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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 163: | Zeile 163: | ||
| 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. | ||
Zeile 729: | Zeile 730: | ||
'''Slight Disadvantage:''' Kula, K', Ash<br> | '''Slight Disadvantage:''' Kula, K', Ash<br> | ||
'''Disadvantage:''' Kensou | '''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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