Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

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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.
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: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.
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| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
| 632146B || 28 || 3 || 12|| <span style="color: red;">-2</span>||Super Cancel.
|-
|-
| 632146D || 44 || 4 || <span style="color: blue;">+6</span>|| GC||Guard Crush.
| 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.
| 2363214A || 12 || 18 || KD|| <span style="color: red;">-19</span>||F1-5 invul. From F12 until end of active time above feet invul.
Zeile 655: 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 707: 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.
*The only character other than Gai & Malin (via a bug) that can QS their LDM.


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'''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 ==
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*Terry:236236D
*Terry:236236D
*Vanessa: nothing
*Vanessa: nothing


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