Ryo Sakazaki(KOFXI): Unterschied zwischen den Versionen

(7 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 10: Zeile 10:
}}
}}
== 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 734: Zeile 734:
===Vs Gato===
===Vs Gato===
*meaty 5D(c) can beat Gato's 236236A on wakeup
*meaty 5D(c) can beat Gato's 236236A on wakeup
===Vs Oswald===
*Against Oswald's 214P,236P,214B string, 5D(c) can be used to evade the last hit, enabling a punish.


== Universal Strategy vs Ryo ==
== Universal Strategy vs Ryo ==
19.071

Bearbeitungen