Capcom vs SNK/Ryo: Difference between revisions

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= Move List =
= Move List =
 
  Tiger Flame Punch: n (^)QCF+P (x QCF+P)
  Koho: DP+P
n Zanretsu Ken: F-B-F+P
  Lightning Legs Kick: CDB-F+K
x Kyoku Gen Kick Dance: HCB+P
x Crazy Tiger Thunder: RDP+P
  (overhead chop): F+1
  HAOH SHO KOH KEN: F-HCF+P
  RYUKO RANBU: QCF-HCB+P
x TENCHI HAOH KEN: DQCF+P++
== Throws ==
== Throws ==


Line 14: Line 23:


== Combos ==
== Combos ==
o1  ::  18 hit  ::  capcom / snk  ::  marvelous!!!!
    cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu
    (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2  ::  17 hit  ::  capcom / snk  ::  marvelous!!!!
    Opponent in corner. Ryou 1/2 screen away. Kuuchuu Jab Ko Ou Ken \/
    s.Roundhouse XX LV-3/MAX Ryuuko Ranbu
    ((uf) qcf + LP \/ s.HK XX qcf,hcb + PP)
o3  ::  16 hit  ::  capcom / snk  ::  marvelous!!!!
    Full screen away. Jab Ko Ou Ken, LV-3/MAX Ryuuko Ranbu
    (qcf + LP, qcf,hcb + PP)
o4  ::  16 hit  ::  capcom / snk  ::  marvelous!!!!
    j.Roundhouse \/ s.Short XX Fierce Zan Retsu Ken
    (Jump HK \/ s.LK XX f,b,f + HP)
o5  ::  8 hit  ::  capcom / snk  ::  wonderful!
    cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Ha Ou Shou Kou Ken
    (Cross-up HK \/ c.LP > s.HP XX f,hcf + PP)
o6  ::  8 hit  ::  capcom / snk  ::  wonderful!
    j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
    (Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o7  ::  7 hit  ::  capcom / snk  ::  very good!!
    Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/
    s.Roundhouse XX LV-3/MAX Ha Ou Shou Kou Ken
    ((uf) qcf + LP \/ s.HK XX f,hcf + PP)
o8  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken
    (Jump HK \/ s.LK > s.LP XX qcf + LP)
o9  ::  4 hit  ::  capcom / snk  ::  great!
    cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken
    (Cross-up HK \/ s.LP > c.HP XX qcf + P)
1o  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku
    (Jump HP (charge db) \/ c.HP XX f + K)
11  ::  3 hit  ::  capcom / snk  ::  good!!
    j.Fierce \/ s.Fierce XX Ko Ou Ken
    (Jump HP \/ s.HP XX qcf + P)
===EX Combos===
o1  ::  18 hit  ::  capcom / snk  ::  marvelous!!!!
    cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu
    (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2  ::  8 hit  ::  capcom / snk  ::  wonderful!
    j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
    (Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o3  ::  4 hit  ::  capcom / snk  ::  great!
    cu.Roundhouse \/ c.Jab > s.Fierce XX Tenchi Ha Ou Ken
    (Cross-up HK \/ c.LP > s.HP XX qcf,qcf + P)
o4  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken
    (Jump HK \/ s.LK > s.LP XX qcf + LP)
o5  ::  4 hit  ::  capcom / snk  ::  great!
    cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken
    (Cross-up HK \/ s.LP > c.HP XX qcf + P)
o6  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku
    (Jump HP (charge db) \/ c.HP XX f + K)
o7  ::  3 hit  ::  capcom / snk  ::  good!!
    j.Fierce \/ s.Fierce XX Ko Ou Ken
    (Jump HP \/ s.HP XX qcf + P)


== EX Changes ==
== EX Changes ==


== CVS Pro Changes ==
== CVS Pro Changes ==
* Improved vertical priority on his dragon punch.
* Can cancel into a regular fireball from any of his two standing fierces.
* Lower Priority on his level 1 Ryoku Ranbu...even if done very close to the
opponent if they have a roundhouse out it will likely trade hits instead of
connect.
* Improved Speed on the startup for the Haoshokoken, better as an anti air.
* (EX mode) His special EX level 3/MAX super punch has nearly twice as much
range as before...can hit from nearly a three character distance away!
* (EX mode) Can no longer combo into his 3 hit auto combo special from the
crouching LK (from Laicram at the shoryuken.com forums).
* His Hienshippukyaku also goes fullscreen on HK, the second part of the kick
no longer misses a lot after the first hit connects like it used to. (found by
bellreisa at shoryuken.com forums).
* The Haoshokoken increases in size as the level of super used increases. Much
bigger and more effective as a level 3. (found by bellreisa at shoryuken.com
forums).
= Colors =
[[File:Cvs1colorsryo.png|left|alt=*sprites ripped and compiled by @laddermatch]]


[[Category: Capcom Vs. SNK]]
[[Category: Capcom Vs. SNK]]

