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==Movelist== | ==Movelist== | ||
<center>'''Move List Showcase''' <br> | |||
<youtube>Z_uzWv8LzPY</youtube></center> | |||
=== Normals === | === Normals === | ||
==== Far Normals ==== | ==== Far Normals ==== | ||
Line 1,075: | Line 1,078: | ||
}} | }} | ||
==Combos== | == Combos == | ||
General notes: | |||
*when in max mode. moves will have more pushback which can be a problem in certian combos. | |||
*Most combos work after jumpins (j.C or j.D, same damage) with slight adjustments, just skip light normals for a heavy | |||
*Use cr.A instead of st.A/cl.A for crouching Chin and Choi. qcfx2+P also completely whiffs on them when crouching; however, qcfx2+AC still works. | |||
==== meterless ==== | |||
''(midscreen)'' | |||
*'''cr.Bx1-2, cr.A / st.A, hcb K''' | |||
low confirm into hein shippu kyaku. does the same dmg reguarless of the version. | |||
*'''hcf P, jp.C/D / jp.CD / dp P''' | |||
very basic. Unblockable launcher into a juggle. | |||
*'''(j.X), cl.C/D, hcb D / dp+A / qcb+A/C~dp+A/C''' | |||
since ryo's f.A doesn't become cancelable when linked into, he has to resort to just doing heavy into special. hein shippukyaku does the most dmg. qcb P is the one you use because it looks so cool | |||
*'''(j.X), cl.C/D, hcf P / jp.CD''' | |||
''(corner)'' | |||
*'''cr.Bx1-2, cr.A / st.A, qcb P~dp A''' | |||
ryo's best meterless dmg off of a low confirm. this can work outside the corner but due to the hitbox of the dp's, the 2nd hit will always whiff. | |||
*'''(j.X), cl.C/D, hcf P, dp P''' | |||
==== with meter ==== | |||
''(midscreen)'' | |||
*'''cr.B, st.A, qcfx2 A''' | |||
a hit-confirm with no-so-imprssive dmg. you can get in more cr.B's on standing opponent for an easier time hitconfirming | |||
*'''(j.X), cr.C, qcf,hcb P''' | |||
*'''jp.C/D, cl.C/D, qcfx2 P''' | |||
combo that instantly stuns the opponent. despite it's somewhat underwelming dmg for a metered combo, the fact that it stuns the opponent makes this all the worth while. allowing you to follow-up with anything you want. | |||
*'''jp.C/D, cl.C/D, qcfx2 P (stun) jp.C/D, cl.C, hcf P, jp.CD''' | |||
*'''jp.C/D, cl.C/D, qcfx2 P (stun) jp.C/D, cr.C, qcf,hcb P''' | |||
great way to spend 2 bars. In max mode this is a 100% combo | |||
*'''jp.C/D, cl.C/D, qcfx2 A, (stun) jp.C/D, cl.C/D, qcfx2 P (stun), jp.C/D, cl.C/D, hcb D''' | |||
2 bar TOD without MAX mode | |||
==Strategy== | ==Strategy== |
Latest revision as of 08:51, 23 May 2024
Introduction
Strengths | Weaknesses |
---|---|
|
|
Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos.
- Most combos work after jumpins (j.C or j.D, same damage) with slight adjustments, just skip light normals for a heavy
- Use cr.A instead of st.A/cl.A for crouching Chin and Choi. qcfx2+P also completely whiffs on them when crouching; however, qcfx2+AC still works.
meterless
(midscreen)
- cr.Bx1-2, cr.A / st.A, hcb K
low confirm into hein shippu kyaku. does the same dmg reguarless of the version.
- hcf P, jp.C/D / jp.CD / dp P
very basic. Unblockable launcher into a juggle.
- (j.X), cl.C/D, hcb D / dp+A / qcb+A/C~dp+A/C
since ryo's f.A doesn't become cancelable when linked into, he has to resort to just doing heavy into special. hein shippukyaku does the most dmg. qcb P is the one you use because it looks so cool
- (j.X), cl.C/D, hcf P / jp.CD
(corner)
- cr.Bx1-2, cr.A / st.A, qcb P~dp A
ryo's best meterless dmg off of a low confirm. this can work outside the corner but due to the hitbox of the dp's, the 2nd hit will always whiff.
- (j.X), cl.C/D, hcf P, dp P
with meter
(midscreen)
- cr.B, st.A, qcfx2 A
a hit-confirm with no-so-imprssive dmg. you can get in more cr.B's on standing opponent for an easier time hitconfirming
- (j.X), cr.C, qcf,hcb P
- jp.C/D, cl.C/D, qcfx2 P
combo that instantly stuns the opponent. despite it's somewhat underwelming dmg for a metered combo, the fact that it stuns the opponent makes this all the worth while. allowing you to follow-up with anything you want.
- jp.C/D, cl.C/D, qcfx2 P (stun) jp.C/D, cl.C, hcf P, jp.CD
- jp.C/D, cl.C/D, qcfx2 P (stun) jp.C/D, cr.C, qcf,hcb P
great way to spend 2 bars. In max mode this is a 100% combo
- jp.C/D, cl.C/D, qcfx2 A, (stun) jp.C/D, cl.C/D, qcfx2 P (stun), jp.C/D, cl.C/D, hcb D
2 bar TOD without MAX mode
Strategy