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Line 480: |
Line 480: |
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| ===Anywhere=== | | ===Anywhere=== |
| 1. cr.B, ~cr.C, qcf+C/qcf hcb+A - 30%/45%<br>
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| 2. cr.BBB, Far A, hcb+B - 28%<br>
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| 3. cl.C, dp+C, (S)qcf hcb+A(Buffer:qcb+A) - 55%<br>
| | * cr.B, cr.C > qcf + C / qcf hcb+A {30% / 45%} |
| 4. f+A(early on opponent's wakeup), A, hcb+B - 22%<br>
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| 5. j.C, cl.C , hcb+D - 33%
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| | * cr.B x 3 > st.A > hcb + B {28%} |
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| | * cl.C > dp + C (1) >> qcf hcb + A (Buffer: qcb + A) {55%} |
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| | * f + A (early on opponent's wakeup), st.A / cl.A > hcb + B {22%} |
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| | * j.C, cl.C > hcb + D {33%} (Will miss some crouchers) |
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| ===Maxmode=== | | ===Maxmode=== |
General Info
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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3/4/9
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-1/-3
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R,C,S,Su
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HL
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3/7/14
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-9/-11
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C,S,Su
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HL
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2/10/13
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-3/-5
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C,S,Su
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HL
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4/9/16
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-5/-7
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C,S,Su
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HL
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Standing Far
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3/3/8
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+1/-1
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R,C,S,Su
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HL
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7/2/14
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-4/-6
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HL
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7/4/19
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-3/-5
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HL
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12/4+4/16
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-4/-6
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HL
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+
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9/8/18
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KD/-4
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C,S,Su
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HL
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Crouching
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3/5/5
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+2/0
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R,C,S,Su
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HL
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3/3/5
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+4/+2
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R
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L
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2/2+3/23
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-8/-10
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C,S,Su
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HL
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8/5/18
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KD/-5
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C,S,Su
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L
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Jump
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5/6/-
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-/-
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H
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2/7/-
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-/-
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H
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5/6/-
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-/-
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H
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4/4/-
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-/-
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H
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+
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13/5/-
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KD/-
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HL
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Neutral Jump
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5/12/-
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-/-
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H
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2/14/-
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-/-
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H
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5/6/-
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-/-
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H
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11/3+3/-
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-/-
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H
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Hop
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5/5/-
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-/-
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H
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2/5/-
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-/-
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H
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5/3/-
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-/-
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H
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11/3+3/-
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-/-
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H
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Command Normals
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f+
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17/9/11
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0/-2
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H
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f+ (cancel)
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14/9/11
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0/-2
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HL
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f+
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5/15/14
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-/-
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S,Su
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Guard point: Active period. Is not an attack.
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df+
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7/9/10
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-/-
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S,Su
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Guard point: Active period. Is not an attack.
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Special Moves
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qcf+
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12/3+6/29
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KD/-9
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HL
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Ko'ou Ken - qcf+P
- Ryo releases a blast of energy from his hand. qcf+C travels a bit further than qcf+A, where qcf+A goes almost half screen
- qcf+C does a very slight amount of damage more than qcf+A, but has greater recovery time
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qcf+
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16/3+6/33
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KD/-11
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HL
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qcf+
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25/3+3/17
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KD/-5
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H
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Mouko Rajin Setsu - qcf+K
- Ryo jumps into the air, landing with an overhead chop. qcf+D goes higher and further (almost full screen) than qcf+B
- Has very good priority and is almost always safe on block
- Overhead
- Sometimes hits as a hard knockdown, but not always
- Free cancellable into
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qcf+
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27/3+3/21
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KD/-9
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H
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f b f+
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13/2(4)x8/21
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KD/-35
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H
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Zanretsu Ken - f b f+P
- Ryo repeatedly punches in front of him. This move has a "sucking" effect, in the sense that it can pull the opponent in if they are close. If the opponent gets sucked in, Ryo does a 13 hit combo punching them away
- Has autoguard before Ryo begins punching rapidly (frames 3-8)
- f b f+A is a hard knockdown
- Free cancellable out of on the last hit. It is only possible to juggle the opponent after f b f+C
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f b f+
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13/2(4)x15/23
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KD/-85
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HL
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dp+
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5/3*12/11+16
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KD/-21
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Su
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HL
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Kohou - dp+P
- Ryo performs a rising uppercut that has great speed and priority.
