Ryo Sakazaki(KOFXI)
Ryo Sakazaki リョウ・サカザキ | |
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
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
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. |
Attack | Hitbox | Startup | Active | Hit | Guard | Note |
---|---|---|---|---|---|---|
2A | 6 | 2 | +5 | +4 | ||
2B | 5 | 5 | +3 | +2 | ||
2C | 6 | 2+3 | -6 | -7 | ||
2D | 10 | 5 | KD | -3 |
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>)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.
Ryo & Oswald
- Back-turned j.D,2B>2C>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): Alternatively, a Guard Cancel Roll can also be used for a guaranteed punish.
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber