The King of Fighters '98: Ultimate Match/EX Ryo: Difference between revisions

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=Introduction=
=Introduction=
=Moves List=
Compared to normal Ryo, in return for strengthened defense, his Koōken actually flies, so he doesn’t have a safe combo, which is a pain.
==Normal Moves==
 
==Special Moves==
You have to cover the weakened offense with the strengthened defense.
==Super Moves==
 
=Move list=
==At a glance==
{| class="wikitable"
|-
! colspan="2" | Normal throws
|-
| Tani Otoshi
| '''f/b + C'''
|-
| Tomoe Nage
| '''f/b + D'''
|-
! colspan="2" | Command move
|-
| Hyōchū Wari
| '''f + A'''
|-
! colspan="2" | Special moves
|-
| Koōken
| '''qcf + P''' (possible in midair)
|-
| Kohō
| '''dp + P'''
|-
| Hien Shippūkyaku
| '''hcb + K'''
|-
| Zanretsuken
| '''f b f + P'''
|-
! colspan="2" | Super special moves
|-
| Haō Shōkōken
| '''f hcf + P'''
|-
| Ryūko Ranbu
| '''qcf hcb + P'''
|}
 
==Normal moves==
* cr.C and cl.C - both have quick startup; they ''cannot'' be linked into from cr.B. The properties are the same other than that, so afterwards, you can combo into something or just use it properly.
* st.B – an irregularly powerful ground zoner. It has long reach, and is generally quick, even when whiffed.
* j.C – has some crossup ability. The hitbox is good, so it’s powerful used in hops.
 
==Command move==
* Hyōchū Wari
:* '''f + A'''
:* An overhead with long reach. The cancelled-into version can be crouch-blocked, but cannot be cancelled itself.
 
==Special moves==
* Koōken
:* '''qcf + P''' (can be done in midair)
:* A projectile with so-so efficacy. It is launched high.
:* When using the midair version, Ryo drops straight down afterwards regardless of the jump trajectory. The weak midair Koōken travels further horizontally than the strong one. It is possible to use a midair Koōken during a front/backstep. In UM, you can now use it as an OTG.
----
* Kohō
:* '''dp + P'''
:* An extremely powerful anti-air. The hitbox, which faces forward for the weak version and upward for the strong version, is extremely strong; against zoning moves and such, it can’t be beat at stuffing (weak) and anti-air (strong).
----
* Zanretsuken
:* '''f b f + P'''
:* Sets up a hitbox wall in front of Ryo. If the opponent gets hit, they will be locked as Ryo performs multiple hits upon them. It is defenseless to low attacks, so whiffing this is asking for a counterattack. It does unrollable knockdown.
----
* Hien Shippūkyaku
:* '''hcb + K'''
:* Changed from OG in that now EX Ryo uses a more old-school execution of this move (think KOF ’95). To compare it to normal Ryo’s version, the weak and strong versions are both reduced to one flying kick, and the strong version adds a second kick to it. The weak version’s startup has been slowed down somewhat. The weak version will combo from weak moves, and the strong version will combo from strong attacks. It does considerable damage, but it leaves you very open if blocked (even if only the very tip touches).
 
==Super special moves==
* Ryūko Ranbu
:* '''qcf hcb + P'''
:* Ranbu-type super (duh) that continues even if blocked. Very powerful, but only combos from strong attacks. It has invincibility frames during startup.
----
* Haō Shōkōken
:* '''f hcf + P'''
:* A big projectile. Using the weak or strong button will launch the blast with very different speeds. The weak (slow) version is tough for the opponent to evade with a forward roll.
:* It smashes through and obliterates normal projectiles, so the strong version can be used as an effective counterattack against projectiles.
:* The weak, non-MAX version combos from strong attacks.
 
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 14:11, 7 August 2008

Introduction

Compared to normal Ryo, in return for strengthened defense, his Koōken actually flies, so he doesn’t have a safe combo, which is a pain.

You have to cover the weakened offense with the strengthened defense.

Move list

At a glance

Normal throws
Tani Otoshi f/b + C
Tomoe Nage f/b + D
Command move
Hyōchū Wari f + A
Special moves
Koōken qcf + P (possible in midair)
Kohō dp + P
Hien Shippūkyaku hcb + K
Zanretsuken f b f + P
Super special moves
Haō Shōkōken f hcf + P
Ryūko Ranbu qcf hcb + P

Normal moves

  • cr.C and cl.C - both have quick startup; they cannot be linked into from cr.B. The properties are the same other than that, so afterwards, you can combo into something or just use it properly.
  • st.B – an irregularly powerful ground zoner. It has long reach, and is generally quick, even when whiffed.
  • j.C – has some crossup ability. The hitbox is good, so it’s powerful used in hops.

Command move

  • Hyōchū Wari
  • f + A
  • An overhead with long reach. The cancelled-into version can be crouch-blocked, but cannot be cancelled itself.

Special moves

  • Koōken
  • qcf + P (can be done in midair)
  • A projectile with so-so efficacy. It is launched high.
  • When using the midair version, Ryo drops straight down afterwards regardless of the jump trajectory. The weak midair Koōken travels further horizontally than the strong one. It is possible to use a midair Koōken during a front/backstep. In UM, you can now use it as an OTG.

  • Kohō
  • dp + P
  • An extremely powerful anti-air. The hitbox, which faces forward for the weak version and upward for the strong version, is extremely strong; against zoning moves and such, it can’t be beat at stuffing (weak) and anti-air (strong).

  • Zanretsuken
  • f b f + P
  • Sets up a hitbox wall in front of Ryo. If the opponent gets hit, they will be locked as Ryo performs multiple hits upon them. It is defenseless to low attacks, so whiffing this is asking for a counterattack. It does unrollable knockdown.

  • Hien Shippūkyaku
  • hcb + K
  • Changed from OG in that now EX Ryo uses a more old-school execution of this move (think KOF ’95). To compare it to normal Ryo’s version, the weak and strong versions are both reduced to one flying kick, and the strong version adds a second kick to it. The weak version’s startup has been slowed down somewhat. The weak version will combo from weak moves, and the strong version will combo from strong attacks. It does considerable damage, but it leaves you very open if blocked (even if only the very tip touches).

Super special moves

  • Ryūko Ranbu
  • qcf hcb + P
  • Ranbu-type super (duh) that continues even if blocked. Very powerful, but only combos from strong attacks. It has invincibility frames during startup.

  • Haō Shōkōken
  • f hcf + P
  • A big projectile. Using the weak or strong button will launch the blast with very different speeds. The weak (slow) version is tough for the opponent to evade with a forward roll.
  • It smashes through and obliterates normal projectiles, so the strong version can be used as an effective counterattack against projectiles.
  • The weak, non-MAX version combos from strong attacks.

The Basics

Advanced Strategy

Match-Ups