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|colspan="9" align="center"| '''Command Normals''' | |colspan="9" align="center"| '''Command Normals''' | ||
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! f+[[image:snka.gif]] | ! f+[[image:snka.gif]]<br><br> | ||
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|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
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! qcf+[[image:snka.gif]] | ! <br>qcf+[[image:snka.gif]]<br><br> | ||
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|colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_dpC2.png|center]] | |colspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_dpC2.png|center]] | ||
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! j.qcf+[[image:snka.gif]] | ! <br>j.qcf+[[image:snka.gif]]<br><br> | ||
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|valign="bottom" style="border-left:0px;"| [[image:ORyo98_hcbD3.png|center]] | |valign="bottom" style="border-left:0px;"| [[image:ORyo98_hcbD3.png|center]] | ||
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! f,b,f+[[image:snka.gif]] | ! <br>f,b,f+[[image:snka.gif]]<br><br> | ||
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|rowspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_fbfP3.png|center]] | |rowspan="2" valign="bottom" style="border-left:0px;"| [[image:ORyo98_fbfP3.png|center]] | ||
|rowspan="2" align="left"|'''Zanretsu Ken (f, b, f + P)''' | |rowspan="2" align="left"|'''Zanretsu Ken (f, b, f + P)''' | ||
*Ryo doesn't have much of | *Ryo doesn't have much of a use for this move. As an anti-air it's an inferior option, it doesn't deal a lot of damage, and it leaves you open for a long time with a 'rape me' sign in your head. Avoid. | ||
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! f,b,f+[[image:snkc.gif]] | ! f,b,f+[[image:snkc.gif]] |
Revision as of 17:59, 22 July 2013
Gameplay overview
'94 Ryo trades '98 Ryo's versatility and mix up options for a zoning centered, shoto esque gameplay style. His main weapons and what differences him from his regular counterpart are his high-priority, low-risk DP and a long range fireball. He can still be used as a poking, pressure character like '98 Ryo, only not as effectively.
Colors
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Movelist
Desperation Moves
Ryuuko Ranbu (qcf,hcb + P) - A multi hit DM. If blocked, Ryo will keep pulling attacks as if it connected, but omitting his finishing DP. This is mostly bad, as it will leave you open for a long time after it finishes, and your opponent can just Guard Cancel Roll and punish you if he has a free stock. Still, if your opponent has no stock and very little bar left, a blocked Ryuuko Ranbu (after a blocked cl.C for example) can finish him off thanks to the chip damage it deals.
Useful mainly in combos.
A version comes out faster and covers less distance, C version is the opposite. MAX version does more hits.
Haou Shoukou Ken (f,hcf + P) - A bigger, more damaging Ko ou Ken. Goes through normal projectiles. A version is slower, and is sometimes difficult to evade if your opponent doesn't guess which version you are doing. An early roll or jump expecting a C version will fall directly into it.
C version travels faster, and is sometimes good to use it as a counter to normal projectiles. Just be aware of its startup, so fast projectiles could hit you before you pull it.
Both versions can be good to catch jumping opponents.
MAX versions are bigger and deal more damage / hits. The A version has the same speed as the C version.
Combos
- cr.B, cr.B, A, hcb + K
- cr.B, cr.C (link), qcf + P
- j.D, cl.C, f.A / qcf + P