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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. | ||
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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 | :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. | ||
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===Vs Gato=== | ===Vs Gato=== | ||
*meaty 5D(c) can beat Gato's 236236A on wakeup | *meaty 5D(c) can beat Gato's 236236A on wakeup | ||
== Universal Strategy vs Ryo == | == Universal Strategy vs Ryo == |
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