Ryo Sakazaki(KOFXI)

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Ryo Sakazaki
リョウ・サカザキ
KOFXI ryo full.png
Tiers & Ranking
Tier: S
Ratio Cost: 5 Points
Properties
Damage Modifier: 0.97
Stun Modifier: 1.03
Crouch height (Tier): C

Quick Guide

Ryo is a strong character with excellent normals and one of the best LDMs in 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

Ryo has no options on range and wants to get into close range to harass the opponent with his excellent normals.
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

Check out 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.
5A, particularly after j.D, combos into 623C, which in turn can be super cancelled into ranbu or LDM.
2B chains into 2C, which leads to combos
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.
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.

Defense

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.
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.
Both Ranbu (2363214P) versions have upper feet invul from F1
LDM can be used as a reversal, but is extremely slow.

Colors

KOFXI ryo S.png KOFXI ryo X.png KOFXI ryo T.png KOFXI ryo C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
KOFXI ryo R1S.png KOFXI ryo R1X.png KOFXI ryo R1T.png KOFXI ryo R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
KOFXI ryo L1S.png KOFXI ryo L1X.png KOFXI ryo L1T.png KOFXI ryo L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame 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
GC 9 6 KD -14
2A 6 2 +5 +4
2B 5 5 +3 +2
2C 6 2+3 -6 -7
2D 10 5 KD -3
6A 16 9 +2 +1 Overhead.
6A(can) 14 9 +2 +1
6B 7 15 / / Parry. F1-6 upper body invul. F1-21 Counterhit-State. Special Cancel.
3B 9 10 / / Low Parry. F1-24 invul on the legs. F1-18 Counterhit-State. Special Cancel.
Saving Shift ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
small u.A 6 5
small A 7 5
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 -20 F1+2 invul. F3-6 invul on feet.
623C 7 2+18 KD -31 F1-6 invul. F7+8 upper body invul.
236A 15 3+6 KD -6/+0* *=close/far.
236C 18 3+6 KD -11/-3* *=close/far.
646A 15 8*2 KD -46 F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. No combo damage scaling.
646C 15 12*2 KD -66 F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. No combo damage scaling.
214B 7 4+4 KD -15
214D 10 5+5+5 KD -16
214A 21 2+4 +3 +2 Upper body invul F5-13. F14-22 no hurtbox on head.
214C 35 4+6 KD -2 Upper body invul F13-26. F27-34 no hutbox on head. F35-38 Guard point. First hit negates projectiles.
623B 23/25 2+5 KD -2 Overhead. Airborne from F4. 2nd hit hits on F25.
623D 28/30 2+4 KD -6 Overhead. Airborne from F5. 2nd hit hits on F30.
41236B 16 3 KD -7 F7-13 invul on legs.
41236D 17 3 KD -9 F5-14 invul on legs.
632146B 28 3 12 -2 Super Cancel.
632146D 44 4 +6 GC Guard Crush. Tourney-banned on incoming, allowed as okizeme.
2363214A 12 18 KD -19 F1-5 invul. From F12 until end of active time above feet invul.
2363214C 15 27 KD -19 F1-6 invul. From F15-41 (whole active time) above feet invul.
641236A 16 ~ KD -22* F1+2 invul. *=point blank.
641236C 21 ~ KD -24* F1-7 invul. *=point blank.
236236E 19 9 KD -22 F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.
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
GC Kofxi ryo GC.png 9 6 KD -14
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.
Saving Shift Kofxi ryo saving.png ? n* / / Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
