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==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ==[[The_King_of_Fighters_2002/Normals_Guide|Movelist]]== | ||
{|border="1" | {|border="1" | ||
! width=" | ! width="9%"| | ||
! Frames | ! Frames | ||
! Advantage | ! Advantage | ||
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| | | | ||
|align="center"| HL | |align="center"| HL | ||
|- | |- | ||
|style="border- | ! dp+[[image:snka.gif]] | ||
*Ryo | |align="center"| 5/3*12/11+16 | ||
|align="center"| KD/-21 | |||
|align="center"| Su | |||
|align="center"| HL | |||
|colspan="2" style="border-right:0px;" valign="bottom"| [[image:Ryo02_DpA1.png|center]] | |||
|colspan="2" style="border-left:0px;" valign="bottom"| [[image:Ryo02_DpA2.png|center]] | |||
|rowspan="2" align="left"|'''Kohou - dp+P''' | |||
*Ryo performs a rising uppercut that has great speed and priority. dp+A<br> | |||
*dp+A does one hit, knocking down, while dp+C does two hits, where only the second hit knocks down. Usually, the second hit whiffs an opponent on the ground<br> | |||
*free cancellable into<br> | *free cancellable into<br> | ||
*free cancellable out of on the first hit | |||
|- | |||
! dp+[[image:snkc.gif]] | |||
|align="center"| 5/3*17/16+13 | |||
|align="center"| KD/-21 | |||
|align="center"| Su | |||
|align="center"| HL | |||
|colspan="2" style="border-right:0px;" valign="bottom"| [[image:Ryo2_DpC1.png|center]] | |||
|colspan="2" style="border-left:0px;" valign="bottom"| [[image:Ryo02_DpC1.png|center]] | |||
|- | |||
! hcb+[[image:snkb.gif]] | |||
|align="center"| 6/3*6/13+17 | |||
|align="center"| KD/-18 | |||
| | |||
|align="center"| HL | |||
|colspan="2" style="border-right:0px;" valign="bottom"| [[image:Ryo02_hcbB1.png|center]] | |||
|colspan="2" style="border-left:0px;" valign="bottom"| [[image:Ryo02_hcbB2.png|center]] | |||
|rowspan="2" align="left"|'''Hien Shippuu Kyaku - hcb+K''' | |||
*Ryo jumps forward, kicking multiple times. hcb+B does two hits, going about 1/3 of the screen, while hcb+D does three hits, and goes full screen | |||
*both moves are severely punishable on block, especially hcb+D | |||
*free cancellable into | |||
*even if comboed into, his hcb+D will whiff on the third (and sometimes second) hits against a crouching opponent, giving them more than enough time to punish him | *even if comboed into, his hcb+D will whiff on the third (and sometimes second) hits against a crouching opponent, giving them more than enough time to punish him | ||
|- | |- | ||
! hcb+[[image:snkd.gif]] | |||
|[[image:Ryo02_hcbD1.png|center]] | |align="center"| 9/4*5(9)6/8+19 | ||
|[[image:Ryo02_hcbD2.png|center]] | |align="center"| KD/-15 | ||
|[[image:Ryo02_hcbD3.png|center]] | | | ||
|align="center"| HL | |||
|colspan="2" style="border-right:0px;" valign="bottom"| [[image:Ryo02_hcbD1.png|center]] | |||
|style="border-right:0px; border-left:0px;" valign="bottom"| [[image:Ryo02_hcbD2.png|center]] | |||
|style="border-left:0px;" valign="bottom"| [[image:Ryo02_hcbD3.png|center]] | |||
|- | |- | ||
| | |colspan="10" align="center"| '''DMs''' | ||
|- | |- | ||
| | ! <br>f hcf+[[image:snka.gif]]<br><br> | ||
*Ryo releases a large fireball that does good damage | |align="center"| 1+12/-/53 | ||
|align="center"| KD/-23 | |||
| | |||
|align="center"| HL | |||
|rowspan="2" colspan="4"| [[image:Ryo02_DM1.png|center]] | |||
|rowspan="2" align="left"|'''Haou Shoukou Ken - f hcf+P''' | |||
*Ryo releases a large fireball that does good damage | |||
*f hcf+A comes out faster but moves much slower than f hcf+C | *f hcf+A comes out faster but moves much slower than f hcf+C | ||
|- | |- | ||
| | ! f hcf+[[image:snkc.gif]] | ||
|align="center"| 1+17/-/55 | |||
|align="center"| KD/-25 | |||
| | |||
|align="center"| HL | |||
|- | |||
! <br>qcf,hcb+[[image:snka.gif]]<br><br> | |||
|align="center"| 1+10/13/38 | |||
|align="center"| KD/-21 | |||
| | |||
|align="center"| HL | |||
|rowspan="2" colspan="4"| [[image:Ryo02_DM2.png|center]] | |||
|rowspan="2" align="left"|'''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 | *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 | *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 | ||
|- | |- | ||
| | ! qcf,hcb+[[image:snkc.gif]] | ||
|align="center"| 1+12/26/38 | |||
|align="center"| KD/-21 | |||
| | |||
|align="center"| HL | |||
|- | |- | ||
| | |colspan="10" align="center"| '''SDM''' | ||
|- | |||
! qcf+[[image:snkc.gif]]~[[image:snka.gif]] | |||
|align="center"| 1+14/13/38 | |||
|align="center"| KD/-21 | |||
| | |||
|align="center"| HL | |||
|colspan="4"| [[image:Ryo02_SDM.png|center]] | |||
|align="left"|'''Ryuuko Ranbu - qcf+C~A''' | |||
*Ryo dashes forward. If he connects, he does a strong combo on the opponent | *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 | *the range on this move is less than his qcf hcb+P DM version | ||
*unblockable | *unblockable | ||
|- | |- | ||
| | |colspan="10" align="center"| '''HSDM''' | ||
|- | |- | ||
| | !qcfx2+[[image:snka.gif]]+[[image:snkc.gif]] | ||
|align="center"| 1+6/9/34 | |||
|align="center"| KD/-25 | |||
| | |||
|align="center"| HL | |||
|colspan="4"| [[image:Ryo02_HSDM.png|center]] | |||
|align="left"|'''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 | *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 | *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=== | ===Notes=== | ||
*Whiff cancellable normals are cl.B, cl.C, cl.D, cr.D, CD | *Whiff cancellable normals are cl.B, cl.C, cl.D, cr.D, CD | ||
*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: | *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 | **right before waking up | ||
**just as you land from a jump | **just as you land from a jump | ||
**just as you recover from a roll | **just as you recover from a roll | ||
**recovering from a move that is not cancellable into qcf+C | **recovering from a move that is not cancellable into qcf+C | ||
**supercancelling from his Kohou dp+C(1) | **supercancelling from his Kohou dp+C(1) | ||
**cancelling a CD attack(this is an exception) | **cancelling a CD attack(this is an exception) | ||
**activating maxmode | **activating maxmode | ||
**possibly some other ways | **possibly some other ways |
Revision as of 14:45, 28 July 2013
General Info
Crouch height: Medium
Colors:
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Movelist
Notes
- Whiff cancellable normals are cl.B, cl.C, cl.D, cr.D, CD
- 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
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.