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| Block Adv = +9 | | Block Adv = +9 | ||
| Property = | | Property = | ||
| description = | | description = Standard fireball. Nothing to write home about. | ||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
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. | |||
<gallery class="mw-collapsible"> | <gallery class="mw-collapsible"> | ||
FFS Ryo 641236C.png| | FFS Ryo 641236C.png| |
Revision as of 20:16, 9 February 2025
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 |
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Ryo is upper-body invincible during his prejump and landing frames. 50F (4+43+3) duration. |
Close Standing Normals
c5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 6 | 6 | 7 | 18 | +3 | +4 | Kara Cancel |
c5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
10 | 2 | Mid | 8 | 6 | 6 | 19 | +4 | +5 | Kara Cancel |
c5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 10 | 8 | 7 | 24 | +8 | +7 | Kara Cancel |
c5D
Far Standing Normals
f5A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 3 | 3 | 3 | 8 | +10 | +11 | Kara Cancel |
f5B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Mid | 7 | 6 | 11 | 23 | -1 | 0 | Kara Cancel |
f5C
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
16 | 4 | Mid | 7 | 8 | 14 | 28 | +1 | 0 | / |
f5D
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
18 | 4 | Mid | 18 | 9 | 12 | 38 | +2 | +1 | / |
Crouching Normals
2A
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
6 | 2 | Mid | 4 | 5 | 4 | 12 | +7 | +8 | Kara Cancel |
2B
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Low | 5 | 6 | 6 | 16 | +4 | +5 | Kara Cancel |
2C
2D
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
Note: Ryo is upper-body invincible during the landing frames of all of his jumping normals.
jA
Damage | Stun | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Property |
---|---|---|---|---|---|---|---|---|---|
8 | 2 | Overhead | 6 | ∞ | / | / | - | - | - |
jB
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
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
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)
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
Dodge Attack
Throws
Tomoe Nage (4/6C)
Special Moves
Ko-Oh Ken (236P)
Hien Shippu Kyaku (16K)
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 | |
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Kohou (623P)
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 | |
※Hit advantage is from the 3rd hit, block advantage is from the 4th hit.
|
Zanretsuken (Mash C)
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※ | - | |
※Hit advantage is from the final hit, block advantage is from blocking at point blank.
|
Haoh Shoukou Ken (641236C)
Desperation Move
Ryuuko Ranbu (21416BD)
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 | |