Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

keine Bearbeitungszusammenfassung
Keine Bearbeitungszusammenfassung
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| portrait = [[Image:KOFXI ryo full.png]]
| portrait = [[Image:KOFXI ryo full.png]]
|tier_rank = S
|tier_rank = S
|ratio_rank = 5 Punkte
|ratio_rank = 5 Points
|health = 116
|health = 116
|stun_gauge = 98
|stun_gauge = 98
Zeile 10: Zeile 10:
}}
}}


== Farben ==
== Colors ==
{| cellpadding="0" style="text-align: center;"
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI ryo S.jpg]]
|[[Datei:KOFXI ryo S.jpg]]
Zeile 63: Zeile 63:


==Frame Data==
==Frame Data==
''Anm.: Danke an Rock-San für die Short List Data!''
''Note: thanks to Rock for the Short List Data!''
{| 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"
|+Short List
|+Short List
|-
|-
! Move !! S!! A!!  Hit!! Blk!! Anmerkung
! Move !! S!! A!!  Hit!! Blk!! Note
|-
|-
| 5A(c) || 4 || 3 || +2|| +1||
| 5A(c) || 4 || 3 || +2|| +1||
Zeile 102: Zeile 102:


{| 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"
|+ Stehende Angriffe
|+ Standing Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 109: Zeile 109:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''5A(c)'''
| style="background-color:#F9F9F9;" |'''5A(c)'''
Zeile 205: Zeile 205:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-6 Oberkörper unverwundbar. F1-21 Counterhit-State. Parry, Special Cancel.
| style="background-color:#F9F9F9;" |F1-6 upper body invul. F1-21 Counterhit-State. Parry, Special Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''3B'''
| style="background-color:#F9F9F9;" |'''3B'''
Zeile 213: Zeile 213:
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-24 auf den Beinen unverwundbar. F1-18 Counterhit-State. Parry, Special Cancel.
| style="background-color:#F9F9F9;" |F1-24 invul on the legs. F1-18 Counterhit-State. Parry, Special Cancel.
|-
|-
|}
|}


{| 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"
|+ Geduckte Angriffe
|+ Crouching Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Startup
! style="width:60px;background-color:#FFd800;" | Startup
Zeile 225: Zeile 225:
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Hit
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Guard
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''2A'''
| style="background-color:#F9F9F9;" |'''2A'''
Zeile 262: Zeile 262:


{| 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"
|+ Sprungangriffe
|+ Jump Attacks
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Attack
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! 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;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump back A'''
| style="background-color:#F9F9F9;" |'''smalljump back A'''
Zeile 381: Zeile 381:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump up D
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump up D
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump up D'''
| style="background-color:#F9F9F9;" |'''smalljump up D'''
Zeile 387: Zeile 387:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |Gleiche Hitbox wie smalljump back D
| style="background-color:#F9F9F9;" |Same Hitbox as smalljump back D
|-
|-
| style="background-color:#F9F9F9;" |'''smalljump forward D'''
| style="background-color:#F9F9F9;" |'''smalljump forward D'''
Zeile 429: Zeile 429:
{| 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
! style="width:100px;background-color:#D9D9D9;" | Variante
! style="width:100px;background-color:#D9D9D9;" | Move
! style="width:60px;background-color:#FFd800;" | Hitbox
! style="width:60px;background-color:#FFd800;" | Hitbox
! 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;" | Vorteil
! style="width:60px;background-color:#FFd800;" | Adv
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Cancel
! style="width:60px;background-color:#FFd800;" | Anmerkung
! style="width:60px;background-color:#FFd800;" | Note
|-
|-
| style="background-color:#F9F9F9;" |'''623A'''
| style="background-color:#F9F9F9;" |'''623A'''
Zeile 443: Zeile 443:
| style="background-color:#F9F9F9;" |-19/-18
| style="background-color:#F9F9F9;" |-19/-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1+2 Unverwundbar. F3-6 auf den Füßen unverwundbar. F7+ in der Luft. Frame Data = nah/weit
| style="background-color:#F9F9F9;" |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 451: Zeile 451:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F1-6 unverwundbar. F7+8 Oberkörper unverwundbar. F9+ in der Luft.
| style="background-color:#F9F9F9;" |F1-6 invul. F7+8 upper body invul. Airborne from F9.
|-
|-
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |'''236A'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_236A_1.png|200px]][[bild:kofxi_ryo_236A_2.png|200px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_236A_1.png|200px]][[bild:kofxi_ryo_236A_2.png|200px]]
| 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;" |-6/+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |*=Beide Hitboxen bewegen sich nach vorne. Frame Data = nah/weit.
| style="background-color:#F9F9F9;" |*=Both hitboxen move forwards. Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 467: Zeile 467:
| style="background-color:#F9F9F9;" |-10/-3
| style="background-color:#F9F9F9;" |-10/-3
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |*=Beide Hitboxen bewegen sich nach vorne. Frame Data = nah/weit
| style="background-color:#F9F9F9;" |*=Both hitboxen move forwards. Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''646A'''
| style="background-color:#F9F9F9;" |'''646A'''
Zeile 475: Zeile 475:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Trifft nicht gegen geduckte Gegner. Pattern abacabac.
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. Pattern = abacabac.
|-
|-
| style="background-color:#F9F9F9;" |'''646C'''
| style="background-color:#F9F9F9;" |'''646C'''
Zeile 483: Zeile 483:
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launcht & QS OK. Trifft nicht gegen geduckte Gegner. Pattern abacabacabac
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. Pattern = abacabacabac
|-
|-
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |'''214B'''
Zeile 491: Zeile 491:
| style="background-color:#F9F9F9;" |-14/-11
| style="background-color:#F9F9F9;" |-14/-11
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Ab F7 in der Luft. Frame Data nah/weit.
| style="background-color:#F9F9F9;" |Airborne from F7. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''214D'''
Zeile 499: Zeile 499:
| style="background-color:#F9F9F9;" |-15/-11
| style="background-color:#F9F9F9;" |-15/-11
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Ab F10 in der Luft. Frame Data nah/weit.
| style="background-color:#F9F9F9;" |Airborne from F10. Frame Data close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214A'''
| style="background-color:#F9F9F9;" |'''214A'''
Zeile 507: Zeile 507:
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Oberkörper unverwundbar im Startup.
| style="background-color:#F9F9F9;" |Upper body invul during startup.
|-
|-
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 515: Zeile 515:
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Oberkörper unverwundbar im Startup. Erster Hit löscht Projektile. Gegner danach im 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'''
Zeile 523: Zeile 523:
| style="background-color:#F9F9F9;" |-2*
| style="background-color:#F9F9F9;" |-2*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F4. Kann nicht von 2F-Reversals bestraft werden. *= der 2. Hit trifft auf F25.
| 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;" |'''623D'''
| style="background-color:#F9F9F9;" |'''623D'''
Zeile 531: Zeile 531:
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |In der Luft ab F5. *= der 2. Hit trifft auf F30.
| style="background-color:#F9F9F9;" |Airborne from F5. *= 2nd Hit hits on F30.
|-
|-
| style="background-color:#F9F9F9;" |'''41236B'''
| style="background-color:#F9F9F9;" |'''41236B'''
Zeile 539: Zeile 539:
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F7-13 auf den Beinen unverwundbar. Safe auf max range.
| style="background-color:#F9F9F9;" |F7-13 invul on legs. Safe on max range.
|-
|-
| style="background-color:#F9F9F9;" |'''41236D'''
| style="background-color:#F9F9F9;" |'''41236D'''
Zeile 547: Zeile 547:
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |F5-14 auf den Beinen unverwundbar. Safe auf max range.
| style="background-color:#F9F9F9;" |F5-14 invul on legs. Safe on max range.
|-
|-
| style="background-color:#F9F9F9;" |'''632146B'''
| style="background-color:#F9F9F9;" |'''632146B'''
Zeile 571: Zeile 571:
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F3. F1~5 unverwundbar. F12 bis Ende der Active-Time nur auf den Füßen verwundbar.
| style="background-color:#F9F9F9;" |F1~5 invul. From F12 until end of active time above feet invul.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |'''2363214C'''
Zeile 579: Zeile 579:
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F3. F1~5 unverwundbar. F15bis Ende der Active-Time  nur auf den Füßen verwundbar.
| style="background-color:#F9F9F9;" |F1~5 invul. From F15 until end of active time above feet invul.
|-
|-
| style="background-color:#F9F9F9;" |'''641236A'''
| style="background-color:#F9F9F9;" |'''641236A'''
Zeile 587: Zeile 587:
| style="background-color:#F9F9F9;" |-21*
| style="background-color:#F9F9F9;" |-21*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-4 unverwundbar. Frame Data nah dran.
| style="background-color:#F9F9F9;" |F1-4 invul. *=close to the opponent.
|-
|-
| style="background-color:#F9F9F9;" |'''641236C'''
| style="background-color:#F9F9F9;" |'''641236C'''
Zeile 595: Zeile 595:
| style="background-color:#F9F9F9;" |-23*
| style="background-color:#F9F9F9;" |-23*
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-6 unverwundbar (2F nach dem Freeze). Frame Data nah dran.
| style="background-color:#F9F9F9;" |F1-6 invul (2F after freeze). *=close to the opponent.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''236236E'''
Zeile 603: Zeile 603:
| style="background-color:#F9F9F9;" |-21
| style="background-color:#F9F9F9;" |-21
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Freeze auf F1. F1-17 unverwundbar. Löscht Projektile F17-25
| style="background-color:#F9F9F9;" |F1-17 invul. Negates projectiles F17-25
|}
|}


== Combos ==
== Combos ==
*2B>2C>214K
*(j.D>)5A>623C Super Cancel Ranbu / LDM


== Strategie gegen Ryo ==
== Universal Strategy vs Ryo ==


'''Ryo's 236236E'''<br>
'''Ryo's 236236E'''<br>
Ryo's LDM ist langsam und hat viel Unverwundbarkeit. Durch den hohen Pushback auf Block ist das Bestrafen dieses Moves sehr schwer. Am besten macht man seinen Punish bereits im Super Freeze (z.B. eine Rolle Buffern, oder einen Move mit Oberkörperunverwundbarkeit eingeben etc.).
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)


Folgende Charaktere können 236236E auch noch auf maximaler Reichweite auf Block bestrafen (unvollständige Liste):<br>
The following characters can punish 236236E on block even on max range (incomplete list):<br>
*Adelheid: 236236D; LDM
*Adelheid: 236236D; LDM
*Griffon: nix
*Griffon: nothing
*K': 214B/D; 236236A/C
*K': 214B/D; 236236A/C
*Kula: LDM
*Kula: LDM
Zeile 621: Zeile 624:
*Oswald: LDM
*Oswald: LDM
*Terry:236236D
*Terry:236236D
*Vanessa: nix
*Vanessa: nothing






{{KOFXI_Navi}}
{{KOFXI_Navi}}
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