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* f + A (early on opponent's wakeup), st.A / cl.A > hcb + B {22%} | * f + A (early on opponent's wakeup), st.A / cl.A > hcb + B {22%} | ||
* f + A >> BC, DM qcf hcb + P | |||
** Buffer as: f + A >> qcf hcb + BC | |||
===Maxmode=== | ===Maxmode=== |
Revision as of 13:49, 26 February 2020
General Info
Crouch height: Medium
Jump: 4/33/1
Hop: 4/25/1
Dash: 3/10~∞/3
Backdash: 3/14/3
Wakeup: 21 frames
Recovery roll: 26 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A (Overhead if not cancelled into.)
- f + B (Parry)
- df + B (Parry)
- qcf + P
- dp + P (SC (1).)
- hcb + K
- qcf + K (Overhead.)
- f b f + P
- DM qcf hcb + P
- DM f hcf + P
- SDM qcf + C A (Unblockable.)
- HSDM qcf qcf + AC (Causes dizzy.)
Notes
- Cancellable moves are:
- Close: A, B, C, D
- Far: A
- Crouch: A, C, D
- Whiff cancellable normals are:
- Close: B, C, D
- Far: -
- Crouch: D
- f + B and df + B are cancellables if autoguard is triggered.
- Doing Ryo's SDM (qcf C A) 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 >
- DM qcf hcb + A {45%}
- DM f hcf + A
- hcb + D (May miss some crouchers. Does more damage than qcf + C only in the corner - where it may do the full 3 hits.)
- qcf + C {30%}
- cr.B x 3 > st.A > hcb + B {28%}
- cl.C > dp + C (1) >> DM qcf hcb + A (Buffer: qcb + A) {55%}
- f + A (early on opponent's wakeup), st.A / cl.A > hcb + B {22%}
- f + A >> BC, DM qcf hcb + P
- Buffer as: f + A >> qcf hcb + BC
Maxmode
- cl.C > f + A >> BC, HSDM qcf qcf +AC (quickly),
- j.C, cl.C > hcb + D {75%}
- j.C, cr.B, cr.C > DM qcf hcb + A {88%}
- (Already in maxmode) f + A >> dp + C(1) >>
- DM qcf hcb + A {48%}
- DM f hcf + A (Buffer: hcf + A) {42%}
Normal Links
- cr.B, cl.C / cr.C
- f + A (very early on the opponent's wakeup), st.A / cr.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.