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= | {{SVC Character Subnav|name=Ryo Sakazaki}} | ||
{| class="wikitable" style="float:right; margin-left: 10px;" | |||
|- | |||
! align="center" colspan="2" | リョウ・サカザキ, Ryo Sakazaki | |||
|- | |||
! align="center" colspan="2" | [[image:Ryosvc.gif|"Hey, you raucous rube. Thank me after a match is over."|center]] | |||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Defensive shoto | |||
|- | |||
| '''Difficulty''' || Mostly Easy | |||
|- | |||
| '''Max Mode Needed?''' || Much better with it | |||
|- | |||
| '''Tier Placement''' || Maybe (C) | |||
|- | |||
| '''Standing Hitbox''' || ? | |||
|- | |||
| '''Crouching Hitbox''' || Short | |||
|- | |||
| '''Defense Modifier''' || 215 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |||
==Introduction== | |||
[[image:Ryofacesvc.png|right]] | |||
Ryo Sakazaki is the main character of the Art of Fighting series, along with Robert Garcia, and is further one of the staple KOF characters along with the likes of Terry and Kyo. His moves are Shoto-esque: he has a DP, a defensive fireball-like projectile, and a tatsu-like kick special. Being a copy-and-paste job of his KOF2002 iteration, he's just as easy to pick up and play in this game with little work needed to learn the basics, minus his near-impossible to do Max SDM ranbu. While he's decent in the KOF series, here he's unfortunately not as well suited to take on the madness that SVC has to offer. | |||
{{ ProConTable | |||
| pros= | |||
* '''Mostly easy to learn:''' Ryo is a glorified shoto in a sense, and a more defensive oriented one. Beyond knowing how to use his parries and learning to do his best combos, he's straightforward and takes only a small effort to learn. | |||
=The | * '''Good mix of pokes and overheads:''' Ryo's main source of damage comes from poking, for which he has a wide variety to work with, including a few overheads. Other special moves like his Hien Shippuu Kyaku or 236K give him ways to approach the opponent or punish attacks without having to get closer first. All of his specials lead to knockdowns as well. | ||
* '''Simple combos:''' Ryo's combos are short and sweet, almost nothing complicated about them. Do a jump-in, maybe a normal or two, and then special or super. While that's the basis of everyone in the game, his combos spell themselves out for him and can be learned almost immediately. | |||
* '''Auto-guard frames on many moves:''' Several of Ryo's moves have auto-guard frames that mitigate damage and resist interrupting him during the attack, giving him good ways to punish aggressive characters and help expand his mixup potential. The auto-guard frames usually last for a good while, thus also making them easier to time correctly. | |||
* '''Auto-guard parries:''' They're not parries in the sense of deflecting an attack or countering an attack the opponent does, but Ryo has access to unique command normal parries. Giving him access to auto-guard frames when needed, he can position himself in neutral and use these command normals to completely block attacks, or cancel a normal into a parry to negate potential front step punishes. This, as well as his auto-guard frames, means Ryo can even potentially negate damage completely from attacks like Shin Akuma's raging demon. | |||
* '''Max Mode greatly expands his offense:''' Ryo greatly benefits from max mode as it unlocks more confirms for him, gives him more consistent combos, and opens up more offense or extra damage off of punishes. And with meter dump, can counter zoners much more easily with Haoh Shou Kou Ken spam. | |||
* '''Reliable Exceed for combos:''' Ryo's exceed is the classic stun punch. By itself, it's not a deadly super, but the utility it gives Ryo to further amplify his damage and make a comeback for him is bolstered by the fact it stuns the opponent, allowing a follow-up combo. He thankfully has decent confirms into exceed, too, including consistent light confirms. | |||
* '''KOF2002 copy/paste job:''' Barring some minor differences, if you play Ryo in either release of KOF2002, you pretty much already know how to play him here, making it way easier to pick him up and play. Learning his differences takes little time as a result. | |||
| cons= | |||
* '''Parries are a commitment:''' Ryo isn't safe from throws, the opponent simply waiting, or some multi-hitting attacks when he uses his parries, which when combined with their somewhat long recovery, can make using them unsafe or not worth it to begin with. Unlike other games, he can't cancel his parries into other parries, either. | |||
* '''Easily punishable on block:''' Ryo's lackluster frame data makes him easy to punish any special or super move he throws out on block, sometimes even without front step. His normals don't have impressive frame data, either. Some of them leave him minus on hit making him lose his turn, too, if not punishable on hit in some rare cases. | |||
