Fatal Fury Special/Ryo Sakazaki: Difference between revisions

From SuperCombo Wiki
mNo edit summary
 
(47 intermediate revisions by 5 users not shown)
Line 1: Line 1:
[[File:Ffspecryo.png|right]]
[[File:Ffspecryo.png|right|Fighting Master!]]
[[File:Ffspecryo_colors.png‎|right]]
==Introduction==
'''Fight against Ryo Sakazaki (MVS & AES)'''<br>
To fight Ryo Sakazaki, you must defeat all 15 opponents in arcade mode with a 2-0 record. If you lose a round, you can continue progressing by having a second player join in before the match ends and defeating that second player. Switching between the first and second player is allowed as long as the continuing player gets a 2-0 record against the losing player. After defeating Wolfgang Krauser under these conditions, Ryo Sakazaki will challenge you in a dream match.


= Introduction =
'''Play as Ryo Sakazaki (AES only)'''<br>
'''Fight against Ryo Sakazaki'''<br>
To play as Ryo Sakazaki, you must first reach him and defeat him. Then, wait at the title screen until a demonstration starts and input the following code after the word "FIGHT!" appears: ↑ ← ↓ → ↑ A ↑ → ↓ ← ↑ C. You will then hear Ryo shout "Ora! Ora!". Press START and select P1 VS P2 mode, and Ryo will appear right next to Krauser on the character select screen. '''Ryo is NOT playable in the MVS (arcade) version of the game. As the biggest Fatal Fury Special competitions are played on the arcade version, Ryo is also not playable in tournaments.'''
To fight Ryo Sakazaki, you must defeat all 15 opponents with a 2-0 record (Perfect wins are not needed). If you lose a round, have a second player join in and simply defeat that second player. Switching between the first and second player is allowed as long as the continuing player gets a 2-0 record in their match. After defeating Wolfgang Krauser with this requirements, Ryo Sakazaki will challenge you in the dream match.


'''Play as Ryo Sakazaki'''<br>
==Move List==
To use Ryo Sakazaki, you must first reach him, and then defeat him. Now at the title screen, wait for a demonstration, and do the following code after the word FIGHT! appears: Up, Left, Down, Right, Up, A, Up, Right, Down, Left, Up, C. You will then hear Ryo's classic "Ora! Ora!". Press START and select P1 Vs. P2 mode. Ryo will appear right next to Krauser.
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Standing/Walking || align="center" | Crouching || align="center" | Crawling || align="center" | Jumping || align="center" | Taunting
|-
| align="center"; valign="bottom" | [[File:FFS Ryo Stand.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Ryo Crouch.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Ryo Crouchwalk.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Ryo Land.png|bottom]] [[File:FFS Ryo Jump.png|bottom]] [[File:FFS Ryo Land.png|bottom]] || align="center"; valign="bottom" | [[File:FFS Ryo Taunt.gif|bottom|Ora ora!]]
|-
| align="center" |  || align="center" |  || align="center" |  || align="center" | Ryo is upper-body invincible during his prejump and landing frames. 50F (4+43+3) duration. || align="center" |
|}
 
===Close Standing Normals===
 
===== <span class="invisible-header">c5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_c5A.png
|subtitle=肘打ち
|caption=
|name=c5A
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=6
|Active=6
|Recovery=7
|Total=18
|Hit Adv=+3
|Block Adv=+4
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">c5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_c5B.png
|subtitle=Low Kick/ローキック
|caption=
|name=c5B
|data=
{{AttackData-FFS
|Damage=10
|Stun=2
|Guard=Mid
|Startup=8
|Active=6
|Recovery=6
|Total=19
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">c5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_c5C.png
|subtitle=Body Blow/ボディブロー
|caption=
|name=c5C
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=10
|Active=8
|Recovery=7
|Total=24
|Hit Adv=+8
|Block Adv=+7
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">c5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_c5D_4.png
|subtitle=右上段後ろ上段回し蹴り
|caption=
|name=c5D
|data=
{{AttackData-FFS
|Damage=20
|Stun=4
|Guard=Mid
|Startup=24
|Active=11
|Recovery=19
|Total=53
|Hit Adv=-6
|Block Adv=-7
|Property=Kara Cancel
|description=
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Ryo c5D.png|
  FFS Ryo c5D 1.png|
  FFS Ryo c5D 2.png|
  FFS Ryo c5D 3.png|
  FFS Ryo c5D 4.png|
  FFS Ryo c5D 5.png|
  FFS Ryo c5D 6.png|
  FFS Ryo c5D 7.png|
</gallery>
}}
}}
 
===Far Standing Normals===
 
===== <span class="invisible-header">f5A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_f5A.png
|subtitle=左正拳突き
|caption=
|name=f5A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=3
|Active=3
|Recovery=3
|Total=8
|Hit Adv=+10
|Block Adv=+11
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">f5B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_f5B.png
|subtitle=左上段横蹴り
|caption=
|name=f5B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Mid
|Startup=7
|Active=6
|Recovery=11
|Total=23
|Hit Adv=-1
|Block Adv=0
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">f5C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_f5C.png
|subtitle=右正拳突き
|caption=
|name=f5C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=7
|Active=8
|Recovery=14
|Total=28
|Hit Adv=+1
|Block Adv=0
|Property=/
|description=
}}
}}
 
===== <span class="invisible-header">f5D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_f5D.png
|subtitle=左上段後ろ回し蹴り
|caption=
|name=f5D
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Mid
|Startup=18
|Active=9
|Recovery=12
|Total=38
|Hit Adv=+2
|Block Adv=+1
|Property=/
|description=
}}
}}
 
===Crouching Normals===
 
===== <span class="invisible-header">2A</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_2A.png
|subtitle=かがみパンチ
|caption=
|name=2A
|data=
{{AttackData-FFS
|Damage=6
|Stun=2
|Guard=Mid
|Startup=4
|Active=5
|Recovery=4
|Total=12
|Hit Adv=+7
|Block Adv=+8
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">2B</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_2B.png
|subtitle=かがみ足払い
|caption=
|name=2B
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Low
|Startup=5
|Active=6
|Recovery=6
|Total=16
|Hit Adv=+4
|Block Adv=+5
|Property=Kara Cancel
|description=
}}
}}
 
===== <span class="invisible-header">2C</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS Ryo 2C.png
|subtitle=伸び上がりアッパー
|caption=
|name=2C
|data=
{{AttackData-FFS
|Damage=16
|Stun=4
|Guard=Mid
|Startup=6
|Active=11
|Recovery=11
|Total=27
|Hit Adv=+2
|Block Adv=+1
|Property=Kara Cancel
|description=
<gallery class="mw-collapsible">
  FFS Ryo 2C.png|
  FFS Ryo 2C 1.png|
</gallery>
}}
}}
 
===== <span class="invisible-header">2D</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_2D.png
|subtitle=かがみ回し蹴り
|caption=
|name=2D
|data=
{{AttackData-FFS
|Damage=18
|Stun=4
|Guard=Low
|Startup=12
|Active=7
|Recovery=20
|Total=38
|Hit Adv=KD
|Block Adv=-4
|Property=Kara Cancel
|description=
}}
}}
 
===Jumping Normals===
 
[[File:FFS Ryo Land.png|caption=Ryo's landing sprite is upper-body invincible.]]
 
'''Note: Ryo is upper-body invincible during the landing frames of all of his jumping normals.'''
 
===== <span class="invisible-header">jA</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_jA.png
|subtitle=跳び肘打ち
|caption=
|name=jA
|data=
{{AttackData-FFS
|Damage=8
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}
 
===== <span class="invisible-header">jB</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_jB.png
|image2=FFS_Ryo_j8B.png
|subtitle=
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jB
|data=
{{AttackData-FFS
|version=Diagonal Jump
|subtitle=跳び横下段蹴り
|Damage=10
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|subtitle=跳び中段蹴り
|Damage=10
|Stun=2
|Guard=Overhead
|Startup=6
|Active=∞
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}
 
===== <span class="invisible-header">jC</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_jC.png
|subtitle=跳び下段正拳
|caption=
|name=jC
|data=
{{AttackData-FFS
|version=Diagonal Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=20
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|Damage=18
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


