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[[image:ryo98_stance.gif|right]] | [[image:ryo98_stance.gif|right]] | ||
==Introduction== | ==Introduction== | ||
Ryo Sakazaki is an accomplished punchman and a master of | 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=== | ===Colors=== | ||
{| | {| | ||
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|} | |} | ||
==Gameplay overview== | ==Gameplay overview== | ||
==[[ | ==[[The King of Fighters 2002/Normals Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
!width="6%"| | !width="6%"| | ||
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|align="center"| H | |align="center"| H | ||
|- | |- | ||
! <br> | ! <br>qcb + [[image:snka.gif]]<br><br> | ||
|align="center"| 12/2+6/32 | |align="center"| 12/2+6/32 | ||
|align="center"| -5/-7 | |align="center"| -5/-7 | ||
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|rowspan="2" align="left"|'''Mouko Raijin Gou (qcb + P)''' | |rowspan="2" align="left"|'''Mouko Raijin Gou (qcb + P)''' | ||
|- | |- | ||
! | ! qcb + [[image:snkc.gif]] | ||
|align="center"| 16/3+6/35 | |align="center"| 16/3+6/35 | ||
| | | | ||
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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_hcbK2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_hcbK2.png|center]] | ||
|rowspan="2" align="left"|'''Hien Shippuu Kyaku (hcb + K)''' | |rowspan="2" align="left"|'''Hien Shippuu Kyaku (hcb + K)''' | ||
* Both versions are unsafe and easily punishable when blocked, so use them mainly in combos. | * Both versions are unsafe and easily punishable when blocked, so use them mainly in combos. The B version can sometimes be useful to catch jumping enemies that are outside the range of your DP. Still, be careful when using it. | ||
|- | |- | ||
! hcb + [[image:snkd.gif]] | ! hcb + [[image:snkd.gif]] | ||
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|rowspan="3" align="left"|'''Tenchi Haou Ken (qcf,qcf + P)'''<br> | |rowspan="3" align="left"|'''Tenchi Haou Ken (qcf,qcf + P)'''<br> | ||
DM version does little damage (roughly like a standing C) normally, but does around half a bar if you get a counter. Obviously, getting a counter with this move is quite difficult. You can try to trade it with any move you see coming with anticipation, but those situations will be rare.<br> | DM version does little damage (roughly like a standing C) normally, but does around half a bar if you get a counter. Obviously, getting a counter with this move is quite difficult. You can try to trade it with any move you see coming with anticipation, but those situations will be rare.<br> | ||
The SDM version is quite more interesting. It deals slightly more damage than the DM version (even if you get a counter hit), but instantly dizzies your opponent. You can do c.B, c.A/s.A, SDM Tenchi Haou Ken and then follow up with anything you want (j. | The SDM version is quite more interesting. It deals slightly more damage than the DM version (even if you get a counter hit), but instantly dizzies your opponent. You can do c.B, c.A/s.A, SDM Tenchi Haou Ken and then follow up with anything you want (j.C, cl.C > Kyokugen-ryuu Renbu Ken (hcf + P) / D Hien Shippuu Kyaku (hcb + D) if you have no stocks, j.D, cl.C > A DM Ryuuko Ranbu if you have one stock, or, if you have two, a SDM R. Ranbu or a combo into a second SDM Tenchi Haou Ken), which makes Ryo a very scary character when in MAX mode and with a stock. | ||
|- | |- | ||
! qcf qcf + [[image:snkc.gif]] | ! qcf qcf + [[image:snkc.gif]] | ||
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* 7F: st.C; '''cr.D'''; hcf + P; SDM qcf qcf + P | * 7F: st.C; '''cr.D'''; hcf + P; SDM qcf qcf + P | ||
* 8F: - | * 8F: - | ||
* 9F: CD; hcb + D; DM qcf qcf + A | * 9F: '''CD'''; hcb + D; DM qcf qcf + A | ||
* 10F: - | * 10F: - | ||
==Combos== | ==Combos== | ||
* Best jump-ins: | |||
** j.C | |||
* 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.) | ||
** hcf + P, [junggler] ( | ** hcf + P, [junggler] (Close.) | ||
** hcb + D (Very close.) | ** hcb + D (Very close. Whiffs on some crouchers.) | ||
** DM qcf qcf + A | |||
** hcb + B | ** hcb + B | ||
* (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 | ||
** hcf + P, [junggler] (Close.) | |||
** hcf + P, [junggler] | ** hcb + D (Whiffs on some crouchers.) | ||
** hcb + D | ** qcb + C > dp + C (Very close or dp + C may miss.) | ||
** DM qcf qcf + P | |||
** qcf + A | ** qcf + A | ||
** f + A | ** f + A | ||
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** dp + A (corner) | ** dp + A (corner) | ||
** j.C (reset) | ** 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.) | |||
His SDM qcf qcf + P followed by a simple BnB combo (like j.C, cl.C > hcb + D) deals more damage than SDM qcf hcb + P. | |||
His DM qcf qcf + P on counter does a little more damage than cl.C > DM qcf hcb + P, but less than j.C, cl.C > DM qcf hcb + P. | |||
Ryo is the only character that may spend 5 bars in the same combo (without tricks or special setups), like this one: | |||
* cr.C / cl.C / cr.A / st.A / cl.A > SDM qcf qcf + P, | |||
** MAX mode, j.C, cr.C / cl.C > SDM qcf qcf + P, | |||
*** j.C, cr.C / cl.C > qcf hcb + P | |||
{{StrategyCorner| | {{StrategyCorner| | ||
* MAX: cl.C > hcf + P, j.CD | * MAX: cl.C > {{hcf}} + P, j.CD | ||
deals ??? than | deals ??? than | ||
* cl.C > qcf hcb + P | * cl.C > {{qcf}} {{hcb}} + P | ||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | ||
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{{ | == Links == | ||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | [[Category:The King of Fighters '98: The Slugfest]] | ||
[[Category:Ryo Sakazaki]] |
Latest revision as of 09:49, 22 April 2022
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.)
- hcf + P, [junggler] (Close.)
- hcb + D (Very close. Whiffs on some crouchers.)
- DM qcf qcf + A
- 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
- hcf + P, [junggler] (Close.)
- hcb + D (Whiffs on some crouchers.)
- qcb + C > dp + C (Very close or dp + C may miss.)
- DM qcf qcf + P
- 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 followed by a simple BnB combo (like j.C, cl.C > hcb + D) deals more damage than SDM qcf hcb + P.
His DM qcf qcf + P on counter does a little more damage than cl.C > DM qcf hcb + P, but less than j.C, cl.C > DM qcf hcb + P.
Ryo is the only character that may spend 5 bars in the same combo (without tricks or special setups), like this one:
- cr.C / cl.C / cr.A / st.A / cl.A > SDM qcf qcf + P,
- MAX mode, j.C, cr.C / cl.C > SDM qcf qcf + P,
- j.C, cr.C / cl.C > qcf hcb + P
- MAX mode, j.C, cr.C / cl.C > SDM qcf qcf + P,
Strategy Corner
- MAX: cl.C >
+ P, j.CD
deals ??? than
- cl.C >
+ P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.