* '''Relies on meter and Max Mode:''' Without meter, he lacks consistent confirms for damage or pressure... but even with meter it's sometimes inconsistent. Ryo also benefits from max mode, mainly in the form of getting more damage off of punishes or pokes he normally would not be able to get thanks to a wider variety of confirms and being able to cancel f.A. It can also give him more confirms into super, too, and greatly boosts his pressure. He has to save meter for max mode, but in turn, can't burn it for better consistency, either. Pick your poison. | |||
* '''Low Exceed damage:''' Ryo can't rely on exceed to secure a round by itself since the stun punch only does a small chunk of damage. In order to make the most of it, he has to follow it up with a combo to reap the full benefits of it, something that he ''also'' has to dash up in order to do afterwards. For a super that can only be used once in the entire match, there's little room for error. | |||
* '''Pokes more than he does combos:''' Ryo's pokes by themselves work well enough in neutral, but despite not being rewarding on their own, he's forced to use them often. He lacks reliable confirms that he has in other KOFs. Due to engine, frame data and/or hitbox changes making even basic BnB's he should be able to do simply not work in this game or become ''very'' inconsistent. Or if they do work, they feel bad to use. His best confirm is locked behind a tight link that if dropped, forces him to risk facing front step. | |||
* '''Relies heavily on mixups and punishing the opponent's mistakes:''' As mentioned, he has poor confirms and few consistent combos. What's worse is that Ryo's damage is unremarkable without meter, but even with meter, it's not particularly high damage. In other words, Ryo has to play neutral way more than other characters and front step to help him seal the deal. Or sometimes, do risky mixups to pinch more damage out of the opponent. The lack of KOF movement greatly hampers him, too. | |||
* '''Requires matchup knowledge:''' For Ryo to perform at his best, he benefits immensely from matchup knowledge to know his most optimized combos available to him, when and what to parry, his best punishes, and so forth. With a lack of anything particularly amazing, few combos, and lackluster damage, Ryo has to put in a lot of work to do well. He does a lot better when the opponent is made to approach him, not the other way around. | |||
}} | |||
<center>{{FrameDataKey-SVC}}</center> | |||
==Move List== | |||
===Normal Moves=== | |||
====Close Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=4 | |||
|Recovery=9 | |||
|Total=17 | |||
|Hit Adv=-1 | |||
|Block Adv=-3 | |||
|Invulnerability= | |||
|description=* Attack with his elbow. Can be linked into any light normal, including itself, and can be normal cancelled. Whiffs against only the lowest crouching characters. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=7 | |||
|Recovery=14 | |||
|Total=25 | |||
|Hit Adv=-9 | |||
|Block Adv=-11 | |||
|Invulnerability= | |||
|description=* Use in Light Attack chains, but as a finisher, because it can't chain into his Light normals. It can, however, be normal cancelled. | |||
}} | |||
}} | |||
cr. | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=6 | |||
|Recovery=17 | |||
|Total=26 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* Main go-to button for heavy starter combos. Very fast punch attack. Can be normal cancelled. | |||
* Can be linked after almost any cr.B hit, but it's an incredibly tight link that you should never rely on it anyways. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cl.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=9 | |||
|Recovery=16 | |||
|Total=30 | |||
|Hit Adv=-5 | |||
|Block Adv=-7 | |||
|Invulnerability= | |||
|description=* Similar function to cl.C, but cannot be linked after cr.B. | |||
}} | |||
}} | |||
====Far Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3 | |||
|Recovery=8 | |||
|Total=15 | |||
|Hit Adv=+1 | |||
|Block Adv=-1 | |||
|Invulnerability= | |||
|description=* A very fast punch that can chain only into itself and can be normal cancelled. | |||
}} | |||
}} | |||
= | ===== <span class="invisible-header"></span> ===== | ||
= | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=2 | |||
|Recovery=14 | |||
|Total=24 | |||
|Hit Adv=-4 | |||
|Block Adv=-6 | |||
|Invulnerability= | |||
|description=* Can be used as a poke, but with mediocre startup for a Light Attack. Can't be normal cancelled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=8 | |||
|Active=4 | |||
|Recovery=19 | |||
|Total=31 | |||
|Hit Adv=-3 | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A good poke. Can't be cancelled, but it's fast for a Heavy Attack. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=st.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=13 | |||
|Active=4, 4 | |||
|Recovery=16 | |||
|Total=37 | |||
|Hit Adv='''1st= -4''' ; '''2nd= +0''' | |||
|Block Adv='''1st= -6''' ; '''2nd= -2''' | |||
|Invulnerability= | |||
|description=* Move for anti-air purposes. Can't be normal cancelled. | |||
}} | |||
}} | |||
====Crouch Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=5 | |||
|Recovery=5 | |||
|Total=14 | |||
|Hit Adv=+2 | |||
|Block Adv=+0 | |||
|Invulnerability= | |||
|description=* One of Ryo's best crouching moves for Light Attack chains. Can chain into itself, and other Light Attacks. Can be normal cancelled. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=5 | |||
|Counter Dmg=7 | |||
|Guard=Mid | |||
|G. Crush=5 | |||
|Stun=5 | |||
|Meter= | |||
|Cancel= | |||
|Startup=4 | |||
|Active=3 | |||
|Recovery=5 | |||
|Total=12 | |||
|Hit Adv=+4 | |||
|Block Adv=+2 | |||
|Invulnerability= | |||
|description=* Ryo's main Light Attack chain starter. Hits low, can't be normal cancelled, but can chain into any Light normal. | |||
* It can link with a cr./cl.C after it, but the timing is so strict that you should never rely on it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=17 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=2, 3 | |||
|Recovery=23 | |||
|Total=31 | |||
|Hit Adv='''1st= -8''' | |||
|Block Adv='''1st= -10''' | |||
|Invulnerability= | |||
|description=* Another anti-air, but a cancellable one. Can be used in combos like cl.C. | |||
* This can also link after a cr.B, but again, it's so strict that you should never rely on it. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=cr.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=5 | |||
|Recovery=18 | |||
|Total=32 | |||
|Hit Adv=SKD | |||
|Block Adv=-5 | |||
|Invulnerability= | |||
|description=* A simple sweep that knocks down. Can be normal cancelled, but do it only if you need meter, or to recover faster, or simply for block pressure, and make it a safer move. You can also cancel into Ryo's parries to try and stop front step combo punishes. | |||
}} | |||
}} | |||
====Jumping Normals==== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=12 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* One of his better neutral jump-ins, though unlikely you'll have any situations you can use it in. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.A | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=6 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=6 | |||
|Stun=6 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=6 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Can be used as a jump-in attack, but Ryo has better options for that. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=14 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Lacks reach, but can beat some other air moves. Use it defensively. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.B | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=7 | |||
|Counter Dmg=8 | |||
|Guard=Overhead | |||
|G. Crush=7 | |||
|Stun=7 | |||
|Meter= | |||
|Cancel= | |||
|Startup=3 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Better than his j.A attacks due to better reach. Use it as a jump-in/air-to-air attack. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=7 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Similar to j.C, but with a more horizonal angle. Punches straight forward in front of him. Very few active frames so it's not the most reliable as an air-to-air. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.C | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=4 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* One of Ryo's best jump attacks. It has good priority, and can beat most of the other air attacks in the game. You can use it as a jump-in for combos, too. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=nj.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=12 | |||
|Active=3, 3 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Neutral Jumping Attack | |||
* Kick aiming up. Not the most useful, but good if your opponent jumps higher that you. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=j.D | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=22 | |||
|Counter Dmg=30 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=21 | |||
|Meter= | |||
|Cancel= | |||
|Startup=5 | |||
|Active=7 | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Diagonal Jumping Attack | |||
* Ryo's move for crossup combos or as a jump-in. | |||
}} | |||
}} | |||
===Command Normals=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.A | |||
|caption= | |||
|name=Hyouchuu Wari | |||
|data= | |||
{{AttackData-SVC | |||
|version=Raw | |||
|Damage=20 | |||
|Counter Dmg=26 | |||
|Guard=Overhead | |||
|G. Crush=16 | |||
|Stun=19 | |||
|Meter= | |||
|Cancel= | |||
|Startup=18 | |||
|Active=9 | |||
|Recovery=11 | |||
|Total=38 | |||
|Hit Adv=+0 | |||
|Block Adv=-2 | |||
|Invulnerability= | |||
|description=* That's Ryo's ground overhead move. Can't be normal canceled, but can be used after a normal(And if you do that, it will lose the overhead properties). | |||
}} | |||
{{AttackData-SVC | |||
|version=Canceled | |||
|Damage=14 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=7 | |||
|Stun=14 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f.B | |||
|caption= | |||
|name=Joudan Uke | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup=6 | |||
|Active=15 | |||
|Recovery=14 | |||
|Total=35 | |||
|Hit Adv=X | |||
|Block Adv=X | |||
|Invulnerability= | |||
|description=* One of Ryo's parry moves. It can stop some Supers, projectiles, or any other thing that hit mid, or high, and even some unblockables(You can practice it with projectiles, or with [[Dan Hibiki (SvC)|Dan's]] KTGZ, which needs timing). Master this if you want, because this thing is almost unique to him, just because Hugo can do it too). (Note: If the autoguard is triggered, you can normal cancel the animation into any Command/Special/Super Move, or even in the Exceed, to counter your opponent.) | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=df.B | |||
|caption= | |||
|name=Gedan Uke | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup=9 | |||
|Active=9 | |||
|Recovery=11 | |||
|Total=29 | |||
|Hit Adv=X | |||
|Block Adv=X | |||
|Invulnerability= | |||
|description=* Ryo's parry for ''ANY'' low-hitting move(Including Supers, and some sliding projectiles. You can practice it against [[Sagat (SvC)|Sagat's]] or [[Rockman Zero (SvC)|Zero's]] low hitting supers). You can normal cancel the animation too, if you need to counter your opponent. | |||
}} | |||
}} | |||
===Throws=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Ko'ou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf A | |||
|Damage=20 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=16 | |||
|Stun=16 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A basic projectile-like move that knocks down. It can lack reach, but it's very nice to use on Ryo's basic combos. The C version has better range, but it's slower than the A version. | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf C | |||
|Damage=20 | |||
|Counter Dmg=24 | |||
|Guard=Mid | |||
|G. Crush=20 | |||
|Stun=20 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf K | |||
|caption= | |||
|name=Mouko Raijin Setsu | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcf B | |||
|Damage=24 | |||
|Counter Dmg=28 | |||
|Guard=Mid | |||
|G. Crush=22 | |||
|Stun=22 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcf D | |||
|Damage=26 | |||
|Counter Dmg=30 | |||
|Guard=Mid | |||
|G. Crush=24 | |||
|Stun=24 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* A move that isn't that useful on combos, but it will act as an overhead, and will do a hard knockdown on the opponent(Meaning that he/she can't recovery roll from the move). The version used will determine how far Ryo will jump. Oh, and the guard damage of this move is incredible too, if you need to guard crush your opponent, use this move, and then followup with any combo. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb P | |||
|caption= | |||
|name=Kohou Shippuu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=qcb A | |||
|Damage=14x2 | |||
|Counter Dmg=17 | |||
|Guard=Mid | |||
|G. Crush=7x2 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=qcb C | |||
|Damage=14x2 | |||
|Counter Dmg=17 | |||
|Guard=Mid | |||
|G. Crush=7x2 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Not that useful outside of Max Mode. Ryo turns around, and while he's in that stance, Ryo will have autoguard mid and high moves(And counter the opponent). A version has better startup, but won't knock your opponent down, and the C version has worse recovery, but will knock your opponent down(And you can juggle your opponent in Max Mode by canceling the second hit, but the first hit can be max canceled too). It's good to use as a surprise move on the wakeup(Take that, wakeup reversals!). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=hcb K | |||
|caption= | |||
|name=Hien Shippuu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|version=hcb B | |||
|Damage=15x2 | |||
|Counter Dmg=18 | |||
|Guard=Mid | |||
|G. Crush=12x2 | |||
|Stun=12x2 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=hcb D | |||
|Damage=16x3 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11x3 | |||
|Stun=11x3 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* This is his tatsu-like move. A little unsafe on block, but can be used in basic combos. B version can do up to 2 hits, and the D version can do up to 3. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=fbf P | |||
|caption= | |||
|name=Zanretsu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|version=fbf A | |||
|Damage=0+1x11+16 | |||
|Counter Dmg=0, 1, 16 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=fbf C | |||
|Damage=0+1x11+16 | |||
|Counter Dmg=0, 1, 16 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Another move with autoguard on the startup(All right, we know that wakeup reversals won't work on him). After the little startup, Ryo will begin punching, and when it connects on his opponent, he/she will get 13 hits on his/her face. The button pressed will determine how long Ryo will punch in the air, and the finishers(On KoF 2002, the finisher in the C version could be max canceled, but here, he can't). | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=dp P | |||
|caption= | |||
|name=Kohou | |||
|data= | |||
{{AttackData-SVC | |||
|version=dp A | |||
|Damage=20 | |||
|Counter Dmg=20 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage=16x2 | |||
|Counter Dmg=19 | |||
|Guard=Mid | |||
|G. Crush=11 | |||