== Character Colors ==
===== <span class="invisible-header">jD</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_jD.png
|image2=FFS_Ryo_j8D.png
|subtitle=
|caption=Diagonal Jump
|caption2=Neutral Jump
|name=jD
|data=
{{AttackData-FFS
|version=Diagonal Jump
|subtitle=跳び横下段蹴り
|Damage=16
|Stun=4
|Guard=Overhead
|Startup=9
|Active=22
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
{{AttackData-FFS
|header=no
|version=Neutral Jump
|subtitle=跳び中段蹴り
|Damage=16
|Stun=4
|Guard=Overhead
|Startup=6
|Active=17
|Recovery=/
|Total=/
|Hit Adv=
|Block Adv=
|Property=
|description=
}}
}}


[[File:Ffspecryo_colors.png‎]]
===Universal Mechanics===


= Moves List =
===== <span class="invisible-header">Lane Blast (CD)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_CD_Front.png
|image2=FFS_Ryo_CD_Back.png
|subtitle=
|caption=Front Lane
|caption2=Back Lane
|name=Lane Blast
|input=C+D
|data=
{{AttackData-FFS
|version=Front Lane
|subtitle=中段回し蹴り
|Damage=22
|Stun=5
|Guard=Mid
|Startup=12
|Active=9
|Recovery=20
|Total=40
|Hit Adv=KD
|Block Adv=-10
|Property=Cancel, Lane Shift
|description=
}}
{{AttackData-FFS
|header=no
|version=Back Lane
|subtitle=中段後ろ回し蹴り
|Damage=22
|Stun=5
|Guard=Mid
|Startup=14
|Active=6
|Recovery=17
|Total=36
|Hit Adv=KD
|Block Adv=-4
|Property=Cancel, Lane Shift
|description=
}}
}}


== Normal Moves ==
===== <span class="invisible-header">Lane Attack</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_Lane_Attack_Front.png
|image2=FFS Ryo Lane Attack Back.png
|subtitle=跳び蹴り
|caption=Front Lane
|caption2=Back Lane
|name=Lane Attack
|input=A/B/C/D from opposite lane
|data=
<gallery class="mw-collapsible">
  FFS_Ryo_Land.png|Ryo is upper-body invincible during recovery
</gallery>
{{AttackData-FFS
|version=A/B
|Damage=20
|Stun=2
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * A straight and fast lane attack.
}}
{{AttackData-FFS
|header=no
|version=C/D
|Damage=20
|Stun=4
|Guard=Overhead
|Startup=9
|Active=
|Recovery=4
|Total=
|Hit Adv=
|Block Adv=
|Property=/
|description= * A slower high angle lane attack.
}}
}}


{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Dodge Attack</span> =====
|-
<font style="visibility:hidden" size="0"></font>
| '''Move Name''' || '''Motion'''
{{MoveData
|-
|image=FFS_Ryo_Dodge_Attack 1.png
| Weak Punch || A
|subtitle=避け後ろ蹴り
|-
|caption=
| Strong Punch || C
|name=Dodge Attack
|-
|input=6A during proximity guard
| Weak Kick || B
|data=
|-
{{AttackData-FFS
| Strong Kick || D
|Damage=11
|-
|Stun=5
| Line Sway Attack || AB
|Guard=Mid
|-
|Startup=12
| Strong Attack || CD
|Active=11
|-
|Recovery=13
| Defensive Attack || F+A while blocking
|Total=35
|-
|Hit Adv=Air Reset
| Taunt || C far away from opponent
|Block Adv=-5
|-
|Property=Cancel, Upper-Body Invuln 1-22F
|}
|description=
<gallery class="mw-collapsible">
  FFS_Ryo_Dodge_Attack.png|Startup
  FFS Ryo Dodge Attack 1.png|
  FFS Ryo Dodge Attack 2.png|Recovery
  FFS Ryo Dodge Attack 3.png|
</gallery>
}}
}}
 
