Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

 
(5 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 137: 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 535: 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 543: 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 551: 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 559: 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 567: 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 575: 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 583: 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 591: 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 599: 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 607: 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 615: 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 623: 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 631: 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 639: 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 647: 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 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. 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 663: 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 671: 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 679: 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 687: 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 695: 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 715: 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 738: 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
 
 


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