Latest revision as of 10:51, 25 March 2024

Introduction

Move List

 Tiger Flame Punch: n (^)QCF+P (x QCF+P)
 Koho: DP+P

n Zanretsu Ken: F-B-F+P

 Lightning Legs Kick: CDB-F+K

x Kyoku Gen Kick Dance: HCB+P x Crazy Tiger Thunder: RDP+P

 (overhead chop): F+1
 HAOH SHO KOH KEN: F-HCF+P
 RYUKO RANBU: QCF-HCB+P

x TENCHI HAOH KEN: DQCF+P++

Throws

Command Moves

Special Moves

Super Moves

The Basics

Combos

o1  ::  18 hit  ::  capcom / snk  ::  marvelous!!!!
    cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu
    (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2  ::  17 hit  ::  capcom / snk  ::  marvelous!!!!
    Opponent in corner. Ryou 1/2 screen away. Kuuchuu Jab Ko Ou Ken \/
    s.Roundhouse XX LV-3/MAX Ryuuko Ranbu
    ((uf) qcf + LP \/ s.HK XX qcf,hcb + PP)
o3  ::  16 hit  ::  capcom / snk  ::  marvelous!!!!
    Full screen away. Jab Ko Ou Ken, LV-3/MAX Ryuuko Ranbu
    (qcf + LP, qcf,hcb + PP)
o4  ::  16 hit  ::  capcom / snk  ::  marvelous!!!!
    j.Roundhouse \/ s.Short XX Fierce Zan Retsu Ken
    (Jump HK \/ s.LK XX f,b,f + HP)
o5  ::  8 hit  ::  capcom / snk  ::  wonderful!
    cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Ha Ou Shou Kou Ken
    (Cross-up HK \/ c.LP > s.HP XX f,hcf + PP)
o6  ::  8 hit  ::  capcom / snk  ::  wonderful!
    j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
    (Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o7  ::  7 hit  ::  capcom / snk  ::  very good!!
    Opponent in corner. Ryou 1/2 screen away. Kuuchuu LP Ko Ou Ken \/
    s.Roundhouse XX LV-3/MAX Ha Ou Shou Kou Ken
    ((uf) qcf + LP \/ s.HK XX f,hcf + PP)
o8  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken
    (Jump HK \/ s.LK > s.LP XX qcf + LP)
o9  ::  4 hit  ::  capcom / snk  ::  great!
    cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken
    (Cross-up HK \/ s.LP > c.HP XX qcf + P)
1o  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku
    (Jump HP (charge db) \/ c.HP XX f + K)
11  ::  3 hit  ::  capcom / snk  ::  good!!
    j.Fierce \/ s.Fierce XX Ko Ou Ken
    (Jump HP \/ s.HP XX qcf + P)

EX Combos

o1  :: 18 hit  :: capcom / snk  :: marvelous!!!!

    cu.Roundhouse \/ s.Jab > s.Fierce XX LV-3/MAX Ryuuko Ranbu
    (Cross-up HK \/ s.LP > s.HP XX qcf,hcb + PP)
o2  ::  8 hit  ::  capcom / snk  ::  wonderful!
    j.Fierce \/ s.Short > s.Jab XX LV-3/MAX Ha Ou Shou Kou Ken
    (Jump HP \/ s.LK > s.LP XX f,hcf + PP)
o3  ::  4 hit  ::  capcom / snk  ::  great!
    cu.Roundhouse \/ c.Jab > s.Fierce XX Tenchi Ha Ou Ken
    (Cross-up HK \/ c.LP > s.HP XX qcf,qcf + P)
o4  ::  4 hit  ::  capcom / snk  ::  great!
    j.Roundhouse \/ s.Short > s.Jab XX Jab Ko Ou Ken
    (Jump HK \/ s.LK > s.LP XX qcf + LP)
o5  ::  4 hit  ::  capcom / snk  ::  great!
    cu.Roundhouse \/ s.Jab > c.Fierce XX Ko Ou Ken
    (Cross-up HK \/ s.LP > c.HP XX qcf + P)
o6  ::  4 hit  ::  capcom / snk  ::  great!
    j.Fierce \/ c.Fierce XX Hien Shippuu Kyaku
    (Jump HP (charge db) \/ c.HP XX f + K)
o7  ::  3 hit  ::  capcom / snk  ::  good!!
    j.Fierce \/ s.Fierce XX Ko Ou Ken
    (Jump HP \/ s.HP XX qcf + P)

EX Changes

CVS Pro Changes

  • Improved vertical priority on his dragon punch.
  • Can cancel into a regular fireball from any of his two standing fierces.
  • Lower Priority on his level 1 Ryoku Ranbu...even if done very close to the

opponent if they have a roundhouse out it will likely trade hits instead of connect.

  • Improved Speed on the startup for the Haoshokoken, better as an anti air.
  • (EX mode) His special EX level 3/MAX super punch has nearly twice as much

range as before...can hit from nearly a three character distance away!

  • (EX mode) Can no longer combo into his 3 hit auto combo special from the

crouching LK (from Laicram at the shoryuken.com forums).

  • His Hienshippukyaku also goes fullscreen on HK, the second part of the kick

no longer misses a lot after the first hit connects like it used to. (found by bellreisa at shoryuken.com forums).

  • The Haoshokoken increases in size as the level of super used increases. Much

bigger and more effective as a level 3. (found by bellreisa at shoryuken.com forums).

Colors

*sprites ripped and compiled by @laddermatch