No edit summary |
NiteLiteFGC (talk | contribs) m (fixed an error with the movelist) |
||
(69 intermediate revisions by 12 users not shown) | |||
Line 1: | Line 1: | ||
=Gameplay overview= | [[image:ryo98_stance.gif|right]] | ||
==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=== | |||
{| | |||
! [[image:snka.gif]] | |||
! [[image:snkb.gif]] | |||
! [[image:snkc.gif]] | |||
! [[image:snkd.gif]] | |||
|- | |||
| [[image:Ryo98_colorA.png]] | |||
| [[image:Ryo98_colorB.png]] | |||
| [[image:Ryo98_colorC.png]] | |||
| [[image:Ryo98_colorD.png]] | |||
|} | |||
==Gameplay overview== | |||
==[[The King of Fighters 2002/Normals Guide|Movelist]]== | |||
{|border="1" | |||
!width="6%"| | |||
! Frames | |||
! Advantage | |||
! Cancel | |||
! Block | |||
!colspan="3"| Hitbox | |||
! Notes | |||
|- | |||
|colspan="9" align="center"| '''Standing Close''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/4/9 | |||
|align="center"| -1/-3 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_clA.png|center]] | |||
|align="left"|Can be used as combo filler instead of cr.A/B | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/7/8 | |||
|align="center"| -4/-6 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_clB.png|center]] | |||
|align="left"|Can be used as combo filler instead of cr.A/B | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 2/10/13 | |||
|align="center"| -3/-5 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_clC.png|center]] | |||
|align="left"| Very fast, extremely useful as a meaty attack. One of his best normals. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 4/9/16 | |||
|align="center"| -7/-9 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_clD.png|center]] | |||
|Cancelable. cl.C is better | |||
|- | |||
|colspan="9" align="center"| '''Standing Far''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/3/8 | |||
|align="center"| +1/-1 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_stA.png|center]] | |||
|align="left"|A great, versatile normal. Very good priority (can trade favorably with Yashiro's s.B, for example), decent range, can be cancelled into a hcb + K. Good to combo from cr.B. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 5/2/12 | |||
|align="center"| -2/-4 | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_stB.png|center]] | |||
|Really good long ranged poke. Even when it's not on the godly level of Yashiro's standing B, it's still a great normal move and you should abuse it to keep your opponent from getting too close / apply pressure safely. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 7/6/24 | |||
|align="center"| -11/-13 | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_stC.png|center]] | |||
|align="left"|Nice damage, fast and long ranged. Watch out for the recovery. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 12/4+4/16 | |||
|align="center"|-5/-7 | |||
|align="center"| - | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_stD1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_stD2.png|center]] | |||
|long poke. anti-air on 1st hit | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 9/8/18 | |||
|align="center"| KD/-5 | |||
|align="center"| S | |||
|align="center"| HL | |||
|colspan="3"| [[image:Ryo98_stCD.png|center]] | |||
|align="left"|One of the best standing CDs in the game. Fast, very nice range, cancellable. Can surprise opponents running at you and beats lots of stuff. | |||
|- | |||
|colspan="9" align="center"| '''Crouching''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 3/5/5 | |||
|align="center"| +2/0 | |||
|align="center"| C | |||
|align="center"| HL | |||
|colspan="3" | [[image:Ryo98_crA.png|center]] | |||
|align="left"|Standard crouching A, cancelable. | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/5/5 | |||
|align="center"| +2/0 | |||
|align="center"| - | |||
|align="center"| L | |||