- dp+A does one hit, knocking down, while dp+C does two hits, where only the second hit knocks down. Usually, the second hit whiffs an opponent on the ground
- free cancellable into
- free cancellable out of on the first hit
- Both versions are invincible for the full startup and the first three frames of the first active period
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dp+
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5/3*17/16+13
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KD/-21
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Su
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HL
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hcb+
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6/3*6/13+17
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KD/-18
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HL
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Hien Shippuu Kyaku - hcb+K
- Ryo jumps forward, kicking multiple times. hcb+B does two hits, going about 1/3 of the screen, while hcb+D does three hits, and goes full screen
- both moves are severely punishable on block, especially hcb+D
- free cancellable into
- even if comboed into, his hcb+D will whiff on the third (and sometimes second) hits against a crouching opponent, giving them more than enough time to punish him
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hcb+
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9/4*5(9)6/8+19
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KD/-15
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HL
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DMs
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f hcf+
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1+12/-/53
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KD/-23
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HL
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Haou Shoukou Ken - f hcf+P
- Ryo releases a large fireball that does good damage
- f hcf+A comes out faster but moves much slower than f hcf+C
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f hcf+
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1+17/-/55
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KD/-25
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HL
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qcf,hcb+
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1+10/13/38
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KD/-21
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HL
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Ryuuko Ranbu - qcf hcb+P
- Ryo dashes across the screen. If he connects, he does a combo on the opponent. Otherwise, he stops and is open to attack
- qcf hcb+A comes out slightly slower than qcf hcb+C. qcf hcb+A goes almost full screen, while qcf hcb+C goes full screen
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qcf,hcb+
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1+12/26/38
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KD/-21
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HL
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SDM
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qcf+ ~
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1+14/13/38
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KD/-21
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HL
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Ryuuko Ranbu - qcf+C~A
- Ryo dashes forward. If he connects, he does a strong combo on the opponent
- the range on this move is less than his qcf hcb+P DM version
- unblockable
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HSDM
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qcfx2+ +
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1+6/9/34
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KD/-25
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HL
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Tenchi Haou Ken - qcfx2+AC
- Ryo does a fast punch forward. If it connects, the opponent is knocked down and dizzied, allowing you to followup with any combo
- doesn't do much damage but makes up for it with the ability to followup with combos that would end up doing more damage than an HSDM can normally do
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Notes
- Whiff cancellable normals are cl.B, cl.C, cl.D, cr.D, CD
- Doing Ryo's SDM is nearly impossible, due to a glitch. The motion of the Ko'ou Ken qcf+C overlaps with this move. Thus, attempting to do it results in qcf+C coming out. The only reliable way to do it is to do the qcf+C part of the motion during a state where he is not able to do his Ko'ou Ken qcf+C. Such states are:
- right before waking up
- just as you land from a jump
- just as you recover from a roll
- recovering from a move that is not cancellable into qcf+C
- supercancelling from his Kohou dp+C(1)
- cancelling a CD attack(this is an exception)
- activating maxmode
- possibly some other ways
Combos
Anywhere
- cr.B, cr.C > qcf + C / qcf hcb+A {30% / 45%}
- cr.B x 3 > st.A > hcb + B {28%}
- cl.C > dp + C (1) >> qcf hcb + A (Buffer: qcb + A) {55%}
- f + A (early on opponent's wakeup), st.A / cl.A > hcb + B {22%}
- j.C, cl.C > hcb + D {33%} (Will miss some crouchers)
Maxmode
1. cl.C, f+A, BC, qcfx2+AC(quickly), (j.C, cl.C, hcb+D)/(j.C, ~cr.B, cr.C, qcf hcb+A) - 75%/88%
2. (Already in maxmode) f+A, (C)dp+C(1), (S)f hcf+A(Buffer:hcf+A)/(S)qcf hcb+A - 42%/48%
Normal Links
1. cr.B, cl.C/cr.C
2. f+A(very early on the opponent's wakeup), A
Attack Strings
- cr.D / CD > qcf + B / qcf + A
- cr.B, cr.C > qcf + B / qcf + A
- (cr.B, cl.C) / cl.D > f + A (delayed)
Strategies
- Since Ryo's f+A is an overhead and is not cancellable even if cancelled into, you should exploit the "glitch" which allows the command normals to not lose their properties if you cancel into them a bit late. Thus, you can do close C or close D, then late cancel the move into f+A if they blocked, making it hit as an overhead. The main disadvantage to doing this is that the opponent could do a very fast attack in between the cancel, such as Kim's _d u+B. Note that Ryo's crouch C cannot be cancelled late in it's animation, so doing crouch B, crouch C, delayed f+A will not work. Using crouch D instead of close C or close D also works, as his crouch D is late cancellable as well. This gives you an effective low into overhead attack string which is far less punishable than doing crouch D into qcf+B.
- 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 (if the opponent was airborne) or dp+A or qcf hcb+P if the opponent was parried on the ground.
Game Navigation
General
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Characters
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Secret/Orochi Characters
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