|Stun=11 | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Ryo's DP-like move, and his main anti-air. It's said that this move has autoguard startup, but I couldn't prove that. A version is faster, but does only one hit(The hit can be max canceled), and the C version does 2 hits(The first hit is the best to cancel on combos, because it won't send your opponent upwards). Learn how to use this move on combos. | |||
}} | |||
}} | |||
===Super Moves=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=f~hcf P | |||
|caption= | |||
|name=Haou Shoukou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=54 | |||
|Counter Dmg=59 | |||
|Guard=Mid | |||
|G. Crush=8 | |||
|Stun=8 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* Ryo's classic super projectile that will destroy normal projectiles. The input is what makes it a hard move to use on combos, but you can use the speed of the projectile to make your opponent fall on it(It's very big too, some characters can't jump over it). C version is faster than the A version. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf~hcb P | |||
|caption= | |||
|name=Ryuuko Ranbu | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0+(1x12)+(29x2) | |||
|Counter Dmg=0, 1, 29 | |||
|Guard=Mid | |||
|G. Crush=8, 0, 0 | |||
|Stun=8, 0, 0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The super used on combos. It does a little more damage than the move above, and it has an easier input. Can be used on some Max Mode combos too. | |||
}} | |||
}} | |||
===Exceed=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|236}}{{Icon-SNK|A}}{{Icon-SNK|C}} | |||
|caption= | |||
|name=Tenchi Haou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=50 | |||
|Counter Dmg=59 | |||
|Guard=Mid | |||
|G. Crush=40 | |||
|Stun=240 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup=3+6 | |||
|Active=9 | |||
|Recovery=34 | |||
|Total=54 | |||
|Hit Adv=HKD | |||
|Block Adv=-25 | |||
|Invulnerability=1F~12F (Full invul during startup and first 3 frames of active) | |||
|description=* Ryo will do a single fierce punch after stepping forwards. It has stubby range, too, but for Ryo's combos is long enough to still connect. | |||
* The stun punch also negates most projectiles. | |||
* If it hits the opponent, it won't do a ton of damage, but will instantly stun your opponent. | |||
* Ryo has some easy combos with it, and because you stun the opponent, it's another free combo for Ryo to perform. This not only gives him room to come back from but if their health is low enough, to secure a round. | |||
* It looks like you have leg room to build meter after Ryo stuns the opponent, and you sort of do, but the opponent can still mash out of stun so you're always better off just going straight into a combo. If you're far away from the opponent, then you especially don't have time to build meter. | |||
* Not the greatest exceed but pretty essential for Ryo to make a comeback, and the short startup plus invulnerability makes it a good reversal or punish tool, especially in max mode. | |||
* In other words, a utility exceed, but a very useful one with a good number of ways to confirm into it. | |||
}} | |||
}} | |||
==Strategy== | |||
===Basic Strategy=== | |||
'''''Ryo's gameplan''''' | |||
Ryo's arsenal is very good for a ground game, so don't jump, unless if you need to add some more damage on combos. ''Does he has a defensive game?'' Yeah, he is kind of a turtler here(More like an advanced [[Ryu (SvC)|Ryu]] that can parry moves), but he can be used in the offensive too, it's just that... I don't like to be offensive with Ryo. You should master the parries too, they can help you against some characters(Or even some damaging Supers/Exceeds), you should practice against projectiles, jump attacks(In a real match, do the parry if you''sure'' that your opponent will attack after a jump), or predictable supers(No worries with the low-hitting ones). Well, stay on the ground, punish your opponent if you need, and try to parry important moves(Like a low parry for [[Kim Kaphwan (SvC)|Kim's]] cr.B, and the high one for the j.A). Good luck in your future matches. | |||
===Advanced Strategy=== | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
===Starters=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|cr.B, cr/cl.C || TBA || TBA || TBA || TBA || Ryo's link, but a really tight one. You don't need it, use one of his other light starters instead. The risk of dropping it outweighs the reward. Easier to do with a crossup, but still not important. | |||
|- | |||
|cr.B x1-2, cr.A || TBA || TBA || TBA || TBA || Easy low hitting light starter for Ryo. cr.B doesn't chain so it takes minimal practice but is worth learning as it's the safest confirm and one that works regardless if the opponent is crouching or not. | |||
|- | |||
|cr.B, cl.A/B || TBA || TBA || TBA || TBA || Easier low hitting light starter than the one above but also relies on the opponent to be standing (or tall enough of a crouching hitbox) in order to connect. Still useful, though. | |||
|- | |||
|(j.X) cl.C, (f.A) || TBA || TBA || TBA || TBA || Combo starter for when you're in Max Mode since f.A is not cancellable outside of it. cl.C is your main go-to punish tool for heavy starter combos. | |||
|- | |||
|} | |||