===Throws===
 
===== <span class="invisible-header">Tomoe Nage (4/6C)</span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=FFS_Ryo_Throw 1.png
|caption=
|name=Tomoe Nage
|input=close 4/6C
|data=
{{AttackData-FFS
|Damage=26
|Stun=3
|range=20
|Guard=Throw
|Startup=1
|Active=1
|Recovery=/
|Hit Adv=
|Block Adv=/
|Property=/
|description= * Switches sides.
}}
}}
 
===Special Moves===
 
===== <span class="invisible-header">Ko-Oh Ken (236P)</span> =====
{{MoveData
| name    = Ko-Oh Ken
| input    = 236A/C
| subtitle =
| image    = FFS Ryo 236A 1.png
| caption  =
| data  = Both versions have the fastest recovery of any non-charge fireball in the game.
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 16 (4)
| Stun        = 3
| Guard      = Mid
| Startup    = 20
| Active      =
| Recovery    = 21
| Total      = 40
| Hit Adv    = +20
| Block Adv  = +9
| Property    =
| description =
<gallery class="mw-collapsible">
  FFS Ryo 236A.png|
  FFS Ryo 236A 1.png|
</gallery>
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 22 (5)
| Stun        = 6
| Guard      = Mid
| Startup    = 20
| Active      =
| Recovery    = 21
| Total      = 40
| Hit Adv    = +20
| Block Adv  = +9
| Property    =
| description =
<gallery class="mw-collapsible">
  FFS Ryo 236C.png|
  FFS Ryo 236A 1.png|
</gallery>
}}
}}
 
===== <span class="invisible-header">Hien Shippu Kyaku (16K)</span> =====
{{MoveData
| name    = Hien Shippu Kyaku
| input    = 16B/D
| subtitle =
| image    = FFS Ryo 16K.png
| caption  =
| data  = Both versions are completely worthless as offensive attacks as they are slow and the two hits don't combo together, allowing Ryo to be punished on hit. The second hit is a true blockstring on block, however, so it can do decent chip damage and let Ryo steal his turn back after an unsafe normal.
* Can be used to advance forward after a knockdown or dizzy.
<gallery class="mw-collapsible">
  FFS Ryo 16K.png|
  FFS Ryo Land.png|
</gallery>
{{AttackData-FFS
| version    = B
| subtitle    =
| Damage      = 12 (3)
| Stun        = 3
| Guard      = Mid
| Startup    = 21
| Active      = 24
| Recovery    = 12
| Total      = 56 (whiff)
| Hit Adv    =
| Block Adv  =
| Property    = Upper-Body Invuln 45-56F
| description =
}}
{{AttackData-FFS
| header      = no
| version    = 2nd hit
| subtitle    =
| Damage      = 12 (3)
| Stun        = 3
| Guard      = Mid
| Startup    = 8
| Active      = 5
| Recovery    = 11
| Total      = 23
| Hit Adv    = Air Reset
| Block Adv  = +3
| Property    = Upper-Body Invuln 31-33F
| description =
}}
{{AttackData-FFS
| header      = no
| version    = D
| subtitle    =
| Damage      = 19 (4)
| Stun        = 6
| Guard      = Mid
| Startup    = 24
| Active      = 32
| Recovery    = 16
| Total      = 71 (whiff)
| Hit Adv    =
| Block Adv  =
| Property    = Upper-Body Invuln 56-71F
| description =
}}
{{AttackData-FFS
| header      = no
| version    = 2nd hit
| subtitle    =
| Damage      = 19 (4)
| Stun        = 6
| Guard      = Mid
| Startup    = 10
| Active      = 6
| Recovery    = 10
| Total      = 25
| Hit Adv    = KD
| Block Adv  = +7
| Property    = Upper-Body Invuln 24-26F
| description =
}}
}}


