m (→Combos) |
m (→Combos) |
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Line 387: | Line 387: | ||
* cr.A / cr.B x 2, st.A > | * cr.A / cr.B x 2, st.A > | ||
** ( | ** SDM qcf qcf + P, any combo (As the opponent will be dizzed.) | ||
** DM qcf qcf + A | |||
** hcb + B | ** hcb + B | ||
* cr.B, cr.A / cl.A > | * cr.B, cr.A / cl.A > | ||
** ( | ** SDM qcf qcf + P, any combo (As the opponent will be dizzed.) | ||
** DM qcf qcf + A | |||
** hcf + P, [junggler] (Very close.) | ** hcf + P, [junggler] (Very close.) | ||
** hcb + D (Very close. Whiffs on some crouchers.) | ** hcb + D (Very close. Whiffs on some crouchers.) | ||
Line 399: | Line 401: | ||
* (cr.B, cr.C) / cl.C, | * (cr.B, cr.C) / cl.C, | ||
** SDM qcf qcf + P, any combo (As the opponent will be dizzed.) | |||
** DM qcf hcb + P | ** DM qcf hcb + P | ||
** DM f hcf + A | ** DM f hcf + A | ||
** | ** DM qcf qcf + P | ||
** hcf + P, [junggler] (Very close.) | ** hcf + P, [junggler] (Very close.) | ||
** hcb + D (Whiffs on some crouchers.) | ** hcb + D (Whiffs on some crouchers.) | ||
** qcb + C > dp + C | ** qcb + C > dp + C (Very close or dp + C may miss.) | ||
** qcf + A | ** qcf + A | ||
** f + A | ** f + A | ||
Line 419: | Line 422: | ||
** cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A | ** cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A | ||
*** cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | *** cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | ||
His SDM qcf qcf + P, folowed by a simple BnB combo (like j.C, cl.C > hcb + D) deal more damage than SDM qcf hcb + P. | |||
Revision as of 16:13, 27 January 2019
Introduction
Ryo Sakazaki is an accomplished punchman and a master of kyokugenryu, the art of combat Lamaze. Although this allows him to punch very hard it sadly leaves him too relaxed to do combos.
Colors
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Gameplay overview
Movelist
Fastest Attacks
- 0F: C throw; D throw
- 1F: cr.C
- 2F: cl.C; dp + A
- 3F: cl.A; cl.B; st.A; cr.A; cr.B
- 4F: cl.D; dp + C
- 5F: st.B
- 6F: hcb + B
- 7F: st.C; cr.D; hcf + P; SDM qcf qcf + P
- 8F: -
- 9F: CD; hcb + D; DM qcf qcf + A
- 10F: -
Combos
- Best jump-ins:
- j.C
- cr.A / cr.B x 2, st.A >
- SDM qcf qcf + P, any combo (As the opponent will be dizzed.)
- DM qcf qcf + A
- hcb + B
- cr.B, cr.A / cl.A >
- SDM qcf qcf + P, any combo (As the opponent will be dizzed.)
- DM qcf qcf + A
- hcf + P, [junggler] (Very close.)
- hcb + D (Very close. Whiffs on some crouchers.)
- hcb + B
- (cr.B, cr.C) / cl.C,
- SDM qcf qcf + P, any combo (As the opponent will be dizzed.)
- DM qcf hcb + P
- DM f hcf + A
- DM qcf qcf + P
- hcf + P, [junggler] (Very close.)
- hcb + D (Whiffs on some crouchers.)
- qcb + C > dp + C (Very close or dp + C may miss.)
- qcf + A
- f + A
- ... hcf + P,
- j.CD
- qcf + A (out of the corner)
- dp + A (corner)
- j.C (reset)
- Simple buffers:
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A
- cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A
His SDM qcf qcf + P, folowed by a simple BnB combo (like j.C, cl.C > hcb + D) deal more damage than SDM qcf hcb + P.
Strategy Corner
- MAX: cl.C > hcf + P, j.CD
deals ??? than
- cl.C > qcf hcb + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.