Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

(20 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 10: Zeile 10:
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== Quick Guide ==
== Quick Guide ==
:Ryo is a strong character with good normals and one of the best LDMs in the game.
:Ryo is a strong character with excellent normals and one of the best LDMs in the game.
:He is almost always played as Leader, but can occasionally be seen in 2nd position as well (Gian, a very strong japanese player, plays Ryo 2nd).
: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 this round from the latest Shingo vs. u-rasia set] for a great example on how to attack with Ryo.
: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 Ryo's main way to stop jump attempts.
:5B(f) and 5D(f) are good ways to stop (small)jump attempts.
:Ryo's high parry has upper body invul from F1 and can be special cancelled if it activates.
: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 low parry is invul on the feet from F1 and can be special-cancelled if it activates.
: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, with limited success.
: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 || 7 || KD|| -?||
| 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|| 5 || 3 || +6|| +5||
|-
|-
| 2B|| 6 || 5 || +4|| +3||
| 2B|| 5 || 5 || <span style="color: blue;">+3</span>|| <span style="color: blue;">+2</span>||
|-
|-
| 2C|| 9 || 6 || -5|| -6||
| 2C|| 6 || 2+3 || <span style="color: red;">-6</span>|| <span style="color: red;">-7</span>||
|-
|-
| 2D|| 10 || 7 || KD|| -2||
| 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.
Zeile 134: 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|| -31||F1-6 invul. F7+8 upper body invul.
| 623C || 7 || 2+18 || KD|| <span style="color: red;">-31</span>||F1-6 invul. F7+8 upper body invul.
|-
|-
| 236A || 15 || 3+6 || KD|| -6/+0*||*=close/far.
| 236A || 15 || 3+6 || KD|| <span style="color: red;">-6</span>/<span style="color: blue;">+0</span>*||*=close/far.
|-
|-
| 236C || 18 || 3+6 || KD|| -11/-3*||*=close/far.
| 236C || 18 || 3+6 || KD|| <span style="color: red;">-11</span>/<span style="color: red;">-3</span>*||*=close/far.
|-
|-
| 214B || 7 || 4+4 || KD|| -15||
| 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.
|-
|-
| 214D || 10 || 5+5+5 || KD|| -16||
| 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.
|-
|-
| 214A || 21 || 2+4 || +3|| +2||Upper body invul F5-13. F14-22 no hurtbox on head.
| 214B || 7 || 4+4 || KD|| <span style="color: red;">-15</span>||
|-
|-
| 214C || 35 || 4+6 || KD|| -2||Upper body invul F13-26. F27-34 no hutbox on head. F35-38 Guard point. First hit negates projectiles.
| 214D || 10 || 5+5+5 || KD|| <span style="color: red;">-16</span>||
|-
|-
| 623B || 23/25 || 2+5 || KD|| -2||Overhead. Airborne from F4. 2nd hit hits on F25.
| 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.
|-
|-
| 623D || 28/30 || 2+4 || KD|| -6||Overhead. Airborne from F4. 2nd hit hits on F30.
| 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.
|-
|-
| 41236B || 16 || 3 || KD|| -7||F7-13 invul on legs.
| 623B || 23/25 || 2+5 || KD|| <span style="color: red;">-2</span>||Overhead. Airborne from F4. 2nd hit hits on F25.
|-
|-
| 41236D || 17 || 3 || KD|| -9||F5-14 invul on legs.
| 623D || 28/30 || 2+4 || KD|| <span style="color: red;">-6</span>||Overhead. Airborne from F5. 2nd hit hits on F30.
|-
|-
| 632146B || 28 || 3 || 12|| -2||Super Cancel.
| 41236B || 16 || 3 || KD|| <span style="color: red;">-7</span>||F7-13 invul on legs.
|-
|-
| 632146D || 44 || 4 || +6|| GC||Guard Crush.
| 41236D || 17 || 3 || KD|| <span style="color: red;">-9</span>||F5-14 invul on legs.
|-
|-
| 2363214A || 12 || 18 || KD|| -19||F1-5 invul. From F12 until end of active time above feet invul.
| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
|-
|-
| 2363214C || 15 || 27 || KD|| -19||F1-6 invul. From F15-41 (whole active time) above feet invul.
| 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush. Tourney-banned on incoming, allowed as okizeme.
|-
|-
| 641236A || 16 || ~ || KD|| -22*||F1+2 invul. *=point blank.
| 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul.
|-
|-
| 641236C || 21 || ~ || KD|| -24*||F1-7 invul. *=point blank.
| 2363214C || 15 || 27 || KD|| <span style="color: red;">-19</span>||F1-6 invul. From F15-41 (whole active time) above feet invul.
|-
|-
| 236236E || 19 || 9 || KD|| -22||F1-18 invul. Negates projectiles F17-24. Stuns on hit.
| 641236A || 16 || ~ || KD|| <span style="color: red;">-22</span>*||F1+2 invul. *=point blank.
|-
| 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 261: 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 327: 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 564: 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: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;" |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 652: 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 692: 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 704: Zeile 707:
*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
*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 ==
Zeile 717: 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 732: Zeile 749:
*Terry:236236D
*Terry:236236D
*Vanessa: nothing
*Vanessa: nothing


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