==== Throws ====
===== <span class="invisible-header">Kohou (623P)</span> =====
{{MoveData
| name    = Kohou
| input    = 623A/C
| subtitle =
| image    = FFS Ryo 623P.png
| caption  =
| data  = * Both versions are reliable anti-airs.
<gallery class="mw-collapsible">
  FFS Ryo 623P.png|
  FFS Ryo 623P 1.png|
  FFS Ryo 623P 2.png|
  FFS Ryo 623P 3.png|
  FFS Ryo Land.png|
</gallery>
{{AttackData-FFS
| version    = A
| subtitle    =
| Damage      = 10x4 (2x4)
| Stun        = 3x4
| Guard      = Low, Mid, Mid, Mid
| Startup    = 7
| Active      = 3+5+5+15
| Recovery    = 17
| Total      = 51
| Hit Adv    = -16※
| Block Adv  = -11※
| Property    = Invincible 1-14F, Upper-Body Invuln 49-51F
| description = * Can be punished on hit.
※Advantage values are from the 3rd hit.
}}
{{AttackData-FFS
| header      = no
| version    = C
| subtitle    =
| Damage      = 17x4 (4x4)
| Stun        = 6x4
| Guard      = Low, Mid, Mid, Mid
| Startup    = 8
| Active      = 4+5+6+18
| Recovery    = 20
| Total      = 60
| Hit Adv    = -15※
| Block Adv  = -17※
| Property    = Invincible 1-16F, Upper-Body Invuln 58-60F
| description = * Can instantly stun all characters but Big Bear and Krauser if 3 hits connect.
* Although it has fantastic stun output, Ryo can still be punished on hit if not done from the extremely close range where it is capable of dizzying. The 3rd hit can also whiff against some crouching characters. This limits its versatility as a reversal or combo tool.
※Hit advantage is from the 3rd hit, block advantage is from the 4th hit.
}}
}}


{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
===== <span class="invisible-header">Zanretsuken (Mash C)</span> =====
|-
{{MoveData
| '''Move Name''' || '''Motion'''
| name    = Zanretsuken
|-
| input    = Mash C
| Tomoe Nage || F+C
| subtitle =
|-
| image    = FFS Ryo MashC 1.png
|}
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 8x7 (2x7)
| Stun        = 3x7
| Guard      = Mid
| Startup    = 10
| Active      = 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3 (8) 3
| Recovery    = 12
| Total      = 60
| Hit Adv    = +3※
| Block Adv  = -23※
| Property    =
| description = * Difficult to input, has short range, and none of the hits combo into each other, allowing Ryo to be punished on hit.
* All hits before the last one have no pushback on hit.
※Hit advantage is from the final hit, block advantage is from blocking at point blank.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
  FFS Ryo MashC.png|1-9F
  FFS Ryo MashC 1.png|10-12F
  FFS Ryo MashC 2.png|13-14F
  FFS Ryo MashC 3.png|15-17F
  FFS Ryo MashC 4.png|18-19F
  FFS Ryo MashC 5.png|20-22F
  FFS Ryo MashC 6.png|23-24F
  FFS Ryo MashC 7.png|25-27F
  FFS Ryo MashC 8.png|28-29F
  FFS Ryo MashC 1.png|30-32F
  FFS Ryo MashC 2.png|33-34F
  FFS Ryo MashC 3.png|35-37F
  FFS Ryo MashC 4.png|38-39F
  FFS Ryo MashC 9.png|40-45F
  FFS Ryo MashC 10.png|46-48F
  FFS Ryo MashC 11.png|49-50F
  FFS Ryo MashC 12.png|51-60F
</gallery>
}}
}}


== Special Moves ==
===== <span class="invisible-header">Haoh Shoukou Ken (641236C)</span> =====
{{MoveData
| name    = Haoh Shoukou Ken
| input    = 641236C
| subtitle =
| image    = FFS Ryo 641236C 1.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 30 (7)
| Stun        = 3
| Guard      = Mid
| Startup    = 49
| Active      =
| Recovery    = 28
| Total      = 76
| Hit Adv    = +13
| Block Adv  = +2
| Property    =
| description = * Big fireball. Very slow and easy to avoid, and doesn't do much more damage than a normal fireball, so there is little reason to use this in neutral.
* If Ryo happens to dizzy his opponent in the corner, this can be done point blank and will outdamage a jump-in or lane attack, won't push Ryo back and is plus enough to link out of.
<gallery class="mw-collapsible">
  FFS Ryo 641236C.png|
  FFS Ryo 641236C 1.png|
</gallery>
}}
}}


