The King of Fighters 2002/Ryo: Difference between revisions

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'''Anywhere:'''<br>
'''Anywhere:'''<br>
1. Crouch B, Crouch C, qcf+C/qcf hcb+A - 30%<br>
1. Crouch B, Crouch C, qcf+C/qcf hcb+A - 30%/46%<br>
2. C, qcf hcb+A - 40%<br>
2. Close C, qcf hcb+A - 40%<br>
3. C, dp+C, qcf hcb+A(Buffer:qcb+A) - 55%<br>
3. Close C, dp+C, qcf hcb+A(Buffer:qcb+A) - 55%<br>
4. f+A(early on opponent's wakeup), far A, hcb+B - 22% <br>
4. f+A(early on opponent's wakeup), far A, hcb+B - 22%
5. Crouch B, Crouch B, Stand A, hcb+B


'''Max Mode Activation:'''<br>
'''Maxmode:'''<br>
1. C, f+A, qcfx2+ABC, any combo - 35-40% (plus combo after)
1. Close C, f+A, qcfx2+ABC - 35-40%


'''Attack Strings:'''<br>
'''Attack Strings:'''<br>
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-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D<br>
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D<br>
-CD is cancellable into command moves, specials and DMs<br>
-CD is cancellable into command moves, specials and DMs<br>
-free cancellable into moves are hcb+K, qcf+K and dp+P<br>
-free cancellable out-of moves are f+A, dp+P on the first hit, f b f+P on the last hit<br>
-f+A and qcf+K are overheads<br>
-f+A and qcf+K are overheads<br>
-dp+C is supercancellable on the first hit<br>
-dp+C is supercancellable on the first hit<br>
-f+B, df+B have autoguard, can be cancelled into a special move<br>
-f+B, df+B have autoguard, can be cancelled into a special move
-f b f+P has autoguard
-f b f+P has autoguard<br>
-qcf+K sometimes hits as a hard knockdown, but not always


'''Strategies:'''<br>
'''Strategies:'''<br>
-his f+A overhead is very meaty compared to most others. If done very early on a waking up opponent, Ryo will recover fast enough to be able to land a far A, hcb+B/HSDM combo. Thus, Ryo has a good high/low game with his f+A, qcf+B, crouch B and crouch D. It is especially good to cancel his crouch D into a qcf+B overhead and mix this up with f+A and crouch B, crouch C mixups
-his f+A overhead is very meaty compared to most moves. If done very early on a waking up opponent, Ryo will recover fast enough to be able to land a far A, hcb+B/HSDM combo. Thus, Ryo has a good high/low game with his f+A, qcf+B, crouch B and crouch D. It is especially good to cancel his crouch D into a qcf+B overhead and mix this up with f+A and crouch B, crouch C mixups


-the f+B parry is a great move for countering predictable yet high priority and unpunishable moves, such as Robert's air qcb+K, May Lee's qcf+B in Hero Mode, Terry's qcb+P, etc. After parrying the move, cancel to dp+C or qcf hcb+P
-the f+B parry is a great move for countering predictable yet high priority and unpunishable moves, such as Robert's air qcb+K, May Lee's qcf+B in Hero Mode, Terry's qcb+P, etc. After parrying the move, cancel to dp+C or qcf hcb+P

Revision as of 21:37, 13 June 2006

Anywhere:
1. Crouch B, Crouch C, qcf+C/qcf hcb+A - 30%/46%
2. Close C, qcf hcb+A - 40%
3. Close C, dp+C, qcf hcb+A(Buffer:qcb+A) - 55%
4. f+A(early on opponent's wakeup), far A, hcb+B - 22%

Maxmode:
1. Close C, f+A, qcfx2+ABC - 35-40%

Attack Strings:
-crouch D/CD, qcf+B/qcf+A
-crouch B, crouch C, qcf+B/qcf+A

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D
-CD is cancellable into command moves, specials and DMs
-free cancellable into moves are hcb+K, qcf+K and dp+P
-free cancellable out-of moves are f+A, dp+P on the first hit, f b f+P on the last hit
-f+A and qcf+K are overheads
-dp+C is supercancellable on the first hit
-f+B, df+B have autoguard, can be cancelled into a special move -f b f+P has autoguard
-qcf+K sometimes hits as a hard knockdown, but not always

Strategies:
-his f+A overhead is very meaty compared to most moves. If done very early on a waking up opponent, Ryo will recover fast enough to be able to land a far A, hcb+B/HSDM combo. Thus, Ryo has a good high/low game with his f+A, qcf+B, crouch B and crouch D. It is especially good to cancel his crouch D into a qcf+B overhead and mix this up with f+A and crouch B, crouch C mixups

-the f+B parry is a great move for countering predictable yet high priority and unpunishable moves, such as Robert's air qcb+K, May Lee's qcf+B in Hero Mode, Terry's qcb+P, etc. After parrying the move, cancel to dp+C or qcf hcb+P