|colspan="3" | [[image:Ryo98_crB.png|center]] | |||
|Your main combo starter. Comes out fast and has nice range, good for footsies. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 1/2+3/23 | |||
|align="center"| -8/-10 | |||
|align="center"| C (1st part) | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_crC1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_crC2.png|center]] | |||
|align="left"|Extremely fast for ground-to-ground situations. A great pressure tool; you will be cancelling it into qcf + P a lot. Links from cr.B / cr.A. Works very well as an anti-air too. | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 7/5/18 | |||
|align="center"| KD/-5 | |||
|align="center"| C | |||
|align="center"| L | |||
|colspan="3" | [[image:Ryo98_crD.png|center]] | |||
|sweep attack. cancelable | |||
|- | |||
|colspan="9" align="center"| '''Jump''' | |||
|- | |||
! [[image:snka.gif]] | |||
|align="center"| 6/7/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="3" | [[image:Ryo98_jA.png|center]] | |||
| | |||
|- | |||
! [[image:snkb.gif]] | |||
|align="center"| 3/7/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="3" | [[image:Ryo98_jB.png|center]] | |||
|align="left"|Very fast. Great jump-in. Will beat lots of stuff in an air-to-air clash. | |||
|- | |||
! [[image:snkc.gif]] | |||
|align="center"| 6/4/- | |||
|align="center"| | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="3" | [[image:Ryo98_jC.png|center]] | |||
|Ryo's main cross-up. Good jump-in (better than j.D) . | |||
|- | |||
! [[image:snkd.gif]] | |||
|align="center"| 5/4/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|colspan="3" | [[image:Ryo98_jD.png|center]] | |||
|align="left"|Good jump-in. Weird cross-up properties. | |||
|- | |||
! [[image:snkc.gif]]+[[image:snkd.gif]] | |||
|align="center"| 15/4/- | |||
|align="center"| KD/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|colspan="3"| [[image:Ryo98_jCD.png|center]] | |||
|Jump-in. | |||
|- | |||
|colspan="9" align="center"| '''Command Normals''' | |||
|- | |||
! f + [[image:snka.gif]] | |||
|align="center"| 17/9/11 | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| H | |||
|rowspan="2" colspan="3"| [[image:Ryo98_f+A.png|center]] | |||
|rowspan="2" align="left"|Overhead, excellent used as a meaty attack. | |||
|- | |||
! f + [[image:snka.gif]]<br>(cancel) | |||
|align="center"| -/-/- | |||
|align="center"| -/- | |||
|align="center"| - | |||
|align="center"| HL | |||
|- | |||
|colspan="9" align="center"| '''Special Moves''' | |||
|- | |||
! <br>qcf + [[image:snka.gif]]<br><br> | |||
|align="center"| 13/3+6/27 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_qcfA1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_qcfA2.png|center]] | |||
|rowspan="2" align="left"|'''Ko ou Ken (qcf + P)''' | |||
|- | |||
! qcf + [[image:snkc.gif]] | |||
|align="center"| 19/3+6/29 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_qcfC1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_qcfC2.png|center]] | |||
|- | |||
! dp+[[image:snka.gif]] | |||
|align="center"| 2/3+12/21 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_dpA1a.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_dpA2a.png|center]] | |||
|rowspan="2" align="left"|'''Kohou (dp+P)''' | |||
|- | |||
! dp+[[image:snkc.gif]] | |||
|align="center"| 4/3+17/28 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_dpC1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_dpC2.png|center]] | |||
|- | |||
! <br>qcf + [[image:snkb.gif]]<br><br> | |||
|align="center"| 25/6/17 | |||
|align="center"| KD/-4 | |||
| | |||
|align="center"| H | |||
|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:Ryo98_qcfK1.png|center]] | |||
|colspan="2" rowspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_qcfK2.png|center]] | |||
|rowspan="2" align="left"|'''Mouko Raijin Setsu (qcf + K)''' | |||
|- | |||
! qcf + [[image:snkd.gif]] | |||
|align="center"| 27/6/21 | |||
|align="center"| KD/-6 | |||
| | |||
|align="center"| H | |||
|- | |||
! <br>qcb + [[image:snka.gif]]<br><br> | |||
|align="center"| 12/2+6/32 | |||
|align="center"| -5/-7 | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-bottom:0px;"| [[image:Ryo98_qcbP1.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-bottom:0px;"| [[image:Ryo98_qcbP2.png|center]] | |||
|rowspan="2" align="left"|'''Mouko Raijin Gou (qcb + P)''' | |||
|- | |||
! qcb + [[image:snkc.gif]] | |||
|align="center"| 16/3+6/35 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px; border-top:0px;"| [[image:Ryo98_qcbP3.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px; border-top:0px;"| [[image:Ryo98_qcbP4.png|center]] | |||
|- | |||
! hcb + [[image:snkb.gif]] | |||
|align="center"| 6/3+6/30 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_hcbD3.png|center]] | |||
|colspan="2" valign="bottom" style="border-left:0px;"| [[image:Ryo98_hcbK2.png|center]] | |||
|rowspan="2" align="left"|'''Hien Shippuu Kyaku (hcb + K)''' | |||
* 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]] | |||
|align="center"| 9/4+5+9+6/27 | |||
| | |||
| | |||
|align="center"| HL | |||
|valign="bottom" style="border-right:0px;"| [[image:Ryo98_hcbD3.png|center]] | |||
|valign="bottom" style="border-right:0px; border-left:0px;"| [[image:Ryo98_hcbK2.png|center]] | |||
|valign="bottom" style="border-left:0px;"| [[image:Ryo98_hcbD3a.png|center]] | |||
|- | |||
! hcf + [[image:punch.gif]] | |||
|align="center"| 7/39/14 | |||
|align="center"| | |||
|align="center"| | |||
|align="center"| - | |||
|colspan="3" | [[image:Ryo98_hcfP.png|center]] | |||
| '''Kyokugen-ryuu Renbu Ken (hcf + P)''' | |||
*proximity unblockable | |||
|- | |||
|colspan="9" align="center"| '''DMs''' | |||
|- | |||
! qcf hcb + [[image:snka.gif]] | |||
|align="center"| 1+10/13/32 | |||
| | |||
| | |||
|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. | |||
|- | |||
! qcf hcb + [[image:snkc.gif]] | |||
|align="center"| 1+12/26/36 | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
! qcf hcb + [[image:punch.gif]]<br>(SDM) | |||
|align="left"| 1+14/13(or26)/38 | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
! f hcf + [[image:snka.gif]] | |||
|align="center"| 1+12/52 | |||
| | |||
| | |||
|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. | |||
|- | |||
! f hcf + [[image:snkc.gif]] | |||
|align="center"| 1+17/55 | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
! f hcf + [[image:punch.gif]]<br>(SDM) | |||
|align="center"| 1+17/57 | |||
| | |||
| | |||
|align="center"| HL | |||
|colspan="3"| [[image:Ryo98_fhcfP_SDM.png|center]] | |||
|- | |||
! qcf qcf + [[image:snka.gif]] | |||
|align="center"| 1+8/9/34 | |||
| | |||
| | |||
|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.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]] | |||
|align="center"| 1+12/9/37 | |||
| | |||
| | |||
|align="center"| HL | |||
|- | |||
! qcf qcf + [[image:punch.gif]]<br>(SDM) | |||
|align="center"| 1+6/9/39 | |||
| | |||
| | |||
|align="center"| HL | |||
|colspan="3"| [[image:Ryo98_qcfx2P_SDM.png|center]] | |||
|} | |||
== 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== | |||
*j | * Best jump-ins: | ||
** j.C | |||
*cr. | * 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.) | |||
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| | |||
* MAX: cl.C > {{hcf}} + P, j.CD | |||
deals ??? than | |||
* cl.C > {{qcf}} {{hcb}} + P | |||
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM. | |||
}} | |||
== Links == | |||
{{Navbox-KOF98}} | |||
[[Category:The King of Fighters '98: The Slugfest]] | |||
[[Category:Ryo Sakazaki]] | |||
== | |||
' | |||
The | |||
[[ |
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
![]() |
![]() |
![]() |
![]() |
---|---|---|---|
![]() |
![]() |
![]() |
![]() |
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.