{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
===Desperation Move===
|-
| '''Move Name''' || '''Motion'''
|-
| Ko'ou Ken || QCF+P
|-
| Kohou || F,D,DF+P
|-
| Haou Shoukou Ken || F,HCF+C
|-
| Zanretsu Ken || Tap C rapidly
|-
| Hien Shippuu Kyaku || DB,F+K
|}


== Super Move ==
===== <span class="invisible-header">Ryuuko Ranbu (21416BD)</span> =====
{{MoveData
| name    = Ryuuko Ranbu
| input    = 21416B+D
| subtitle = When health is flashing
| image    = FFS Ryo 21416BD.png
| caption  =
| data  =
{{AttackData-FFS
| Damage      = 48
| Stun        = 4
| Guard      = Unblockable
| Startup    = 24
| Active      = 40
| Recovery    = 3
| Total      = 66
| Hit Adv    = KD
| Block Adv  = /
| Property    = Upper-Body Invuln 21-23F, 64-66F
| description = Ryo rushes across the entire screen and unleashes a series of strikes if he comes in contact with the opponent.
* Is considered a throw, but can hit both grounded and airborne opponents and will hit throw-invincible reversals. However, it whiff against lane-switching opponents and still respects the 17F of wakeup throw invincibility.
* Can be jumped over or interrupted if used in neutral.
* <span style="color:#ff0000;">Air throwing Ryo out of this move can softlock or crash the game.</span>
<gallery class="mw-collapsible">
  FFS Ryo Land.png|21-23F
  FFS Ryo 21416BD.png|
  FFS Ryo 21416BD 1.png|
  FFS Ryo Land.png|64-66F
</gallery>
}}
}}


{| border="1em" cellspacing="0" width="55%" style="border: 1px solid #999; background: #F2F2F2;"
==Combos==
|-
| '''Move Name''' || '''Motion'''
|-
| Ryuuko Ranbu || QCB,DB,F+BD
|-
|}


= The Basics =
==Strategy==


= Advanced Strategy =
===The Basics===


= Match-ups =
===Advanced Strategy===


== Vs. Andy Bogard ==
==Matchups==


== Vs. Axel Hawk ==
===Vs. Andy Bogard===


== Vs. Big Bear ==
===Vs. Axel Hawk===


== Vs. Billy Kane ==
===Vs. Big Bear===


== Vs. Cheng Sinzan ==
===Vs. Billy Kane===


== Vs. Duck King ==
===Vs. Cheng Sinzan===


== Vs. Geese Howard ==
===Vs. Duck King===


== Vs. Joe Higashi ==
===Vs. Geese Howard===


== Vs. Jubei Yamada ==
===Vs. Joe Higashi===


== Vs. Kim Kaphwan ==
===Vs. Jubei Yamada===


== Vs. Laurence Blood ==
===Vs. Kim Kaphwan===


== Vs. Mai Shiranui ==
===Vs. Laurence Blood===


== Vs. Ryo Sakazaki (self) ==
===Vs. Mai Shiranui===


== Vs. Terry Bogard ==
===Vs. Ryo Sakazaki===


== Vs. Tung Fu Rue ==
===Vs. Terry Bogard===


== Vs. Wolfgang Krauser ==
===Vs. Tung Fu Rue===


===Vs. Wolfgang Krauser===


{{Navbox-FFS}}
[[Category:Fatal Fury Special]]
[[Category:Fatal Fury Special]]

Latest revision as of 02:24, 27 April 2025

Fighting Master!
Ffspecryo colors.png

Introduction

Fight against Ryo Sakazaki (MVS & AES)
To fight Ryo Sakazaki, you must defeat all 15 opponents in arcade mode with a 2-0 record. If you lose a round, you can continue progressing by having a second player join in before the match ends and defeating that second player. Switching between the first and second player is allowed as long as the continuing player gets a 2-0 record against the losing player. After defeating Wolfgang Krauser under these conditions, Ryo Sakazaki will challenge you in a dream match.

Play as Ryo Sakazaki (AES only)
To play as Ryo Sakazaki, you must first reach him and defeat him. Then, wait at the title screen until a demonstration starts and input the following code after the word "FIGHT!" appears: ↑ ← ↓ → ↑ A ↑ → ↓ ← ↑ C. You will then hear Ryo shout "Ora! Ora!". Press START and select P1 VS P2 mode, and Ryo will appear right next to Krauser on the character select screen. Ryo is NOT playable in the MVS (arcade) version of the game. As the biggest Fatal Fury Special competitions are played on the arcade version, Ryo is also not playable in tournaments.

Move List

Standing/Walking Crouching Crawling Jumping Taunting
FFS Ryo Stand.png FFS Ryo Crouch.png FFS Ryo Crouchwalk.png FFS Ryo Land.png FFS Ryo Jump.png FFS Ryo Land.png Ora ora!
Ryo is upper-body invincible during his prejump and landing frames. 50F (4+43+3) duration.

Close Standing Normals

c5A

c5A
肘打ち
FFS Ryo c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 6 6 7 18 +3 +4 Kara Cancel
c5B

c5B
Low Kick/ローキック
FFS Ryo c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 8 6 6 19 +4 +5 Kara Cancel
c5C

c5C
Body Blow/ボディブロー
FFS Ryo c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 8 7 24 +8 +7 Kara Cancel
c5D

c5D
右上段後ろ上段回し蹴り
FFS Ryo c5D 4.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 24 11 19 53 -6 -7 Kara Cancel

Far Standing Normals

f5A

f5A
左正拳突き
FFS Ryo f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 3 3 8 +10 +11 Kara Cancel
f5B

f5B
左上段横蹴り
FFS Ryo f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 7 6 11 23 -1 0 Kara Cancel
f5C

f5C
右正拳突き
FFS Ryo f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 7 8 14 28 +1 0 /
f5D

f5D
左上段後ろ回し蹴り
FFS Ryo f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 18 9 12 38 +2 +1 /

Crouching Normals

2A

2A
かがみパンチ
FFS Ryo 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 5 4 12 +7 +8 Kara Cancel
2B

2B
かがみ足払い
FFS Ryo 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 5 6 6 16 +4 +5 Kara Cancel
2C

2C
伸び上がりアッパー
FFS Ryo 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 6 11 11 27 +2 +1 Kara Cancel
2D

2D
かがみ回し蹴り
FFS Ryo 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Low 12 7 20 38 KD -4 Kara Cancel

Jumping Normals

caption=Ryo's landing sprite is upper-body invincible.

Note: Ryo is upper-body invincible during the landing frames of all of his jumping normals.

jA

jA
跳び肘打ち
FFS Ryo jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 6 / / - - -
jB

jB
FFS Ryo jB.png
Diagonal Jump
FFS Ryo j8B.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
跳び横下段蹴り
10 2 Overhead 6 / / - - -
Neutral Jump
跳び中段蹴り
10 2 Overhead 6 / / - - -
jC

jC
跳び下段正拳
FFS Ryo jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 20 / / - - -
Neutral Jump 18 4 Overhead 6 17 / / - - -
jD

jD
FFS Ryo jD.png
Diagonal Jump
FFS Ryo j8D.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
跳び横下段蹴り
16 4 Overhead 9 22 / / - - -
Neutral Jump
跳び中段蹴り
16 4 Overhead 6 17 / / - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
FFS Ryo CD Front.png
Front Lane
FFS Ryo CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane
中段回し蹴り
22 5 Mid 12 9 20 40 KD -10 Cancel, Lane Shift
Back Lane
中段後ろ回し蹴り
22 5 Mid 14 6 17 36 KD -4 Cancel, Lane Shift
Lane Attack

Lane Attack
跳び蹴り
A/B/C/D from opposite lane
FFS Ryo Lane Attack Front.png
Front Lane
FFS Ryo Lane Attack Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 9 - 4 - - - /
  • A straight and fast lane attack.
C/D 20 4 Overhead 9 - 4 - - - /
  • A slower high angle lane attack.
Dodge Attack

Dodge Attack
避け後ろ蹴り
6A during proximity guard
FFS Ryo Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 12 11 13 35 Air Reset -5 Cancel, Upper-Body Invuln 1-22F

Throws

Tomoe Nage (4/6C)

Tomoe Nage
close 4/6C
FFS Ryo Throw 1.png
Damage Stun Range Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 20 Throw 1 1 / - - / /
  • Switches sides.

Special Moves

Ko-Oh Ken (236P)
Ko-Oh Ken
236A/C
FFS Ryo 236A 1.png
Both versions have the fastest recovery of any non-charge fireball in the game.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 20 - 21 40 +20 +9 -
C 22 (5) 6 Mid 20 - 21 40 +20 +9 -
Hien Shippu Kyaku (16K)
Hien Shippu Kyaku
16B/D
FFS Ryo 16K.png
Both versions are completely worthless as offensive attacks as they are slow and the two hits don't combo together, allowing Ryo to be punished on hit. The second hit is a true blockstring on block, however, so it can do decent chip damage and let Ryo steal his turn back after an unsafe normal.
  • Can be used to advance forward after a knockdown or dizzy.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 12 (3) 3 Mid 21 24 12 56 (whiff) - - Upper-Body Invuln 45-56F
2nd hit 12 (3) 3 Mid 8 5 11 23 Air Reset +3 Upper-Body Invuln 31-33F
D 19 (4) 6 Mid 24 32 16 71 (whiff) - - Upper-Body Invuln 56-71F
2nd hit 19 (4) 6 Mid 10 6 10 25 KD +7 Upper-Body Invuln 24-26F
Kohou (623P)
Kohou
623A/C
FFS Ryo 623P.png
  • Both versions are reliable anti-airs.
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 10x4 (2x4) 3x4 Low, Mid, Mid, Mid 7 3+5+5+15 17 51 -16※ -11※ Invincible 1-14F, Upper-Body Invuln 49-51F
  • Can be punished on hit.

※Advantage values are from the 3rd hit.

C 17x4 (4x4) 6x4 Low, Mid, Mid, Mid 8 4+5+6+18 20 60 -15※ -17※ Invincible 1-16F, Upper-Body Invuln 58-60F
  • Can instantly stun all characters but Big Bear and Krauser if 3 hits connect.
  • Although it has fantastic stun output, Ryo can still be punished on hit if not done from the extremely close range where it is capable of dizzying. The 3rd hit can also whiff against some crouching characters. This limits its versatility as a reversal or combo tool.

※Hit advantage is from the 3rd hit, block advantage is from the 4th hit.

Zanretsuken (Mash C)
Zanretsuken
Mash C
FFS Ryo MashC 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8x7 (2x7) 3x7 Mid 10 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3 (8) 3 12 60 +3※ -23※ -
  • Difficult to input, has short range, and none of the hits combo into each other, allowing Ryo to be punished on hit.
  • All hits before the last one have no pushback on hit.

※Hit advantage is from the final hit, block advantage is from blocking at point blank.

Haoh Shoukou Ken (641236C)
Haoh Shoukou Ken
641236C
FFS Ryo 641236C 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
30 (7) 3 Mid 49 - 28 76 +13 +2 -
  • Big fireball. Very slow and easy to avoid, and doesn't do much more damage than a normal fireball, so there is little reason to use this in neutral.
  • If Ryo happens to dizzy his opponent in the corner, this can be done point blank and will outdamage a jump-in or lane attack, won't push Ryo back and is plus enough to link out of.

Desperation Move

Ryuuko Ranbu (21416BD)
Ryuuko Ranbu
When health is flashing
21416B+D
FFS Ryo 21416BD.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 4 Unblockable 24 40 3 66 KD / Upper-Body Invuln 21-23F, 64-66F

Ryo rushes across the entire screen and unleashes a series of strikes if he comes in contact with the opponent.

  • Is considered a throw, but can hit both grounded and airborne opponents and will hit throw-invincible reversals. However, it whiff against lane-switching opponents and still respects the 17F of wakeup throw invincibility.
  • Can be jumped over or interrupted if used in neutral.
  • Air throwing Ryo out of this move can softlock or crash the game.

Combos

Strategy

The Basics

Advanced Strategy

Matchups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Strategy
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki