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==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
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! Frames | ! Frames | ||
! Advantage | ! Advantage | ||
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| '''Kyokugen-ryuu Renbu Ken (hcf+P)''' | | '''Kyokugen-ryuu Renbu Ken (hcf+P)''' | ||
*proximity unblockable | *proximity unblockable | ||
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|colspan="9" align="center"| '''DMs''' | |||
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! qcf,hcb+[[image:snka.gif]] | |||
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|align="center"| HL | |||
|rowspan="3" colspan="3"| [[image:Ryo98_qcfhcbP.png|center]] | |||
|rowspan="3" align="left"|'''Ryuuko Ranbu (qcf,hcb + P)'''<br> | |||
A multi hit DM. If blocked, Ryo will keep pulling attacks as if it connected, but omitting his finishing DP. This is mostly bad, as it will leave you open for a long time after it finishes, and your opponent can just Guard Cancel Roll and punish you if he has a free stock. Still, if your opponent has no stock and very little bar left, a blocked Ryuuko Ranbu (after a blocked cl.C for example) can finish him off thanks to the chip damage it deals. | |||
* Useful mainly in combos. | |||
* A version comes out faster and covers less distance, C version is the opposite. MAX version does more hits. | |||
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! qcf,hcb+[[image:snkc.gif]] | |||
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|align="center"| HL | |||
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! qcf,hcb+[[image:punch.gif]]<br>(SDM) | |||
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|align="center"| HL | |||
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! f,hcf+[[image:snka.gif]] | |||
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|align="center"| HL | |||
|rowspan="2" colspan="3"| [[image:Ryo98_fhcfP.png|center]] | |||
|rowspan="3" align="left"|'''Haou Shoukou Ken (f,hcf + P)'''<br> | |||
A bigger, more damaging Ko ou Ken. Goes through normal projectiles. A version is slower, and is sometimes difficult to evade if your opponent doesn't guess which version you are doing. An early roll or jump expecting a C version will fall directly into it. | |||
* C version travels faster, and is sometimes good to use it as a counter to normal projectiles. Just be aware of its startup, so fast projectiles could hit you before you pull it. | |||
* Both versions can be good to catch jumping opponents. | |||
* MAX versions are bigger and deal more damage / hits. The A version has the same speed as the C version. | |||
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! f,hcf+[[image:snkc.gif]] | |||
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|align="center"| HL | |||
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! f,hcf+[[image:punch.gif]]<br>(SDM) | |||
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|align="center"| HL | |||
|colspan="3"| [[image:Ryo98_fhcfP_SDM.png|center]] | |||
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! qcfx2+[[image:snka.gif]] | |||
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|align="center"| HL | |||
|rowspan="2" colspan="3"| [[image:Ryo98_qcfx2P.png|center]] | |||
|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> | |||
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.D, cl.C, D Hien Shippuu Kyaku if you have no stocks, j.D, cl.C, A DM Ryuuko Ranbu if you have one stock, or a DM R. Ranbu if you have two), which makes Ryo a very scary character when in MAX mode and with a stock. | |||
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! qcfx2+[[image:snkc.gif]] | |||
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|align="center"| HL | |||
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! qcfx2+[[image:punch.gif]]<br>(SDM) | |||
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|align="center"| HL | |||
|colspan="3"| [[image:Ryo98_qcfx2P_SDM.png|center]] | |||
|} | |} | ||
==Combos== | ==Combos== |
Revision as of 12:57, 27 April 2014
Gameplay overview
Colors
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Movelist
Combos
- cr.AB st.A hcb+K
- cr.B ~cr.C qcf+P
- j.D cl.C f+A/qcf+P
- cr.BB cr.A/st.A qcfx2+P (SDM), anything
- cr.BB hcf+P dp+A (corner)/qcf+P (everywhere else)