Crouching Attacks
Attack Hitbox Startup Active Hit Guard Note
2A Kofxi ryo 2A.png 6 2 +5 +4
2B Kofxi ryo 2B.png 5 5 +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 Hit Guard 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
KD -20 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 KD -31 F1-6 invul. F7+8 upper body invul. Airborne from F9.
236A Kofxi ryo 236A 1.pngKofxi ryo 236A 2.png 15 3+6* KD -6/+0* *=Both hitboxes move forwards. *2=Frame Data = close/far.
236C Kofxi ryo 236C 1.pngKofxi ryo 236C 2.png 18 3+6* KD -11/-3* *=Both hitboxes move forwards. *2=Frame Data = close/far.
646A Kofxi ryo 646A 1.pngKofxi ryo 646P a.pngKofxi ryo 646P b.pngKofxi ryo 646A c.png 15 8x2 KD -46 F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. No combo damage scaling. Pattern = abacabac.
646C Kofxi ryo 646A 2.pngKofxi ryo 646C a.pngKofxi ryo 646C b.pngKofxi ryo 646C c.png 15 12x2 KD -66 F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. No combo damage scaling. Pattern = abacabacabac
214B Kofxi ryo 214B 1.pngKofxi ryo 214B 2.png 7 4+4 KD -15/-13* Airborne from F7. *=close/far.
214D Kofxi ryo 214D 1.pngKofxi ryo 214D 2.pngKofxi ryo 214D 3.png 10 5+5+5 -16/-12* Airborne from F10. Frame Data close/far.
214A Kofxi ryo 214A 1.pngKofxi ryo 214A 2.png 21 2+4 +3 +2 Upper body invul F5-13. F14-22 no hurtbox on head.
214C Kofxi ryo 214C 1.pngKofxi ryo 214C 2.png 35 4+6 KD -2 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.
623B Kofxi ryo 623B 1.pngKofxi ryo 623B 2.png 23/25* 2+5 KD -2 Overhead. Airborne from F4. *= 2nd hit hits on F25.
623D Kofxi ryo 623D 1.pngKofxi ryo 623D 2.png 28/30* 2+4 KD -6 Overhead. Airborne from F5. *= 2nd Hit hits on F30.
41236B Kofxi ryo 41236K 1.pngKofxi ryo 41236B 2.png 16 3 KD -7 F7-13 invul on legs.
41236D Kofxi ryo 41236K 1.pngKofxi ryo 41236D 2.png 17 3 KD -9 F5-14 invul on legs.
632146B Kofxi ryo 632146K.png 28 3 +12 -2 Super Cancel.
632146D Kofxi ryo 632146K.png 44 4 +6 GC Guard Crush on block. Super Cancel. Tourney-banned on incoming, allowed as okizeme.
2363214A Kofxi ryo 2363214P.png 12 18 KD -19 F1-5 invul. From F12-29 (whole active time) invul above feet.
2363214C Kofxi ryo 2363214P.png 15 27 KD -19 F1-6 invul. From F15-41 (whole active time) above feet invul.
641236A Kofxi ryo 641236A 1.pngKofxi ryo 641236A 2.png 16 ? KD -22* F1+2 invul. *=point blank.
641236C Kofxi ryo 641236C 1.pngKofxi ryo 641236C 2.pngKofxi ryo 641236C 3.png 21 ? KD -24* F1-7 invul. *=point blank.
236236E Kofxi ryo 236236E 1.pngKofxi ryo 236236E 2.png 19 9 KD -22 F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.

Special Attributes & Bugs

  • 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

  • 5C/2C > 6A (yes, that's his bnb!)
  • 2B>2C>214K or 236P or LDM
  • (j.D>)5A>623C Super Cancel Ranbu / LDM


Shift Combos

Ryo & Oswald

  • Back-turned j.D,2B>5C>6A QS Oswald, j.C,5D(c)>3A,214C(2 hits),236C,214B. Stuns Kula, see here.

Matchups

Zakuroman's Ryo matchups 2021
Advantage: Oswald, Kim, Duck, Athena, Benimaru, Elisabeth, Duolon, Momoko, Gai, Adelheid, Silber, Hayte, Ramon, Jenet, Shingo
Slight Advantage: Griffon, Ralf, Terry, Maxima, Mary, Kasumi, Kyo, Yuri, Clark, Eiji, Vanessa, Whip, Malin, Shen, Iori, Jazu
Even: Ryo, Gato, King
Slight Disadvantage: Kula, K', Ash
Disadvantage: Kensou


Vs Gato

  • meaty 5D(c) can beat Gato's 236236A on wakeup

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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