Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

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'''Offense'''<br>
'''Offense'''<br>
: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.
:2B chains into 2C, which leads to combos
:2B chains into 2C, which leads to combos
:6A is a good overhead that is frequently used in pressure
:6A is a good overhead with slight advantage that is frequently used in pressure, both standalone and as a cancel.
:5D / 5B(f) can be used to contain the opponent, as they make jumping out very hard
: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) 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.
:Make sure to use each opportunity you find to shift to Ryo if you can connect his LDM.


'''Defense'''<br>
'''Defense'''<br>
 
:5B(f) and 5D(f) are Ryo's main way to stop jump attempts.
:Ryo's high parry can be special cancelled.
:Ryo's low parry is active on the first frame and can be used as a reversal. It can be special-cancelled after.
:623C has some minor invincibility and can be used as a reversal.
:C-Ranbu has invulnerability and can be used as a reversal, but it is very slow
:LDM can be used as a reversal, but is extremely slow.


== Colors ==
== Colors ==
19.112

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