Capcom vs SNK 2/Ryo: Difference between revisions

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= The Basics =
= The Basics =
Ryo is best as a ratio 1 or 2 character
to play Ryo effectivly one must keep around medium distance agaianst the opponent using fireballs to interrupt movements and doing low chain combos into more fireballs
e.g c.lp,c.lk,c.mk fireball or c.mp fireball
his crouching and standing medium punch has excellent priority and can be linked into moves
the jumping fireball should only be used while jumping forward as after the fireball is cast it delays ryo landing on the ground, its quite good when you predict your opponent is going for some obvious anti air attack and you can
Zannretsuken can be used to catch people who are too obvious with their rolls or jumps but otherwise shouldnt be used.
his dragon punch has average to low damage and in alot of ways is like super turbo guile's flash kick, it comes out quick and finishes quick so its not entierly ideal as a anti air, his standing heavy kick is far better as a anti air. its good if you want to land a knock down, the light punch version should be the only version used.
Kyokugenryuu Renbuken can be super jump cancled and most players who do this follow up with jumping heavy punch.


= Advanced Strategy =
= Advanced Strategy =


= Match-ups =
= Match-ups =

Revision as of 06:16, 7 February 2007

Introduction

Ryo Sakazaki is originally from the game art of fighting, Ryo in CvS2 is loosely based off his KOF version of his character and whilst appearing to have a similar moveset to Ryu and Ken his actual gameplay style has more in common with Guile.

Moves List

Normal Moves

Special Moves

Zanretsu Ken: f, b, f + P

Hien Shippuu Kyaku Charge db, f+K

Kououken qcf+P (also in air)

Mouko Raishin Setsu (?)

Kyokugenryuu Renbuken hcb+P

Super Moves

The Basics

Ryo is best as a ratio 1 or 2 character

to play Ryo effectivly one must keep around medium distance agaianst the opponent using fireballs to interrupt movements and doing low chain combos into more fireballs e.g c.lp,c.lk,c.mk fireball or c.mp fireball

his crouching and standing medium punch has excellent priority and can be linked into moves

the jumping fireball should only be used while jumping forward as after the fireball is cast it delays ryo landing on the ground, its quite good when you predict your opponent is going for some obvious anti air attack and you can

Zannretsuken can be used to catch people who are too obvious with their rolls or jumps but otherwise shouldnt be used.

his dragon punch has average to low damage and in alot of ways is like super turbo guile's flash kick, it comes out quick and finishes quick so its not entierly ideal as a anti air, his standing heavy kick is far better as a anti air. its good if you want to land a knock down, the light punch version should be the only version used.

Kyokugenryuu Renbuken can be super jump cancled and most players who do this follow up with jumping heavy punch.

Advanced Strategy

Match-ups