===BnB Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X) cr./cl.C, qcf P || TBA || TBA || TBA || TBA || Basic fireball combo. Nothing noteworthy, and unlike KOF, Ryo unfortunately cannot combo light DP afterwards in the corner. | |||
|- | |||
|(j.X) Starter, hcb B || TBA || TBA || TBA || TBA || Standard Ryo BnB, good to know for anywhere on the screen. Avoid dp C as a combo ender since the second hit will whiff and your opponent will remain standing. | |||
|- | |||
|(j.X) Starter, dp A || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X) cr/cl.C, hcb D || TBA || TBA || TBA || TBA || Better variant to use over hcb B if you have the hit confirm for a heavy starter, plus it carries the opponent further into the corner. | |||
|- | |||
|(While opponent is knocked down) Meaty f.A, st.A, hcb B || TBA || TBA || TBA || TBA || Combo that links st.A after a meaty f.A. Timing the meaty takes practice as there's not many active frames, so try to perform f.A roughly around when the opponent is first waking up. st.A needs to be cancelled immediately in order for hcb+B to connect, so make sure to button hold for that. Overall not an important combo, though, plus hcb B can whiff if Ryo is too far away, anyways. | |||
|- | |||
|(j.X) cl./cr.C, qcf~hcb A || TBA || TBA || TBA || TBA || Easy combo into ranbu super. Ryo unfortunately cannot combo off of his lights into ranbu, but this is still a safe way to confirm into it or if you get a punish off front step. | |||
|- | |||
|(j.X) Starter, Exceed, follow-up with any combo afterwards || TBA || TBA || TBA || TBA || Combo to confirm into his Exceed. Ryo cannot free cancel f.A in Max Mode into Exceed as he gets DP instead, so only use cr/cl.C after a Front Step to mitigate the risk of guessing and potentially throwing away the Exceed. Heavily recommended you learn to confirm into Exceed off of a light starter. If you're struggling, perform it like this: cr.B > qcf > cr/cl.B > qcf+AC. This buffer trick is useful not only for Ryo but for basically any character in the KOF series. | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|qcb P, (C)hcb K || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb P, (C)qcf P || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb C, (C)qcf B || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb C(1), (C)dp C(1), (C)hcb K || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb C(1), (C)dp C(1), (C)qcf P || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb C(1), (C)dp C(1), (SC)qcf~hcb A || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb A, (C)dp C(1), (SC)qcf~hcb A|| TBA || TBA || TBA || TBA || qcb C does not work unless you cancel the first hit, but this also leads to the chance of DP whiffing and you lose on damage by not getting the second hit, so only use qcb A to confirm. Landing the dp C can also be tricky so if you're not confident it'll land or don't have the execution, but are sure qcb P will land, then going straight into Exceed is fine. It's also fine to do if you're about to run out of max mode meter. | |||
|- | |||
|(j.X) Starter, dp C(1), (SC)qcf~hcb A || TBA || TBA || TBA || TBA || Variant of his ranbu super confirm combo. ONLY use the A version because the C version has more startup, thus it will not connect. The combo might whiff anyways against certain characters due to pushback so practice it against every character. Worst case scenario, just do the non-Max version. | |||
|- | |||
|f.A, (C)dp C(1), (SC)qcf~hcb A || TBA || TBA || TBA || TBA || Overhead hitting combo to confirm into either super. The combo doesn't work on some characters, particularly standing characters like standing Dhalsim. | |||
|- | |||
|qcb A, (C)dp C(1), (SC)Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|qcb C(1), (C)dp C(1), (SC)Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X) Starter, dp C(1), (SC)Exceed, any follow-up combo || TBA || TBA || TBA || TBA || Another way to confirm into his Exceed, but with a DP thrown in. Not much harder to land, and adds extra damage for his light confirms. | |||
|- | |||
|f.A, (C)dp C(1), (SC)Exceed || TBA || TBA || TBA || TBA || | |||
|- | |||
|} | |||
{{Navbox-SVC}} | |||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Ryo Sakazaki]] |
Latest revision as of 00:30, 23 April 2025
リョウ・サカザキ, Ryo Sakazaki | |
---|---|
Category | Normal |
Playstyle | Defensive shoto |
Difficulty | Mostly Easy |
Max Mode Needed? | Much better with it |
Tier Placement | Maybe (C) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 215 |
Wall Jump | No |
Introduction
Ryo Sakazaki is the main character of the Art of Fighting series, along with Robert Garcia, and is further one of the staple KOF characters along with the likes of Terry and Kyo. His moves are Shoto-esque: he has a DP, a defensive fireball-like projectile, and a tatsu-like kick special. Being a copy-and-paste job of his KOF2002 iteration, he's just as easy to pick up and play in this game with little work needed to learn the basics, minus his near-impossible to do Max SDM ranbu. While he's decent in the KOF series, here he's unfortunately not as well suited to take on the madness that SVC has to offer.
