Ryo Sakazaki(KOFXI)
Ryo Sakazaki リョウ・サカザキ | |
Tiers & Ranking | |
Tier: | S |
Ratio Cost: | 5 Points |
Properties | |
Damage Modifier: | 116 |
Stun Modifier: | 98 |
Crouch height (Tier): | C |
Quick Guide
- Ryo is a strong character with good 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).
Neutral
- To approach, use j.E, j.D or j.B.
Offense
- 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.
- 2B chains into 2C, which leads to combos
- 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.
- 5B(f) and 5D(f) 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.
Defense
- 5B(f) and 5D(f) are Ryo's main way to stop jump attempts.
- Ryo's high parry can be special cancelled.
- Ryo's low parry is active on the first frame and can be used as a reversal. It can be special-cancelled after.
- 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.
- C-Ranbu has invulnerability and can be used as a reversal, but it is very slow
- LDM can be used as a reversal, but is extremely slow.
Colors
A | B | C | D |
R1 + | R1 + | R1 + | R1 + |
E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: thanks to Rock for the Short List Data!
Move | S | A | Hit | Blk | Note |
---|---|---|---|---|---|
5A(c) | 4 | 3 | +2 | +1 | |
5A(f) | 5 | 3 | +3 | +2 | |
5B(c) | 7 | 6 | +0 | -1 | |
5B(f) | 7 | 3 | -2 | -3 | |
5C(c) | 4 | 6 | +1 | +0 | |
5C(f) | 15 | 8 | +1 | +0 | |
5D(c) | 6 | 8 | +0 | -1 | |
5D(f) | 11 | 4+4 | +0 | -1 | |
5E | 10 | 4 | KD | -4 | |
2A | 5 | 3 | +5 | +4 | |
2B | 6 | 5 | +3 | +2 | |
2C | 9 | 6 | -6 | -7 | |
2D | 10 | 7 | KD | -3 | |
6A | 16 | 9 | +2 | +1 | |
6A(can) | 14 | 9 | +2 | +1 |
Attack | Hitbox | Startup | Active | Hit | Guard | Note |
---|---|---|---|---|---|---|
2A | 6 | 2 | +5 | +4 | ||
2B | 5 | 6 | +3 | +2 | ||
2C | 6 | 2+3 | -6 | -7 | ||
2D | 10 | 5 | KD | -3 |
Combos
- 2B>2C>214K
- (j.D>)5A>623C Super Cancel Ranbu / LDM
Universal Strategy vs Ryo
Ryo's 236236E
Ryo's LDM is slow, but has a lot of invulnerability and a trade is always in favor of Ryo. It also has very high pushback on block, which can make punishing it relatively difficult. The best way to punish the LDM is to input the punish already in the super freeze(eg by buffering a roll, or an invulnerable special move)
The following characters can punish 236236E on block even on max range (incomplete list):
- Adelheid: 236236D; LDM
- Griffon: nothing
- K': 214B/D; 236236A/C
- Kula: LDM
- Maxima: 214A
- Oswald: LDM
- Terry:236236D
- Vanessa: nothing
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber