Fatal Fury Special/Ryo Sakazaki: Difference between revisions

From SuperCombo Wiki
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  | Block Adv  = +9
  | Block Adv  = +9
  | Property    =  
  | Property    =  
  | description =  
  | description = Standard fireball. Nothing to write home about.
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   FFS Ryo 236C.png|
   FFS Ryo 236C.png|
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  | Block Adv  = +7
  | Block Adv  = +7
  | Property    = Upper-Body Invuln 24-26F
  | Property    = Upper-Body Invuln 24-26F
  | description =  
  | description = * Both versions are completely worthless as offensive attacks. Even if the first hit connects, you can block the second hit since you recover almost immediately.
* It could be potentially used to close the distance a little faster than walking up, assuming the opponent doesn't dodge attack Ryo out of the air.
* Where it sort of shines is being a way to force chip damage since he's plus on block on both versions. Or something like canceling sweep into this attack, so even if sweep is blocked (or similar risky options), Ryo can mitigate being punished.
  }}
  }}
}}
}}
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  | description = * Can instantly stun all characters but Big Bear and Krauser if 3 hits connect.
  | description = * Can instantly stun all characters but Big Bear and Krauser if 3 hits connect.
※Hit advantage is from the 3rd hit, block advantage is from the 4th hit.
※Hit advantage is from the 3rd hit, block advantage is from the 4th hit.
* Neither version is worth using as a reversal at all, only if it's for anti-airs. Grounded opponents will be pushed out of the attack and leave Ryo wide open to be punished as he falls down.
* Getting all 3 hits is a gamble, and there does not appear to be a consistent way of guaranteeing all three hits will land depending on the character. Ryo usually needs to be point blank, however, for all hits to connect.
* Against himself, C DP will likely still drop, but against someone like Kim, it will consistently land all 3 hits.
* Has potential to also counter supers due to being a reversal with instant stun power. Best example is if Kim tries to frame trap you with super, Ryo can use C DP as Kim rushes against him, avoid the active hitbox as a reversal, and all hits will connect, stunning Kim during his super.
  }}
  }}
}}
}}
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* Only the finishing punch pushes the opponent back on hit.
* Only the finishing punch pushes the opponent back on hit.
※Hit advantage is from the final hit, block advantage is from blocking at point blank.
※Hit advantage is from the final hit, block advantage is from blocking at point blank.
* Can maybe be comboed into, however if you try to perform mash from standing without masking the button behind something else, 5C will likely come out. If Ryo hits with 5C before performing mash, the opponent will be knocked back and he will be unable to connect the attack.
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show detailed hitboxes" data-collapsetext="hide detailed hitboxes">
   FFS Ryo MashC.png|1-9F
   FFS Ryo MashC.png|1-9F
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  | Block Adv  = +2
  | Block Adv  = +2
  | Property    =  
  | Property    =  
  | description =  
  | description = * A bit more difficult to input than other special moves.
* Big fireball. Nothing special and only barely does more chip damage than a regular fireball. Easily avoidable with a jump, too.
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<gallery class="mw-collapsible">
   FFS Ryo 641236C.png|
   FFS Ryo 641236C.png|

Revision as of 20:16, 9 February 2025

Fighting Master!
Ffspecryo colors.png

Introduction

Fight against Ryo Sakazaki (MVS & AES)
To fight Ryo Sakazaki, you must defeat all 15 opponents in arcade mode with a 2-0 record. If you lose a round, you can continue progressing by having a second player join in before the match ends and defeating that second player. Switching between the first and second player is allowed as long as the continuing player gets a 2-0 record against the losing player. After defeating Wolfgang Krauser under these conditions, Ryo Sakazaki will challenge you in a dream match.

Play as Ryo Sakazaki (AES only)
To play as Ryo Sakazaki, you must first reach him and defeat him. Then, wait at the title screen until a demonstration starts and input the following code after the word "FIGHT!" appears: ↑ ← ↓ → ↑ A ↑ → ↓ ← ↑ C. You will then hear Ryo shout "Ora! Ora!". Press START and select P1 VS P2 mode, and Ryo will appear right next to Krauser on the character select screen. Ryo is NOT playable in the MVS (arcade) version of the game. As the biggest Fatal Fury Special competitions are played on the arcade version, Ryo is also not playable in tournaments.

Move List

Standing/Walking Crouching/Crawling Jumping Taunting
FFS Ryo Stand.png FFS Ryo Crouch.png FFS Ryo Crouchwalk.png FFS Ryo Land.png FFS Ryo Jump.png FFS Ryo Land.png Ora ora!
Ryo is upper-body invincible during his prejump and landing frames. 50F (4+43+3) duration.

Close Standing Normals

c5A

c5A
肘打ち
FFS Ryo c5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 6 6 7 18 +3 +4 Kara Cancel
c5B

c5B
Low Kick/ローキック
FFS Ryo c5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
10 2 Mid 8 6 6 19 +4 +5 Kara Cancel
c5C

c5C
Body Blow/ボディブロー
FFS Ryo c5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 10 8 7 24 +8 +7 Kara Cancel
c5D

c5D
右上段後ろ上段回し蹴り
FFS Ryo c5D 4.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
20 4 Mid 24 11 19 53 -6 -7 Kara Cancel

Far Standing Normals

f5A

f5A
左正拳突き
FFS Ryo f5A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 3 3 3 8 +10 +11 Kara Cancel
f5B

f5B
左上段横蹴り
FFS Ryo f5B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Mid 7 6 11 23 -1 0 Kara Cancel
f5C

f5C
右正拳突き
FFS Ryo f5C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 7 8 14 28 +1 0 /
f5D

f5D
左上段後ろ回し蹴り
FFS Ryo f5D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Mid 18 9 12 38 +2 +1 /

Crouching Normals

2A

2A
かがみパンチ
FFS Ryo 2A.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
6 2 Mid 4 5 4 12 +7 +8 Kara Cancel
2B

2B
かがみ足払い
FFS Ryo 2B.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Low 5 6 6 16 +4 +5 Kara Cancel
2C

2C
伸び上がりアッパー
FFS Ryo 2C.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
16 4 Mid 6 11 11 27 +2 +1 Kara Cancel
2D

2D
かがみ回し蹴り
FFS Ryo 2D.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
18 4 Low 12 7 20 38 KD -4 Kara Cancel

Jumping Normals

caption=Ryo's landing sprite is upper-body invincible.

Note: Ryo is upper-body invincible during the landing frames of all of his jumping normals.

jA

jA
跳び肘打ち
FFS Ryo jA.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8 2 Overhead 6 / / - - -
jB

jB
FFS Ryo jB.png
Diagonal Jump
FFS Ryo j8B.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
跳び横下段蹴り
10 2 Overhead 6 / / - - -
Neutral Jump
跳び中段蹴り
10 2 Overhead 6 / / - - -
jC

jC
跳び下段正拳
FFS Ryo jC.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump 18 4 Overhead 6 20 / / - - -
Neutral Jump 18 4 Overhead 6 17 / / - - -
jD

jD
FFS Ryo jD.png
Diagonal Jump
FFS Ryo j8D.png
Neutral Jump
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Diagonal Jump
跳び横下段蹴り
16 4 Overhead 9 22 / / - - -
Neutral Jump
跳び中段蹴り
16 4 Overhead 6 17 / / - - -

Universal Mechanics

Lane Blast (CD)

Lane Blast
C+D
FFS Ryo CD Front.png
Front Lane
FFS Ryo CD Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
Front Lane
中段回し蹴り
22 5 Mid 12 9 20 40 KD -10 Cancel, Lane Shift
Back Lane
中段後ろ回し蹴り
22 5 Mid 14 6 17 36 KD -4 Cancel, Lane Shift
Lane Attack

Lane Attack
跳び蹴り
A/B/C/D from opposite lane
FFS Ryo Lane Attack Front.png
Front Lane
FFS Ryo Lane Attack Back.png
Back Lane
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A/B 20 2 Overhead 9 - 4 - - - /
  • A straight and fast lane attack.
C/D 20 4 Overhead 9 - 4 - - - /
  • A slower high angle lane attack.
Dodge Attack

Dodge Attack
避け後ろ蹴り
6A during proximity guard
FFS Ryo Dodge Attack 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
11 5 Mid 12 11 13 35 Air Reset -5 Cancel, Upper-Body Invuln 1-22F

Throws

Tomoe Nage (4/6C)

Tomoe Nage
close 4/6C
FFS Ryo Throw.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
26 3 Throw 1 1 / - - / /
  • Switches sides.

Special Moves

Ko-Oh Ken (236P)
Ko-Oh Ken
236A/C
FFS Ryo 236A 1.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 16 (4) 3 Mid 20 - 21 40 +20 +9 -
C 22 (5) 6 Mid 20 - 21 40 +20 +9 -

Standard fireball. Nothing to write home about.

Hien Shippu Kyaku (16K)
Hien Shippu Kyaku
16B/D
FFS Ryo 16K.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
B 12 (3) 3 Mid 21 24 12 56 (whiff) - - Upper-Body Invuln 45-56F
2nd hit 12 (3) 3 Mid 8 5 11 23 Air Reset +3 Upper-Body Invuln 31-33F
D 19 (4) 6 Mid 24 32 16 71 (whiff) - - Upper-Body Invuln 56-71F
2nd hit 19 (4) 6 Mid 10 6 10 25 KD +7 Upper-Body Invuln 24-26F
  • Both versions are completely worthless as offensive attacks. Even if the first hit connects, you can block the second hit since you recover almost immediately.
  • It could be potentially used to close the distance a little faster than walking up, assuming the opponent doesn't dodge attack Ryo out of the air.
  • Where it sort of shines is being a way to force chip damage since he's plus on block on both versions. Or something like canceling sweep into this attack, so even if sweep is blocked (or similar risky options), Ryo can mitigate being punished.
Kohou (623P)
Kohou
623A/C
FFS Ryo 623P.png
Version Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
A 10x4 (2x4) 3x4 Low, Mid, Mid, Mid 7 3+5+5+15 17 51 -16※ -11※ Upper-Body Invuln 49-51F

※Advantage values are from the 3rd hit.

C 17x4 (4x4) 6x4 Low, Mid, Mid, Mid 8 4+5+6+18 20 60 -15※ -17※ Upper-Body Invuln 58-60F
  • Can instantly stun all characters but Big Bear and Krauser if 3 hits connect.

※Hit advantage is from the 3rd hit, block advantage is from the 4th hit.

  • Neither version is worth using as a reversal at all, only if it's for anti-airs. Grounded opponents will be pushed out of the attack and leave Ryo wide open to be punished as he falls down.
  • Getting all 3 hits is a gamble, and there does not appear to be a consistent way of guaranteeing all three hits will land depending on the character. Ryo usually needs to be point blank, however, for all hits to connect.
  • Against himself, C DP will likely still drop, but against someone like Kim, it will consistently land all 3 hits.
  • Has potential to also counter supers due to being a reversal with instant stun power. Best example is if Kim tries to frame trap you with super, Ryo can use C DP as Kim rushes against him, avoid the active hitbox as a reversal, and all hits will connect, stunning Kim during his super.
Zanretsuken (Mash C)
Zanretsuken
Mash C
FFS Ryo MashC 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
8x7 (2x7) 3x7 Mid 10 3 (2) 3 (2) 3 (2) 3 (2) 3 (2) 3 (8) 3 12 60 +3※ -23※ -
  • Can instantly stun all characters but Big Bear and Krauser if all hits connect.
  • Only the finishing punch pushes the opponent back on hit.

※Hit advantage is from the final hit, block advantage is from blocking at point blank.

  • Can maybe be comboed into, however if you try to perform mash from standing without masking the button behind something else, 5C will likely come out. If Ryo hits with 5C before performing mash, the opponent will be knocked back and he will be unable to connect the attack.
Haoh Shoukou Ken (641236C)
Haoh Shoukou Ken
641236C
FFS Ryo 641236C 1.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
30 (7) 3 Mid 49 - 28 76 +13 +2 -
  • A bit more difficult to input than other special moves.
  • Big fireball. Nothing special and only barely does more chip damage than a regular fireball. Easily avoidable with a jump, too.

Desperation Move

Ryuuko Ranbu (21416BD)
Ryuuko Ranbu
When health is flashing
21416B+D
FFS Ryo 21416BD.png
Damage Stun Guard Startup Active Recovery Total Hit Adv Block Adv Property
48 4 Unblockable 24 40 3 66 KD / Upper-Body Invuln 21-23F, 64-66F
  • Has a throw box and ignores invincibility while connecting against both grounded and airborne opponents. It will, however, whiff against lane-switching opponents.

The Basics

Advanced Strategy

Match-ups

Vs. Andy Bogard

Vs. Axel Hawk

Vs. Big Bear

Vs. Billy Kane

Vs. Cheng Sinzan

Vs. Duck King

Vs. Geese Howard

Vs. Joe Higashi

Vs. Jubei Yamada

Vs. Kim Kaphwan

Vs. Laurence Blood

Vs. Mai Shiranui

Vs. Ryo Sakazaki

Vs. Terry Bogard

Vs. Tung Fu Rue

Vs. Wolfgang Krauser

Game Navigation

General
FAQ
Controls
HUD
System
Characters
Andy Bogard
Axel Hawk
Big Bear
Billy Kane
Cheng Sinzan
Duck King
Geese Howard
Joe Higashi
Jubei Yamada
Kim Kaphwan
Laurence Blood
Mai Shiranui
Terry Bogard
Tung Fu Rue
Wolfgang Krauser
Secret Boss
Ryo Sakazaki