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|style="border-top:1px solid #000000" colspan="5" align="center"| '''DMs''' | |style="border-top:1px solid #000000" colspan="5" align="center"| '''DMs''' | ||
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|style="border-top:1px solid #000000"|1. | |style="border-top:1px solid #000000"|1. Haou Shoukou Ken - f hcf+P | ||
*A | *Ryo releases a large fireball that does good damage> | ||
*f hcf+A comes out faster but moves much slower than f hcf+C | |||
|style="border-top:1px solid #000000"| | |style="border-top:1px solid #000000"| | ||
|style="border-top:1px solid #000000" | |style="border-top:1px solid #000000" colspan="3"| [[image:Ryo02_DM1.png|center]] | ||
|style="border-top:1px solid #000000 | |- | ||
|style="border-top:1px solid #000000"|2. 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 | |||
|style="border-top:1px solid #000000"| | |style="border-top:1px solid #000000"| | ||
|style="border-top:1px solid #000000" colspan="3"| [[File:Ryo02_DM2.png|center]] | |||
|style="border-top:1px solid #000000" colspan=" | |||
|- | |- | ||
|style="border-top:1px solid #000000" colspan="5" align="center"| '''SDMs''' | |style="border-top:1px solid #000000" colspan="5" align="center"| '''SDMs''' | ||
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===DMs=== | ===DMs=== | ||
===SDMs=== | ===SDMs=== |
Revision as of 18:35, 7 July 2013
General Info
Crouch height: Medium
Colors:
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Movelist
Normals
Special Moves | ||||||
1. Ko'ou Ken - qcf+P
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2. Mouko Rajin Setsu - qcf+K
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3. Zanretsu Ken - f b f+P
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4. Kohou - dp+P - Ryo performs a rising uppercut that has great speed and priority. dp+A |
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3. Blackout - qcf+K
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5. Hien Shippuu Kyaku - hcb+K
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DMs | ||||||
1. Haou Shoukou Ken - f hcf+P
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2. Ryuuko Ranbu - qcf hcb+P
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SDMs | ||||||
1. Chain Drive - qcf hcb+AC
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HSDMs | ||||||
1. Crimson Star Road - qcb+C~A
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File:QcbCA.png |
DMs
SDMs
1. Ryuuko Ranbu - qcf+C, A(immediately after C)
- 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
HSDM
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
Notes
- Cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D
- Whiff cancellable normals are clsoe B, close C, close D, crouch D, CD
- CD is cancellable into command moves, specials and DMs
- 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
- right before waking up
Combos
Anywhere
1. cr.B, ~cr.C, qcf+C/qcf hcb+A - 30%/45%
2. cr.BBB, Far A, hcb+B - 28%
3. cl.C, dp+C, (S)qcf hcb+A(Buffer:qcb+A) - 55%
4. f+A(early on opponent's wakeup), A, hcb+B - 22%
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
1. cr.D/CD, qcf+B/qcf+A
2. cr.B, ~cr.C, qcf+B/qcf+A
3. 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.