Fighter's History Dynamite/Ryoko Kano: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 11: Line 11:
'''Standing (Far)''' - Bufferable and quick, you can interrupt opponents' attacks with this.
'''Standing (Far)''' - Bufferable and quick, you can interrupt opponents' attacks with this.


'''Standing (Close)''' -  
'''Standing (Close)''' - Gangster shit. Same as standing far.


'''Crouching''' -  
'''Crouching''' - Same as the 2 above, but crouching OHHHHHHHHHHHHHHHHHH


'''Jumping''' - Excellent attack, this and jump in light kick will help you score ticks. High priority, stays out till she lands.
'''Jumping''' - Excellent attack, this and jump in light kick will help you score ticks. High priority, stays out till she lands.

Revision as of 17:56, 7 November 2008

Introduction

Ryoko is an oddball. Coming in dead last in regards to tiers, she doesn't have a solid way to deal with fireballs and other seemingly basic situations. She is also short, has small attack range and has a weakness on her head. Why play Ryoko? One word. Damage. Ryoko is a high risk high reward ride that is full of trying to set up situations in where you can fire wheel for HUGE damage. Underplayed, she is still a rewarding and fun character. Just don't expect to win any big matches with her.

Moves List

Normal Moves

Light Punch

Standing (Far) - Bufferable and quick, you can interrupt opponents' attacks with this.

Standing (Close) - Gangster shit. Same as standing far.

Crouching - Same as the 2 above, but crouching OHHHHHHHHHHHHHHHHHH

Jumping - Excellent attack, this and jump in light kick will help you score ticks. High priority, stays out till she lands.

Jumping (Neutral) - Same as standing but looks cooler

Strong Punch

Standing (Far) - Great priority, quick and with decent range (for Ryoko that is), this attack is a staple for combos. Works as an anti air against some. Bufferable. Good after a knockdown.

Standing (Close) -

Crouching - Works as a trip, fairly quick. Good to spam on block to move you to a safe distance from your opponent. Has more range than her crouching hard kick!

Jumping - Not bad for landing deep hits, but generally not as effective as her jumping hard kick.

Jumping (Neutral) -

Light Kick

Standing (Far) -

Standing (Close) -

Crouching - I personally use this a lot into Fire Wheel or rolls. It's quick, but don't expect your poking game to incorporate this move...

Jumping - Great for ticks with high priority, stays out for an eternity.

Jumping (Neutral) -

Strong Kick

Standing (Far) - Great for meaties, this hits twice and is bufferable.

Standing (Close) -

Crouching - It's a trip, but with crummy range. Use it as a meaty sparingly.

Jumping - Great for deep jump ins into Ippon Seio, this has good priority and stays out a fairly good amount of time.

Jumping (Neutral) -

Throws

Special Moves

Submission Hold(Throw)

  • Down, Down + Punch

Mountain Storm

  • Half Circle Back + Punch
    • Must be done directly next to opponent

Rolling Body Attack

  • Charge Back, Forward + Punch

Ippon Seoi

  • Half Circle Back + Punch
    • Must be done near opponent. If too close Mountain Storm will come out instead.

Midair Ippon Seoi

  • (In Air)Half Circle Back + Punch

Super Move

KataGuruma

  • Forward, Up-Forward, Up, Up-Back, Back + Punch
    • Must be done directly next to opponent.

The Basics

You should always be looking for options to fire wheel or knockdowns. Should you score a knockdown you have a few good options... 1) Meaty Standing hard kick. If it hits, HCB+p for yet another knockdown. 2) Crouching light kick. Upon hit, Fire Wheel 3) Standing hard punch. Risky, but you can repeat these until you are poked to a safe distance upon block.

Advanced Strategy

Match-ups

Vs. Clown:

Clown will standing light punch (AND HARD PUNCH) his little heart out and throw fireballs. His trip has very good range to add insult to your inability to jump in. Hope for a blocked ball to get closer to Clown.

Vs. Jean Pierre:

This is one of her worst (despite her having no good matchups)... NEVER jump in. Do rolls under fireball (hope you can time those well)... there's really not much you can do because Jean will undoubtedly turtle and you will more likely than not lose.

Vs. Kano Ryoko (self):

Standing Hard Punch is the game breaker here. You will use this as your primary poke: it'll hit Ryoko's weakness and let you combo.

Vs. Karnov:

Bad, but somewhat winnable. If Karnov is rushdown happy you can punish him getting too close with his kicks by a nicely placed Fire Wheel. If he balloons, get him at the beginning or wait for it to end then crouching hard punch him out of the air (Thanks to the GGPO FHD crew for pointing this out to me!)

Vs. Lee Diendo:

I bet you're expecting this by now, but this match is about as bad as Ray. Lee has excellent priority and speed, and you have no way to jump in. I am unsure as to how to deal with zetsu aside from just spamming s.lp and hoping for the best... I hope you like to lose :(

Vs. Liu Feilin:

You cannot jump in deep due to Fei's standing hard punch. She will trade sometimes, but you will not be able to come on top of the trade. Look for situations in which you can cross her up while she is standing and her hard punch cannot hit you. You can sometimes jump over fireballs and then get in a combo, but beware. If her fireball animation is nearly done she may DP you!

Vs. Liu Yungmie:

NEED MORE EXP IN DIS MATCHUP OLOL

Vs. Marstorius:

Really bad. I hope you can throw faster than Marstorius, because his Double German has more range than your Fire Wheel. He also has many more solid poking options to score combos... I hope you're ready for yet another uphill battle :/

Vs. Matlock Jade:

Anybody familiar with this matchup? I'm not gonna play theory fighter here...

Vs. Mizoguchi Makoto:

Vs. Ray McDougal:

Ray will throw fireballs the entire match and trip you on jump in. If you jump in from close, he'll wheel kick you. Try to force Ray to misjudge a wheel kick distance in order to score a free Fire Wheel. Her hardest matchup by far. You can't do much in this uphill battle, but I've seen it won. Good luck!

Vs. Samchay Tomyamgun:

Do not get hit by Samchay's standing hard kick. It will lead to a free dizzy, and it hits your weak spot. Samchay's good moves hit your weak spot dead on because of your height. Look for standing hard punch openings and fish him into doing a close tiger knee that will result in a Fire Wheel. You can jump in with more liberty than many other matches because his crouching hard punch is slow, but conversely his DP is EXCELLENT (But hard to pull off, don't expect them to do it all the time...). This match will boil down to you having superior spacing and patience.

Vs. Zazie Muhaba:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox