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== Quick Guide == | == Quick Guide == | ||
:Ryo is a strong character with | :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'''<br> | '''Neutral'''<br> | ||
:Ryo has no options on range and wants to get into close range to harass the opponent with his excellent normals. | :Ryo has no options on range and wants to get into close range to harass the opponent with his excellent normals. | ||
:To approach, use j.E, j.D or j.B. | :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'''<br> | '''Offense'''<br> | ||
:Check out [https://youtu.be/OLhcCWV60js?t=824 | :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. | :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. | :5A, particularly after j.D, combos into 623C, which in turn can be super cancelled into ranbu or LDM. | ||
Zeile 24: | Zeile 25: | ||
:6A is a good overhead with slight advantage that is frequently used in pressure, both standalone and as a cancel. | :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. | :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 | :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. | :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 | :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. | |||
:623A is invul on the feet and fast (4F), 623C has some minor invul on the upper body. Both can be used as reverals, | |||
:Both Ranbu (2363214P) versions have upper feet invul from F1 | :Both Ranbu (2363214P) versions have upper feet invul from F1 | ||
:LDM can be used as a reversal, but is extremely slow. | :LDM can be used as a reversal, but is extremely slow. | ||
Zeile 57: | Zeile 57: | ||
! Move !! S!! A!! Hit!! Blk!! Note | ! Move !! S!! A!! Hit!! Blk!! Note | ||
|- | |- | ||
| 5A(c) || 4 || 3 || +2|| +1|| | | 5A(c) || 4 || 3 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| | ||
|- | |- | ||
| 5A(f)|| 5 || 3 || +3|| +2|| | | 5A(f)|| 5 || 3 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>|| | ||
|- | |- | ||
| 5B(c)|| 7 || 6 || +0|| -1|| | | 5B(c)|| 7 || 6 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| | ||
|- | |- | ||
| 5B(f)|| 7 || 3 || -2 || -3|| | | 5B(f)|| 7 || 3 || <span style="color: red;">-2</span> || <span style="color: red;">-3</span>|| | ||
|- | |- | ||
| 5C(c)|| 4 || 6 || +1|| +0|| | | 5C(c)|| 4 || 6 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>|| | ||
|- | |- | ||
| 5C(f)|| 15 || 8 || +1|| +0|| | | 5C(f)|| 15 || 8 || <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>|| | ||
|- | |- | ||
| 5D(c)|| 6|| 8 || +0|| -1|| | | 5D(c)|| 6|| 8 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| | ||
|- | |- | ||
| 5D(f)|| 11 || 4+4 || +0|| -1|| | | 5D(f)|| 11 || 4+4 || <span style="color: blue;">+0</span>|| <span style="color: red;">-1</span>|| | ||
|- | |- | ||
| 5E|| 10 || 4 || KD|| -4|| | | 5E|| 10 || 4 || KD|| <span style="color: red;">-4</span>|| | ||
|- | |- | ||
| GC|| 9 || | | 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>|| | |||
| 2A|| | |||
|- | |- | ||
| 2B|| | | 2B|| 5 || 5 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>|| | ||
|- | |- | ||
| 2C|| | | 2C|| 6 || 2+3 || <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>|| | ||
|- | |- | ||
| 2D|| 10 || | | 2D|| 10 || 5 || KD|| <span style="color: red;">-3</span>|| | ||
|- | |- | ||
| 6A || 16 || 9 || +2|| +1||Overhead. | | 6A || 16 || 9 || <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>||Overhead. | ||
|- | |- | ||
| 6A(can) || 14 || 9 || +2|| +1|| | | 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. | | 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 u.A || 6 || 5 || || || | ||
Zeile 132: | Zeile 133: | ||
| j.E || 14 || 10 || || || | | j.E || 14 || 10 || || || | ||
|- | |- | ||
| 623A || 4 || 1+2+12 || KD|| -20||F1+2 invul. F3-6 invul on feet. | | 623A || 4 || 1+2+12 || KD|| <span style="color: red;">-20</span>||F1+2 invul. F3-6 invul on feet. | ||
|- | |||
| 623C || 7 || 2+18 || KD|| <span style="color: red;">-31</span>||F1-6 invul. F7+8 upper body invul. | |||
|- | |- | ||
| | | 236A || 15 || 3+6 || KD|| <span style="color: red;">-6</span>/<span style="color: blue;">+0</span>*||*=close/far. | ||
|- | |- | ||
| | | 236C || 18 || 3+6 || KD|| <span style="color: red;">-11</span>/<span style="color: red;">-3</span>*||*=close/far. | ||
|- | |- | ||
| | | 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. | ||
|- | |- | ||
| | | 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. | ||
|- | |- | ||
| | | 214B || 7 || 4+4 || KD|| <span style="color: red;">-15</span>|| | ||
|- | |- | ||
| | | 214D || 10 || 5+5+5 || KD|| <span style="color: red;">-16</span>|| | ||
|- | |- | ||
| | | 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. | ||
|- | |- | ||
| | | 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. | ||
|- | |- | ||
| | | 623B || 23/25 || 2+5 || KD|| <span style="color: red;">-2</span>||Overhead. Airborne from F4. 2nd hit hits on F25. | ||
|- | |- | ||
| | | 623D || 28/30 || 2+4 || KD|| <span style="color: red;">-6</span>||Overhead. Airborne from F5. 2nd hit hits on F30. | ||
|- | |- | ||
| | | 41236B || 16 || 3 || KD|| <span style="color: red;">-7</span>||F7-13 invul on legs. | ||
|- | |- | ||
| | | 41236D || 17 || 3 || KD|| <span style="color: red;">-9</span>||F5-14 invul on legs. | ||
|- | |- | ||
| | | 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel. | ||
|- | |- | ||
| | | 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush. Tourney-banned on incoming, allowed as okizeme. | ||
|- | |- | ||
| | | 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul. | ||
|- | |- | ||
| | | 2363214C || 15 || 27 || KD|| <span style="color: red;">-19</span>||F1-6 invul. From F15-41 (whole active time) above feet invul. | ||
|- | |- | ||
| | | 641236A || 16 || ~ || KD|| <span style="color: red;">-22</span>*||F1+2 invul. *=point blank. | ||
|- | |- | ||
| 236236E || 19 || 9 || KD|| -22||F1-18 invul. Negates projectiles F17-24. Stuns on hit. | | 641236C || 21 || ~ || KD|| <span style="color: red;">-24</span>*||F1-7 invul. *=point blank. | ||
|- | |||
| 236236E || 19 || 9 || KD|| <span style="color: red;">-22</span>||F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted. | |||
|- | |- | ||
|} | |} | ||
Zeile 259: | Zeile 264: | ||
| style="background-color:#F9F9F9;" |6 | | style="background-color:#F9F9F9;" |6 | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |- | | style="background-color:#F9F9F9;" |-14 | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
|- | |- | ||
Zeile 293: | Zeile 298: | ||
| style="background-color:#F9F9F9;" | | | style="background-color:#F9F9F9;" | | ||
| style="background-color:#F9F9F9;" |F1-24 invul on the legs. 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. | |||
|- | |- | ||
|} | |} | ||
Zeile 317: | 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;" | | | 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 554: | Zeile 567: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-46 | | style="background-color:#F9F9F9;" |-46 | ||
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Hard Knockdown. QS OK. Does not hit against crouched opponents. 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: | | 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;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-66 | | style="background-color:#F9F9F9;" |-66 | ||
| style="background-color:#F9F9F9;" |F4-9 Guard Point. Launch & QS OK. Does not hit against crouched opponents. 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 642: | Zeile 655: | ||
| style="background-color:#F9F9F9;" |+6 | | style="background-color:#F9F9F9;" |+6 | ||
| style="background-color:#F9F9F9;" |GC | | style="background-color:#F9F9F9;" |GC | ||
| style="background-color:#F9F9F9;" |Guard Crush on block. Super Cancel. | | 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 682: | Zeile 695: | ||
| style="background-color:#F9F9F9;" |KD | | style="background-color:#F9F9F9;" |KD | ||
| style="background-color:#F9F9F9;" |-22 | | style="background-color:#F9F9F9;" |-22 | ||
| style="background-color:#F9F9F9;" |F1-18 invul. Negates projectiles F17-24. Stuns on hit. | | style="background-color:#F9F9F9;" |F1-18 invul. Negates projectiles F17-24. Stuns on hit. Can be quick-shifted. | ||
|} | |} | ||
Zeile 693: | Zeile 706: | ||
*Ryo's Front Ukemi takes 26+1F instead of the regular 22+1F | *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 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 == | ||
*2B>2C>214K | *5C/2C > 6A (yes, that's his bnb!) | ||
*2B>2C>214K or 236P or LDM | |||
*(j.D>)5A>623C Super Cancel Ranbu / LDM | *(j.D>)5A>623C Super Cancel Ranbu / LDM | ||
Zeile 704: | Zeile 722: | ||
'''Ryo & Oswald''' | '''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]. | *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 | |||
== Universal Strategy vs Ryo == | == Universal Strategy vs Ryo == | ||
Zeile 719: | Zeile 749: | ||
*Terry:236236D | *Terry:236236D | ||
*Vanessa: nothing | *Vanessa: nothing | ||
{{KOFXI_Navi}} | {{KOFXI_Navi}} |
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