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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% | 4. f+A(early on opponent's wakeup), far A, hcb+B - 22% | ||
''' | '''Maxmode:'''<br> | ||
1. C, f+A, qcfx2+ABC | 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 | -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 | -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