Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

 
(11 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 10: Zeile 10:
}}
}}
== 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.
:While he is at his best as Leaderm he 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.
: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 30: Zeile 31:
:5B(f) and 5D(f) are good ways to stop (small)jump attempts.
:5B(f) and 5D(f) are good ways to stop (small)jump attempts.
: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.
: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 high parry has upper body invul 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.
:Ryo's low parry is invul on the feet from F1 and can be special-cancelled if it activates.
 
: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.
Zeile 138: Zeile 137:
| 623C || 7 || 2+18 || KD|| <span style="color: red;">-31</span>||F1-6 invul. F7+8 upper body invul.
| 623C || 7 || 2+18 || KD|| <span style="color: red;">-31</span>||F1-6 invul. F7+8 upper body invul.
|-
|-
| 236A || 15 || 3+6 || KD|| <span style="color: red;">-6</span>/<span style="color: blue;">+0</span>*||*=close/far.
| 236A || 15 || 3+6 || KD|| <span style="color: red;">-6</span>/<span style="color: blue;">+0</span>*||51F total duration. *=close/far.
|-
|-
| 236C || 18 || 3+6 || KD|| <span style="color: red;">-11</span>/<span style="color: red;">-3</span>*||*=close/far.
| 236C || 18 || 3+6 || KD|| <span style="color: red;">-11</span>/<span style="color: red;">-3</span>*||59F total duration. *=close/far.
|-
|-
| 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.  
| 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.  
Zeile 536: Zeile 535:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-20
| 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 544: Zeile 543:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-31
| 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 552: Zeile 551:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-6/+0*
| style="background-color:#F9F9F9;" |-6/+0*
| style="background-color:#F9F9F9;" |*=Both hitboxes move forwards. *2=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 560: Zeile 559:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-11/-3*
| style="background-color:#F9F9F9;" |-11/-3*
| style="background-color:#F9F9F9;" |*=Both hitboxes move forwards. *2=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 568: Zeile 567:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-46
| style="background-color:#F9F9F9;" |-46
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. No combo damage scaling. 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'''
Zeile 576: Zeile 575:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-66
| style="background-color:#F9F9F9;" |-66
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents.  No combo damage scaling. 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 584: Zeile 583:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-15/-13*
| style="background-color:#F9F9F9;" |-15/-13*
| style="background-color:#F9F9F9;" |Airborne from F7. *=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 592: Zeile 591:
| style="background-color:#F9F9F9;" |-16/-12*
| 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 600: Zeile 599:
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |Upper body invul F5-13. F14-22 no hurtbox on head.
| 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;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 608: Zeile 607:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |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;" |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;" |'''623B'''
| style="background-color:#F9F9F9;" |'''623B'''
Zeile 616: Zeile 615:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |Overhead. Airborne from F4. *= 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'''
Zeile 624: Zeile 623:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |Overhead. 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 632: Zeile 631:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |F7-13 invul on legs.
| 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 640: Zeile 639:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |F5-14 invul on legs.
| 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 648: Zeile 647:
| style="background-color:#F9F9F9;" |+12
| style="background-color:#F9F9F9;" |+12
| style="background-color:#F9F9F9;" |-2
| 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 656: 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. Tourney-banned on incoming, allowed as okizeme.
| 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 664: Zeile 663:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |F1-5 invul. From F12-29 (whole active time) invul above feet.
| 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'''
Zeile 672: Zeile 671:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |F1-6 invul. From F15-41 (whole 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 680: Zeile 679:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-22*
| style="background-color:#F9F9F9;" |-22*
| style="background-color:#F9F9F9;" |F1+2 invul. *=point blank.
| 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 688: Zeile 687:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-24*
| style="background-color:#F9F9F9;" |-24*
| style="background-color:#F9F9F9;" |F1-7 invul. *=point blank.
| 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 696: Zeile 695:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.
| style="background-color:#F9F9F9;" |天地覇煌拳(tenchihaouken). F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.
|}
|}


Zeile 716: Zeile 715:
*2B>2C>214K or 236P or LDM
*2B>2C>214K or 236P or LDM


*(j.D>)5A>623C Super Cancel Ranbu / 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 ===
=== Shift Combos ===
'''General'''
*Corner high launch, QS Ryo, \/, 214P x2, 236P link 623C: good stun.


'''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>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 ==
== Matchups ==
Zeile 739: Zeile 745:


'''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
 
 


{{KOFXI_Navi}}
{{KOFXI_Navi}}
20.457

Bearbeitungen