Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

(55 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 4: Zeile 4:
| 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 = 0.97
|stun_gauge = 98
|stun_gauge = 1.03
|crouch_tier = C
|crouch_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.


== Farben ==
'''Neutral'''<br>
{| cellpadding="0" style="text-align: center;"
:Ryo has no options on range and wants to get into close range to harass the opponent with his excellent normals.
|[[Datei:KOFXI ryo S.jpg]]
:To approach from afar, use the strong j.E.
|[[Datei:KOFXI ryo X.jpg]]
:Once you are a little closer, you can also use j.D or j.B.
|[[Datei:KOFXI ryo T.jpg]]
 
|[[Datei:KOFXI ryo C.jpg]]
'''Offense'''<br>
:Check out [https://youtu.be/OLhcCWV60js?t=824 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'''<br>
: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 ==
{{KOF XI Colors
|square=[[Datei:KOFXI ryo S.png]]
|cross=[[Datei:KOFXI ryo X.png]]
|triangle=[[Datei:KOFXI ryo T.png]]
|circle=[[Datei:KOFXI ryo C.png]]
|R1+square=[[Datei:KOFXI ryo R1S.png]]
|R1+cross=[[Datei:KOFXI ryo R1X.png]]
|R1+triangle=[[Datei:KOFXI ryo R1T.png]]
|R1+circle=[[Datei:KOFXI ryo R1C.png]]
|L1+square=[[Datei:KOFXI ryo L1S.png]]
|L1+cross=[[Datei:KOFXI ryo L1X.png]]
|L1+triangle=[[Datei:KOFXI ryo L1T.png]]
|L1+circle=[[Datei:KOFXI ryo L1C.png]]
}}
 
==Frame Data==
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
! Move !! S!! A!!  Hit!! Blk!! Note
|-
| 5A(c) || 4 || 3 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||
|-
| 5A(f)|| 5 || 3 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||
|-
| 5B(c)|| 7 || 6 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
| 5B(f)|| 7 || 3 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span>||
|-
| 5C(c)|| 4 || 6 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
| 5C(f)|| 15 || 8 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>||
|-
| 5D(c)|| 6|| 8 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
| 5D(f)|| 11 || 4+4 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>||
|-
| 5E|| 10 || 4 || KD|| <span style="color: red;">-4</span>||
|-
| GC|| 9 || 6 || KD|| <span style="color: red;">-14</span>||
|-
| 2A|| 6 || 2 || <span style="color: blue;">+5</span>|| <span style="color: blue;">+4</span>||
|-
| 2B|| 5 || 5 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||
|-
| 2C|| 6 || 2+3 || <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||
|-
| 2D|| 10 || 5 || KD|| <span style="color: red;">-3</span>||
|-
| 6A || 16 || 9 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||Overhead.
|-
| 6A(can) || 14 || 9 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||
|-
| 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 || || ||
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8414;
| j.E || 14 || 10 || || ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|X
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|&#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|A
| 623A || 4 || 1+2+12 || KD|| <span style="color: red;">-20</span>||F1+2 invul. F3-6 invul on feet.
|colspan="1" style="background:#000000;color:#FFFFFF;"|B
|colspan="1" style="background:#000000;color:#FFFFFF;"|C
|colspan="1" style="background:#000000;color:#FFFFFF;"|D
|}
 
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI ryo R1S.jpg]]
|[[Datei:KOFXI ryo R1X.jpg]]
|[[Datei:KOFXI ryo R1T.jpg]]
|[[Datei:KOFXI ryo R1C.jpg]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 +&#8414;
| 623C || 7 || 2+18 || KD|| <span style="color: red;">-31</span>||F1-6 invul. F7+8 upper body invul.
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + &#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+A
| 236A || 15 || 3+6 || KD|| <span style="color: red;">-6</span>/<span style="color: blue;">+0</span>*||*=close/far.
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|E+D
|}
 
{| cellpadding="0" style="text-align: center;"
|[[Datei:KOFXI ryo L1S.jpg]]
|[[Datei:KOFXI ryo L1X.jpg]]
|[[Datei:KOFXI ryo L1T.jpg]]
|[[Datei:KOFXI ryo L1C.jpg]]
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 +&#8414;
| 236C || 18 || 3+6 || KD|| <span style="color: red;">-11</span>/<span style="color: red;">-3</span>*||*=close/far.
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + X
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#9651;
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + &#8413;
|-
|-
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A
| 646A || 15 || 8*2 || KD|| <span style="color: red;">-46</span>||F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. No combo damage scaling.  
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+B
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+C
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+D
|}
 
==Frame Data==
''Anm.: Danke an Rock-San für die Short List Data!''
{| class="wikitable sortable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Short List
|-
|-
! Move !! S!! A!!  Hit!! Blk!! Anmerkung
| 646C || 15 || 12*2 || KD|| <span style="color: red;">-66</span>||F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. No combo damage scaling.
|-
|-
| 5A(c) || 4 || 3 || +2|| +1||
| 214B || 7 || 4+4 || KD|| <span style="color: red;">-15</span>||
|-
|-
| 5A(f)|| 5 || 3 || +3|| +2||
| 214D || 10 || 5+5+5 || KD|| <span style="color: red;">-16</span>||
|-
|-
| 5B(c)|| 7 || 6 || +0|| -1||
| 214A || 21 || 2+4 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||Upper body invul F5-13. F14-22 no hurtbox on head.
|-
|-
| 5B(f)|| 7 || 3 || -2 || -3||
| 214C || 35 || 4+6 || KD|| <span style="color: red;">-2</span>||Upper body invul F13-26. F27-34 no hutbox on head. F35-38 Guard point. First hit negates projectiles.
|-
|-
| 5C(c)|| 4 || 6 || +1|| +0||
| 623B || 23/25 || 2+5 || KD|| <span style="color: red;">-2</span>||Overhead. Airborne from F4. 2nd hit hits on F25.
|-
|-
| 5C(f)|| 15 || 8 || +1|| +0||
| 623D || 28/30 || 2+4 || KD|| <span style="color: red;">-6</span>||Overhead. Airborne from F5. 2nd hit hits on F30.
|-
|-
| 5D(c)|| 6|| 8 || +0|| -1||
| 41236B || 16 || 3 || KD|| <span style="color: red;">-7</span>||F7-13 invul on legs.
|-
|-
| 5D(f)|| 11 || 4+4 || +0|| -1||
| 41236D || 17 || 3 || KD|| <span style="color: red;">-9</span>||F5-14 invul on legs.
|-
|-
| 5E|| 10 || 4 || KD|| -4||
| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
|-
|-
| 2A|| 5 || 3 || +5|| +4||
| 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| 2B|| 6 || 5 || +3|| +2||
| 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul.
|-
|-
| 2C|| 9 || 6 || -6|| -7||
| 2363214C || 15 || 27 || KD|| <span style="color: red;">-19</span>||F1-6 invul. From F15-41 (whole active time) above feet invul.
|-
|-
| 2D|| 10 || 7 || KD|| -3||
| 641236A || 16 || ~ || KD|| <span style="color: red;">-22</span>*||F1+2 invul. *=point blank.
|-
|-
| 6A || 16 || 9 || +2|| +1||
| 641236C || 21 || ~ || KD|| <span style="color: red;">-24</span>*||F1-7 invul. *=point blank.
|-
|-
| 6A(can) || 14 || 9 || +2|| +1||
| 236236E || 19 || 9 || KD|| <span style="color: red;">-22</span>||F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted.
|-
|-
|}
|}


{| 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 185:
! 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 181: Zeile 257:
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |
|-
| style="background-color:#F9F9F9;" |'''GC'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_GC.png]]
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-14
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |
|-
|-
Zeile 205: Zeile 289:
| 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 297:
| 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.
|-
| style="background-color:#F9F9F9;" |'''Saving Shift'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_saving.png]]
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |n*
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |/
| style="background-color:#F9F9F9;" |Active until landing. 4F/5F recovery (hit/whiff), less than most other characters.
|-
|-
|}
|}


{| 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 317:
! 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 238: Zeile 330:
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2B.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2B.png]]
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |6
| style="background-color:#F9F9F9;" |5
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
Zeile 262: Zeile 354:


{| 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 473:
| 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 479:
| 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 521:
{| 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;" | Hit
! style="width:60px;background-color:#FFd800;" | Cancel
! 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;" |'''623A'''
| style="background-color:#F9F9F9;" |'''623A'''
Zeile 441: Zeile 533:
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |1+2<br>+12
| style="background-color:#F9F9F9;" |1+2<br>+12
| style="background-color:#F9F9F9;" |-19/-18
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-20
| 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 449: Zeile 541:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |2+18
| style="background-color:#F9F9F9;" |2+18
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-31
| 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;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6/+0*
| style="background-color:#F9F9F9;" |*=Beide Hitboxen bewegen sich nach vorne. Frame Data = nah/weit.
| style="background-color:#F9F9F9;" |*=Both hitboxes move forwards. *2=Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''236C'''
| style="background-color:#F9F9F9;" |'''236C'''
Zeile 465: Zeile 557:
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |3+6*
| style="background-color:#F9F9F9;" |3+6*
| style="background-color:#F9F9F9;" |-10/-3
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-11/-3*
| style="background-color:#F9F9F9;" |*=Beide Hitboxen bewegen sich nach vorne. Frame Data = nah/weit
| style="background-color:#F9F9F9;" |*=Both hitboxes move forwards. *2=Frame Data = close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''646A'''
| style="background-color:#F9F9F9;" |'''646A'''
Zeile 473: Zeile 565:
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |8x2
| style="background-color:#F9F9F9;" |8x2
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-46
| 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. No combo damage scaling. Pattern = abacabac.
|-
|-
| style="background-color:#F9F9F9;" |'''646C'''
| style="background-color:#F9F9F9;" |'''646C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_646A_2.png|100px]][[bild:kofxi_ryo_646P_a.png|100px]][[bild:kofxi_ryo_646P_b.png|100px]][[bild:kofxi_ryo_646A_c.png|100px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_646A_2.png|100px]][[bild:kofxi_ryo_646C_a.png|100px]][[bild:kofxi_ryo_646C_b.png|100px]][[bild:kofxi_ryo_646C_c.png|100px]]
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |12x2
| style="background-color:#F9F9F9;" |12x2
| style="background-color:#F9F9F9;" |minus
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-66
| 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.  No combo damage scaling. Pattern = abacabacabac
|-
|-
| style="background-color:#F9F9F9;" |'''214B'''
| style="background-color:#F9F9F9;" |'''214B'''
Zeile 489: Zeile 581:
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |7
| style="background-color:#F9F9F9;" |4+4
| style="background-color:#F9F9F9;" |4+4
| style="background-color:#F9F9F9;" |-14/-11
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-15/-13*
| style="background-color:#F9F9F9;" |Ab F7 in der Luft. Frame Data nah/weit.
| style="background-color:#F9F9F9;" |Airborne from F7. *=close/far.
|-
|-
| style="background-color:#F9F9F9;" |'''214D'''
| style="background-color:#F9F9F9;" |'''214D'''
Zeile 497: Zeile 589:
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |10
| style="background-color:#F9F9F9;" |5+5+5
| style="background-color:#F9F9F9;" |5+5+5
| style="background-color:#F9F9F9;" |-15/-11
| style="background-color:#F9F9F9;" |-16/-12*
| 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 505: Zeile 597:
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |2+4
| style="background-color:#F9F9F9;" |+3
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |+2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |Upper body invul F5-13. F14-22 no hurtbox on head.
| style="background-color:#F9F9F9;" |Oberkörper unverwundbar im Startup.
|-
|-
| style="background-color:#F9F9F9;" |'''214C'''
| style="background-color:#F9F9F9;" |'''214C'''
Zeile 513: Zeile 605:
| style="background-color:#F9F9F9;" |35
| style="background-color:#F9F9F9;" |35
| style="background-color:#F9F9F9;" |4+6
| style="background-color:#F9F9F9;" |4+6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |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.
| style="background-color:#F9F9F9;" |Oberkörper unverwundbar im Startup. Erster Hit löscht Projektile. Gegner danach im Juggle State. Super Cancel.
|-
|-
| style="background-color:#F9F9F9;" |'''623B'''
| style="background-color:#F9F9F9;" |'''623B'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623B_1.png|200px]][[bild:kofxi_ryo_623B_2.png|200px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623B_1.png|200px]][[bild:kofxi_ryo_623B_2.png|200px]]
| style="background-color:#F9F9F9;" |23*
| style="background-color:#F9F9F9;" |23/25*
| style="background-color:#F9F9F9;" |2+5
| style="background-color:#F9F9F9;" |2+5
| style="background-color:#F9F9F9;" |-2*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-2
| 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;" |Overhead. Airborne from F4. *= 2nd hit hits on F25.
|-
|-
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |'''623D'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623D_1.png|200px]][[bild:kofxi_ryo_623D_2.png|200px]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_623D_1.png|200px]][[bild:kofxi_ryo_623D_2.png|200px]]
| style="background-color:#F9F9F9;" |28*
| style="background-color:#F9F9F9;" |28/30*
| style="background-color:#F9F9F9;" |2+4  
| style="background-color:#F9F9F9;" |2+4  
| style="background-color:#F9F9F9;" |-4
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |In der Luft ab F5. *= der 2. Hit trifft auf F30.
| style="background-color:#F9F9F9;" |Overhead. Airborne from F5. *= 2nd Hit hits on F30.
|-
|-
| style="background-color:#F9F9F9;" |'''41236B'''
| style="background-color:#F9F9F9;" |'''41236B'''
Zeile 537: Zeile 629:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-6
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-7
| style="background-color:#F9F9F9;" |F7-13 auf den Beinen unverwundbar. Safe auf max range.
| style="background-color:#F9F9F9;" |F7-13 invul on legs.
|-
|-
| style="background-color:#F9F9F9;" |'''41236D'''
| style="background-color:#F9F9F9;" |'''41236D'''
Zeile 545: Zeile 637:
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |17
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |-8
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-9
| style="background-color:#F9F9F9;" |F5-14 auf den Beinen unverwundbar. Safe auf max range.
| style="background-color:#F9F9F9;" |F5-14 invul on legs.
|-
|-
| style="background-color:#F9F9F9;" |'''632146B'''
| style="background-color:#F9F9F9;" |'''632146B'''
Zeile 553: Zeile 645:
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |28
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |3
| style="background-color:#F9F9F9;" |+11?
| style="background-color:#F9F9F9;" |+12
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-2
| style="background-color:#F9F9F9;" |Super Cancel.
| style="background-color:#F9F9F9;" |Super Cancel.
|-
|-
Zeile 561: Zeile 653:
| style="background-color:#F9F9F9;" |44
| style="background-color:#F9F9F9;" |44
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |4
| style="background-color:#F9F9F9;" |GC/+5*
| style="background-color:#F9F9F9;" |+6
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |GC
| style="background-color:#F9F9F9;" |*=on hit
| style="background-color:#F9F9F9;" |Guard Crush on block. Super Cancel. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214A'''
| style="background-color:#F9F9F9;" |'''2363214A'''
Zeile 569: Zeile 661:
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |12
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |18
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-19
| 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 F12-29 (whole active time) invul above feet.
|-
|-
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |'''2363214C'''
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2363214P.png]]
| style="background-color:#F9F9F9;" |[[bild:kofxi_ryo_2363214P.png]]
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |15
| style="background-color:#F9F9F9;" |26
| style="background-color:#F9F9F9;" |27
| style="background-color:#F9F9F9;" |-18
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-19
| style="background-color:#F9F9F9;" |Freeze auf F3. F1~5 unverwundbar. F15bis Ende der Active-Time  nur auf den Füßen verwundbar.
| style="background-color:#F9F9F9;" |F1-6 invul. From F15-41 (whole active time) above feet invul.
|-
|-
| style="background-color:#F9F9F9;" |'''641236A'''
| style="background-color:#F9F9F9;" |'''641236A'''
Zeile 585: Zeile 677:
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |16
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-21*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-22*
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-4 unverwundbar. Frame Data nah dran.
| style="background-color:#F9F9F9;" |F1+2 invul. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''641236C'''
| style="background-color:#F9F9F9;" |'''641236C'''
Zeile 593: Zeile 685:
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |21
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |?
| style="background-color:#F9F9F9;" |-23*
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-24*
| style="background-color:#F9F9F9;" |Freeze auf F4. F1-6 unverwundbar (2F nach dem Freeze). Frame Data nah dran.
| style="background-color:#F9F9F9;" |F1-7 invul. *=point blank.
|-
|-
| style="background-color:#F9F9F9;" |'''236236E'''
| style="background-color:#F9F9F9;" |'''236236E'''
Zeile 601: Zeile 693:
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |19
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |9
| style="background-color:#F9F9F9;" |-21
| style="background-color:#F9F9F9;" |KD
| style="background-color:#F9F9F9;" |
| style="background-color:#F9F9F9;" |-22
| style="background-color:#F9F9F9;" |Freeze auf F1. F1-17 unverwundbar. Löscht Projektile F17-25
| style="background-color:#F9F9F9;" |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 ==
== 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 [https://youtu.be/SuiOMNJYlaE?t=2142 here].
== Matchups ==
[https://twitter.com/zakuroman0221/status/1437351772733853698 Zakuroman's Ryo matchups 2021]<br>
'''Advantage:''' Oswald, Kim, Duck, Athena, Benimaru, Elisabeth, Duolon, Momoko, Gai, Adelheid, Silber, Hayte, Ramon, Jenet, Shingo<br>
'''Slight Advantage:''' Griffon, Ralf, Terry, Maxima, Mary, Kasumi, Kyo, Yuri, Clark, Eiji, Vanessa, Whip, Malin, Shen, Iori, Jazu<br>
'''Even:''' Ryo, Gato, King<br>
'''Slight Disadvantage:''' Kula, K', Ash<br>
'''Disadvantage:''' Kensou
===Vs Gato===
*meaty 5D(c) can beat Gato's 236236A on wakeup


== 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 748:
*Oswald: LDM
*Oswald: LDM
*Terry:236236D
*Terry:236236D
*Vanessa: nix
*Vanessa: nothing






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