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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 | :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 == |
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