m (→Combos) |
m (→Combos) |
||
Line 387: | Line 387: | ||
* cr.A / cr.B x 2, st.A > | * cr.A / cr.B x 2, st.A > | ||
** ( | ** SDM qcf qcf + P, any combo (As the opponent will be dizzed.) | ||
** DM qcf qcf + A | |||
** hcb + B | ** hcb + B | ||
* cr.B, cr.A / cl.A > | * cr.B, cr.A / cl.A > | ||
** ( | ** SDM qcf qcf + P, any combo (As the opponent will be dizzed.) | ||
** DM qcf qcf + A | |||
** hcf + P, [junggler] (Very close.) | ** hcf + P, [junggler] (Very close.) | ||
** hcb + D (Very close. Whiffs on some crouchers.) | ** hcb + D (Very close. Whiffs on some crouchers.) | ||
Line 399: | Line 401: | ||
* (cr.B, cr.C) / cl.C, | * (cr.B, cr.C) / cl.C, | ||
** SDM qcf qcf + P, any combo (As the opponent will be dizzed.) | |||
** DM qcf hcb + P | ** DM qcf hcb + P | ||
** DM f hcf + A | ** DM f hcf + A | ||
** | ** DM qcf qcf + P | ||
** hcf + P, [junggler] (Very close.) | ** hcf + P, [junggler] (Very close.) | ||
** hcb + D (Whiffs on some crouchers.) | ** hcb + D (Whiffs on some crouchers.) | ||
** qcb + C > dp + C | ** qcb + C > dp + C (Very close or dp + C may miss.) | ||
** qcf + A | ** qcf + A | ||
** f + A | ** f + A | ||
Line 419: | Line 422: | ||
** cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A | ** cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A | ||
*** cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | *** cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.) | ||
His SDM qcf qcf + P, folowed by a simple BnB combo (like j.C, cl.C > hcb + D) deal more damage than SDM qcf hcb + P. | |||
Revision as of 16:13, 27 January 2019
Introduction
Ryo Sakazaki is an accomplished punchman and a master of kyokugenryu, the art of combat Lamaze. Although this allows him to punch very hard it sadly leaves him too relaxed to do combos.
Colors
Gameplay overview
Movelist
Fastest Attacks
- 0F: C throw; D throw
- 1F: cr.C
- 2F: cl.C; dp + A
- 3F: cl.A; cl.B; st.A; cr.A; cr.B
- 4F: cl.D; dp + C
- 5F: st.B
- 6F: hcb + B
- 7F: st.C; cr.D; hcf + P; SDM qcf qcf + P
- 8F: -
- 9F: CD; hcb + D; DM qcf qcf + A
- 10F: -
Combos
- Best jump-ins:
- j.C
- cr.A / cr.B x 2, st.A >
- SDM qcf qcf + P, any combo (As the opponent will be dizzed.)
- DM qcf qcf + A
- hcb + B
- cr.B, cr.A / cl.A >
- SDM qcf qcf + P, any combo (As the opponent will be dizzed.)
- DM qcf qcf + A
- hcf + P, [junggler] (Very close.)
- hcb + D (Very close. Whiffs on some crouchers.)
- hcb + B
- (cr.B, cr.C) / cl.C,
- SDM qcf qcf + P, any combo (As the opponent will be dizzed.)
- DM qcf hcb + P
- DM f hcf + A
- DM qcf qcf + P
- hcf + P, [junggler] (Very close.)
- hcb + D (Whiffs on some crouchers.)
- qcb + C > dp + C (Very close or dp + C may miss.)
- qcf + A
- f + A
- ... hcf + P,
- j.CD
- qcf + A (out of the corner)
- dp + A (corner)
- j.C (reset)
- Simple buffers:
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A
- cr.B, qcf + A/B > qcf + A (As cr.B is not cancelable, qcf + A/B will chain into a normal attack.)
- cr.B, st.A / cl.A / cl.B > (S)DM qcf qcf + A
His SDM qcf qcf + P, folowed by a simple BnB combo (like j.C, cl.C > hcb + D) deal more damage than SDM qcf hcb + P.
Strategy Corner
- MAX: cl.C > hcf + P, j.CD
deals ??? than
- cl.C > qcf hcb + P
Keep this in mind, when you need to decide whether to trigger MAX or keep meter for a DM.