI ryo R1C.jpg]]
| j.u.A || 7 || 9 || || ||
|-
| j.A || 7 || 6 || || ||
|-
| small u.B || 5 || 5 || || ||
|-
| small j.B || 4 || 5 || || ||
|-
| j.u.B || 4 || 11 || || ||
|-
| j.b.B || 5 || 6 || || ||
|-
| j.f.B || 4 || 7 || || ||
|-
| small C || 7 || 3 || || ||
|-
| j.u.C || 8 || 4 || || ||
|-
| j.b.C || 8 || 4 || || ||
|-
| j.f.C || 7 || 4 || || ||
|-
| small D || 10 || 6 || || ||
|-
| j.u.D || 8 || 6 || || ||
|-
| j.b.D || 9 || 7 || || ||
|-
| j.f.D || 6 || 7 || || ||
|-
| small E || 13 || 6 || || ||
|-
| j.E || 14 || 10 || || ||
|-
| 623A || 4 || 1+2+12 || KD|| <span style="color: red;">-20</span>||F1+2 invul. F3-6 invul on feet.
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON SQUARE_A.png]]
| 623C || 7 || 2+18 || KD|| <span style="color: red;">-31</span>||F1-6 invul. F7+8 upper body invul.
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON CROSS_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON TRIANGLE_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON CIRCLE_A.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+A
| 236A || 15 || 3+6 || KD|| <span style="color: red;">-6</span>/<span style="color: blue;">+0</span>*||51F total duration. *=close/far.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+D
|}
 
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI ryo L1S.jpg]]
|[[Datei:KOFXI ryo L1X.jpg]]
|[[Datei:KOFXI ryo L1T.jpg]]
|[[Datei:KOFXI ryo L1C.jpg]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON SQUARE_A.png]]
| 236C || 18 || 3+6 || KD|| <span style="color: red;">-11</span>/<span style="color: red;">-3</span>*||59F total duration. *=close/far.
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON CROSS_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON TRIANGLE_A.png]]
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON CIRCLE_A.png]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A
| 646A || 15 || 8*2 || KD|| <span style="color: red;">-46</span>||F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. No combo damage scaling.
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D
|}
 
==Frame Data==
''Note: thanks to Rock for the Short List Data!''<br>
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
|-
! Move !! S!! A!!  Hit!! Blk!! Note
| 646C || 15 || 12*2 || KD|| <span style="color: red;">-66</span>||F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. No combo damage scaling.
|-
|-
| 5A(c) || 4 || 3 || +2|| +1||
| 214B || 7 || 4+4 || KD|| <span style="color: red;">-15</span>||
|-
|-
| 5A(f)|| 5 || 3 || +3|| +2||
| 214D || 10 || 5+5+5 || KD|| <span style="color: red;">-16</span>||
|-
|-
| 5B(c)|| 7 || 6 || +0|| -1||
| 214A || 21 || 2+4 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||Upper body invul F5-13. F14-22 no hurtbox on head.
|-
|-
| 5B(f)|| 7 || 3 || -2 || -3||
| 214C || 35 || 4+6 || KD|| <span style="color: red;">-2</span>||Upper body invul F13-26. F27-34 no hutbox on head. F35-38 Guard point. First hit negates projectiles.
|-
|-
| 5C(c)|| 4 || 6 || +1|| +0||
| 623B || 23/25 || 2+5 || KD|| <span style="color: red;">-2</span>||Overhead. Airborne from F4. 2nd hit hits on F25.
|-
|-
| 5C(f)|| 15 || 8 || +1|| +0||
| 623D || 28/30 || 2+4 || KD|| <span style="color: red;">-6</span>||Overhead. Airborne from F5. 2nd hit hits on F30.
|-
|-
| 5D(c)|| 6|| 8 || +0|| -1||
| 41236B || 16 || 3 || KD|| <span style="color: red;">-7</span>||F7-13 invul on legs.
|-
|-
| 5D(f)|| 11 || 4+4 || +0|| -1||
| 41236D || 17 || 3 || KD|| <span style="color: red;">-9</span>||F5-14 invul on legs.
|-
|-
| 5E|| 10 || 4 || KD|| -4||
| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
|-
|-
| 2A|| 5 || 3 || +5|| +4||
| 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| 2B|| 6 || 5 || +3|| +2||
| 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul.
|-
|-
| 2C|| 9 || 6 || -6|| -7||
| 2363214C || 15 || 27 || KD|| <span style="color: red;">-19</span>||F1-6 invul. From F15-41 (whole active time) above feet invul.
|-
|-
| 2D|| 10 || 7 || KD|| -3||
| 641236A || 16 || ~ || KD|| <span style="color: red;">-22</span>*||F1+2 invul. *=point blank.
|-
|-
| 6A || 16 || 9 || +2|| +1||
| 641236C || 21 || ~ || KD|| <span style="color: red;">-24</span>*||F1-7 invul. *=point blank.
|-
|-
| 6A(can) || 14 || 9 || +2|| +1||
| 236236E || 19 || 9 || KD|| <span style="color: red;">-22</span>||F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.
|-
|-
|}
|}
Zeile 206: Zeile 257:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_GC.png]]
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 239: Zeile 298:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-24 invul on the legs. F1-18 Counterhit-State. Parry, Special Cancel.
| style="background-color:#F9F9F9;" |F1-24 invul on the legs. F1-18 Counterhit-State. Parry, Special Cancel.
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
|-
|-
|}
|}
Zeile 263: Zeile 330:
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2B.png]]
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
Zeile 452: Zeile 519:
|}
|}


''Note2: all advantage/disadvantage frames for special moves need to be rechecked. Likely ~ 1F off.''
{| 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
Zeile 459: Zeile 525:
! 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;" | Adv
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Note
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
Zeile 467: Zeile 533:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |1+2<br>+12
| style="background-color:#F9F9F9;" |1+2<br>+12
| style="background-color:#F9F9F9;" |-19/-18
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-20
| style="background-color:#F9F9F9;" |F1+2 invul. F3-6 invul on feet. Airborne from F7. Frame Data = close/far
| style="background-color:#F9F9F9;" |虎砲(kohou). 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 475: Zeile 541:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |2+18
| style="background-color:#F9F9F9;" |2+18
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-31
| style="background-color:#F9F9F9;" |F1-6 invul. F7+8 upper body invul. Airborne from F9.
| style="background-color:#F9F9F9;" |虎砲(kohou). F1-6 invul. F7+8 upper body invul. Airborne from F9.
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
Zeile 483: Zeile 549:
| 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;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6/+0*
| style="background-color:#F9F9F9;" |*=Both hitboxen move forwards. Frame Data = close/far.
| style="background-color:#F9F9F9;" |虎煌拳 (koouken). 51F total duration. *=Both hitboxes move forwards. *2=Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 491: Zeile 557:
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |3+6*
| style="background-color:#F9F9F9;" |3+6*
| style="background-color:#F9F9F9;" |-10/-3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-11/-3*
| style="background-color:#F9F9F9;" |*=Both hitboxen move forwards. Frame Data = close/far.
| style="background-color:#F9F9F9;" |虎煌拳 (koouken). 59F total duration. *=Both hitboxes move forwards. *2=Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''646A'''
| style="background-color:#F9F9F9;" |'''646A'''
Zeile 499: Zeile 565:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |8x2
| style="background-color:#F9F9F9;" |8x2
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-46
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. Pattern = abacabac.
| style="background-color:#F9F9F9;" |暫烈拳(zanretsuken). F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. No combo damage scaling. Pattern = abacabac.
|-
|-
| style="background-color:#F9F9F9;" |'''646C'''
| style="background-color:#F9F9F9;" |'''646C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_646A_2.png|100px]][[bild:kofxi_ryo_646P_a.png|100px]][[bild:kofxi_ryo_646P_b.png|100px]][[bild:kofxi_ryo_646A_c.png|100px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_646A_2.png|100px]][[bild:kofxi_ryo_646C_a.png|100px]][[bild:kofxi_ryo_646C_b.png|100px]][[bild:kofxi_ryo_646C_c.png|100px]]
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |12x2
| style="background-color:#F9F9F9;" |12x2
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-66
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. Pattern = abacabacabac
| style="background-color:#F9F9F9;" |暫烈拳(zanretsuken). F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents.  No combo damage scaling. Pattern = abacabacabac
|-
|-
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |'''214B'''
Zeile 515: Zeile 581:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4+4
| style="background-color:#F9F9F9;" |4+4
| style="background-color:#F9F9F9;" |-14/-11
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-15/-13*
| style="background-color:#F9F9F9;" |Airborne from F7. Frame Data close/far.
| style="background-color:#F9F9F9;" |飛燕疾風脚(hienshippuukyaku). Airborne from F7. *=close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''214D'''
Zeile 523: Zeile 589:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |5+5+5
| style="background-color:#F9F9F9;" |5+5+5
| style="background-color:#F9F9F9;" |-15/-11
| style="background-color:#F9F9F9;" |-16/-12*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Airborne from F10. Frame Data close/far.
| style="background-color:#F9F9F9;" |飛燕疾風脚(hienshippuukyaku). Airborne from F10. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |'''214A'''
Zeile 531: Zeile 597:
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |虎咆疾風拳(kohoushippuuken). Upper body invul F5-13. F14-22 no hurtbox on head.
| style="background-color:#F9F9F9;" |Upper body invul during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 539: Zeile 605:
| style="background-color:#F9F9F9;" |35
| style="background-color:#F9F9F9;" |35
| style="background-color:#F9F9F9;" |4+6
| style="background-color:#F9F9F9;" |4+6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |虎咆疾風拳(kohoushippuuken). Upper body invul F13-26. F27-34 no hutbox on head. F35-38 Guard point. First hit negates projectiles. Puts opponent into 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'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623B_1.png|200px]][[bild:kofxi_ryo_623B_2.png|200px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623B_1.png|200px]][[bild:kofxi_ryo_623B_2.png|200px]]
| style="background-color:#F9F9F9;" |23*
| style="background-color:#F9F9F9;" |23/25*
| style="background-color:#F9F9F9;" |2+5
| style="background-color:#F9F9F9;" |2+5
| style="background-color:#F9F9F9;" |-2*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-2
| 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;" |猛虎雷神刹(moukoraijinsetsu). Overhead. Airborne from F4. *= 2nd hit hits on F25.
|-
|-
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623D_1.png|200px]][[bild:kofxi_ryo_623D_2.png|200px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623D_1.png|200px]][[bild:kofxi_ryo_623D_2.png|200px]]
| style="background-color:#F9F9F9;" |28*
| style="background-color:#F9F9F9;" |28/30*
| style="background-color:#F9F9F9;" |2+4  
| style="background-color:#F9F9F9;" |2+4  
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |Airborne from F5. *= 2nd Hit hits on F30.
| style="background-color:#F9F9F9;" |猛虎雷神刹(moukoraijinsetsu). Overhead. Airborne from F5. *= 2nd Hit hits on F30.
|-
|-
| style="background-color:#F9F9F9;" |'''41236B'''
| style="background-color:#F9F9F9;" |'''41236B'''
Zeile 563: Zeile 629:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |F7-13 invul on legs. Safe on max range.
| style="background-color:#F9F9F9;" |ビール瓶切びんぎり(Biirubingiri). F7-13 invul on legs.
|-
|-
| style="background-color:#F9F9F9;" |'''41236D'''
| style="background-color:#F9F9F9;" |'''41236D'''
Zeile 571: Zeile 637:
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |F5-14 invul on legs. Safe on max range.
| style="background-color:#F9F9F9;" |ビール瓶切びんぎり(Biirubingiri). F5-14 invul on legs.
|-
|-
| style="background-color:#F9F9F9;" |'''632146B'''
| style="background-color:#F9F9F9;" |'''632146B'''
Zeile 579: Zeile 645:
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+11?
| style="background-color:#F9F9F9;" |+12
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |Super Cancel.
| style="background-color:#F9F9F9;" |両手突(morotedsuki). Super Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''632146D'''
| style="background-color:#F9F9F9;" |'''632146D'''
Zeile 587: Zeile 653:
| style="background-color:#F9F9F9;" |44
| style="background-color:#F9F9F9;" |44
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |GC/+5*
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |GC
| style="background-color:#F9F9F9;" |*=on hit
| style="background-color:#F9F9F9;" |両手突(morotedsuki). Guard Crush on block. Super Cancel. Tourney-banned on incoming, but allowed as okizeme.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214A'''
| style="background-color:#F9F9F9;" |'''2363214A'''
Zeile 595: Zeile 661:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |F1~5 invul. From F12 until end of active time above feet invul.
| style="background-color:#F9F9F9;" |龍虎乱舞(ryuukoranbu). F1-5 invul. From F12-29 (whole active time) invul above feet.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2363214P.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2363214P.png]]
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |26
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |F1~5 invul. From F15 until end of active time above feet invul.
| style="background-color:#F9F9F9;" |龍虎乱舞(ryuukoranbu). F1-6 invul. From F15-41 (whole active time) above feet invul.
|-
|-
| style="background-color:#F9F9F9;" |'''641236A'''
| style="background-color:#F9F9F9;" |'''641236A'''
Zeile 611: Zeile 677:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-21*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-22*
| style="background-color:#F9F9F9;" |F1-4 invul. *=close to the opponent.
| style="background-color:#F9F9F9;" |覇王翔吼拳(haoushoukouken). F1+2 invul. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''641236C'''
| style="background-color:#F9F9F9;" |'''641236C'''
Zeile 619: Zeile 685:
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-23*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-24*
| style="background-color:#F9F9F9;" |F1-6 invul (2F after freeze). *=close to the opponent.
| style="background-color:#F9F9F9;" |覇王翔吼拳(haoushoukouken). F1-7 invul. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''236236E'''
Zeile 627: Zeile 693:
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |-21
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |F1-17 invul. Negates projectiles F17-25
| style="background-color:#F9F9F9;" |天地覇煌拳(tenchihaouken). F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.
|}
|}


== Special Attributes & Bugs ==
==Special Attributes & Bugs==
*Ryo has a taller than normal collision size when crouch blocking heavy attacks, which prevents smalljump crossups against him (eg. Oswald j.C cannot ever jump over crouching Ryo if he blocks).
*Wakes up 4F faster on face up knockdown
*Wakes up 1F slower on face down knockdown
*Has a smaller than normal vertical collision during wakeup (128px instead the usual 160px), which allows smalljump crossups.
*Has a taller than normal vertical collision when crouch blocking heavy attacks, which prevents smalljump crossups against him (eg. Oswald j.C cannot ever jump over crouching Ryo if he blocks).
*Has no collision on back ukemi (can run through)
*Ryo's Front Ukemi takes 26+1F instead of the regular 22+1F
*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
*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.


== Combos ==
== Combos ==
*2B>2C>214K
*5C/2C > 6A (yes, that's his bnb!)
 
*2B>2C>214K or 236P or LDM
 
*(j.D>)(5A>)5A, then...
**214K
**623C Super Cancel Ranbu / LDM
 
*j.D (Crossup) > 2A link 5C...
 
*j.D, 5C>646P: punish combo.
 
=== Shift Combos ===
'''General'''
*Corner high launch, QS Ryo, \/, 214P x2, 236P link 623C: good stun.


*(j.D>)5A>623C Super Cancel Ranbu / LDM
'''Ryo & Oswald'''
*Back-turned j.D,2B>2C>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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{{KOFXI_Navi}}
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