Strengths | Weaknesses |
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|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 4 | 4 | 9 | 17 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 4 | 7 | 14 | 25 | -9 | -11 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 3 | 6 | 17 | 26 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 5 | 9 | 16 | 30 | -5 | -7 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Mid | 6 | 6 | - | - | 4 | 3 | 8 | 15 | +1 | -1 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Mid | 7 | 7 | - | - | 8 | 2 | 14 | 24 | -4 | -6 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 8 | 4 | 19 | 31 | -3 | -5 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 13 | 4, 4 | 16 | 37 | 1st= -4 ; 2nd= +0 | 1st= -6 ; 2nd= -2 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 4 | 5 | 5 | 14 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5 | 7 | Mid | 5 | 5 | - | - | 4 | 3 | 5 | 12 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
17 | 18 | Mid | 16 | 16 | - | - | 3 | 2, 3 | 23 | 31 | 1st= -8 | 1st= -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Mid | 16 | 21 | - | - | 9 | 5 | 18 | 32 | SKD | -5 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Overhead | 6 | 6 | - | - | 6 | 12 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6 | 8 | Overhead | 6 | 6 | - | - | 6 | 6 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 7 | 7 | - | - | 3 | 14 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
7 | 8 | Overhead | 7 | 7 | - | - | 3 | 7 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | - | 7 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | - | 6 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | - | 12 | 3, 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
22 | 30 | Overhead | 16 | 21 | - | - | 5 | 7 | - | - | - | - | - | |
|
Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw | 20 | 26 | Overhead | 16 | 19 | - | - | 18 | 9 | 11 | 38 | +0 | -2 | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Canceled | 14 | 20 | Mid | 7 | 14 | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | - | - | 6 | 15 | 14 | 35 | X | X | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | - | - | 9 | 9 | 11 | 29 | X | X | - | |
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | 20 | 24 | Mid | 16 | 16 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | 20 | 24 | Mid | 20 | 20 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B | 24 | 28 | Mid | 22 | 22 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | 26 | 30 | Mid | 24 | 24 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb A | 14x2 | 17 | Mid | 7x2 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | 14x2 | 17 | Mid | 7x2 | 0 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb B | 15x2 | 18 | Mid | 12x2 | 12x2 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | 16x3 | 20 | Mid | 11x3 | 11x3 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
fbf A | 0+1x11+16 | 0, 1, 16 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
fbf C | 0+1x11+16 | 0, 1, 16 | Mid | 0 | 0 | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | 20 | 20 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | 16x2 | 19 | Mid | 11 | 11 | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
54 | 59 | Mid | 8 | 8 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(1x12)+(29x2) | 0, 1, 29 | Mid | 8, 0, 0 | 8, 0, 0 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 59 | Mid | 40 | 240 | 0 | X | 3+6 | 9 | 34 | 54 | HKD | -25 | 1F~12F (Full invul during startup and first 3 frames of active) | |
|
Strategy
Basic Strategy
Ryo's gameplan
Ryo's arsenal is very good for a ground game, so don't jump, unless if you need to add some more damage on combos. Does he has a defensive game? Yeah, he is kind of a turtler here(More like an advanced Ryu that can parry moves), but he can be used in the offensive too, it's just that... I don't like to be offensive with Ryo. You should master the parries too, they can help you against some characters(Or even some damaging Supers/Exceeds), you should practice against projectiles, jump attacks(In a real match, do the parry if yousure that your opponent will attack after a jump), or predictable supers(No worries with the low-hitting ones). Well, stay on the ground, punish your opponent if you need, and try to parry important moves(Like a low parry for Kim's cr.B, and the high one for the j.A). Good luck in your future matches.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cr/cl.C | TBA | TBA | TBA | TBA | Ryo's link, but a really tight one. You don't need it, use one of his other light starters instead. The risk of dropping it outweighs the reward. Easier to do with a crossup, but still not important. |
cr.B x1-2, cr.A | TBA | TBA | TBA | TBA | Easy low hitting light starter for Ryo. cr.B doesn't chain so it takes minimal practice but is worth learning as it's the safest confirm and one that works regardless if the opponent is crouching or not. |
cr.B, cl.A/B | TBA | TBA | TBA | TBA | Easier low hitting light starter than the one above but also relies on the opponent to be standing (or tall enough of a crouching hitbox) in order to connect. Still useful, though. |
(j.X) cl.C, (f.A) | TBA | TBA | TBA | TBA | Combo starter for when you're in Max Mode since f.A is not cancellable outside of it. cl.C is your main go-to punish tool for heavy starter combos. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X) cr./cl.C, qcf P | TBA | TBA | TBA | TBA | Basic fireball combo. Nothing noteworthy, and unlike KOF, Ryo unfortunately cannot combo light DP afterwards in the corner. |
(j.X) Starter, hcb B | TBA | TBA | TBA | TBA | Standard Ryo BnB, good to know for anywhere on the screen. Avoid dp C as a combo ender since the second hit will whiff and your opponent will remain standing. |
(j.X) Starter, dp A | TBA | TBA | TBA | TBA | |
(j.X) cr/cl.C, hcb D | TBA | TBA | TBA | TBA | Better variant to use over hcb B if you have the hit confirm for a heavy starter, plus it carries the opponent further into the corner. |
(While opponent is knocked down) Meaty f.A, st.A, hcb B | TBA | TBA | TBA | TBA | Combo that links st.A after a meaty f.A. Timing the meaty takes practice as there's not many active frames, so try to perform f.A roughly around when the opponent is first waking up. st.A needs to be cancelled immediately in order for hcb+B to connect, so make sure to button hold for that. Overall not an important combo, though, plus hcb B can whiff if Ryo is too far away, anyways. |
(j.X) cl./cr.C, qcf~hcb A | TBA | TBA | TBA | TBA | Easy combo into ranbu super. Ryo unfortunately cannot combo off of his lights into ranbu, but this is still a safe way to confirm into it or if you get a punish off front step. |
(j.X) Starter, Exceed, follow-up with any combo afterwards | TBA | TBA | TBA | TBA | Combo to confirm into his Exceed. Ryo cannot free cancel f.A in Max Mode into Exceed as he gets DP instead, so only use cr/cl.C after a Front Step to mitigate the risk of guessing and potentially throwing away the Exceed. Heavily recommended you learn to confirm into Exceed off of a light starter. If you're struggling, perform it like this: cr.B > qcf > cr/cl.B > qcf+AC. This buffer trick is useful not only for Ryo but for basically any character in the KOF series. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcb P, (C)hcb K | TBA | TBA | TBA | TBA | |
qcb P, (C)qcf P | TBA | TBA | TBA | TBA | |
qcb C, (C)qcf B | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (C)hcb K | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (C)qcf P | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | |
qcb A, (C)dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | qcb C does not work unless you cancel the first hit, but this also leads to the chance of DP whiffing and you lose on damage by not getting the second hit, so only use qcb A to confirm. Landing the dp C can also be tricky so if you're not confident it'll land or don't have the execution, but are sure qcb P will land, then going straight into Exceed is fine. It's also fine to do if you're about to run out of max mode meter. |
(j.X) Starter, dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | Variant of his ranbu super confirm combo. ONLY use the A version because the C version has more startup, thus it will not connect. The combo might whiff anyways against certain characters due to pushback so practice it against every character. Worst case scenario, just do the non-Max version. |
f.A, (C)dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | Overhead hitting combo to confirm into either super. The combo doesn't work on some characters, particularly standing characters like standing Dhalsim. |
qcb A, (C)dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA | |
(j.X) Starter, dp C(1), (SC)Exceed, any follow-up combo | TBA | TBA | TBA | TBA | Another way to confirm into his Exceed, but with a DP thrown in. Not much harder to land, and adds extra damage for his light confirms. |
f.A, (C)dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA |