Ryo Sakazaki is the son of Takuma Sakazaki, master of Kyokugenryu Karate. As such, Ryo inherited his fathers passion, and became the new modern day Kyokugenryu master. He teaches Kyokugenryu at his local dojo, alongside his rival and best friend Robert Garcia and his little sister and martial arts prodigy Yuri Sakazaki. He lives in the same town as Terry, South Town, and was around before the events of Fatal Fury. In fact, his debut game, Art of Fighting, is one of the earliest in the broader SNK timeline. It tells the story of Yuri being kidnapped by Geese Howard, who was just starting out at the time, and how Ryo and Robert fight King to rescue her. Ryo is also the very first and original champion of the King of Fighters tournament, and the first fighting game crossover character in history when he became a secret boss in Fatal Fury Special.
Gameplay
Ryo, on the surface, is very similar to the Capcom shotos. For the most part, he plays like them too. However, he has some unique tools, like an air fireball that can end his combos, a launcher special for fun resets, and a charge kick move for combos. He also has very strong level 3 supers, with a powerful fireball super in Haoh Sho Ko Ken and a great rush super in Ryuko Ranbu. He has a special level 3 with Heaven Glaze Punch, which is an unsafe and long startup super that does massive stun if it hits. Ryo works best in neutral, like any good shoto, throwing fireballs and using his good normals and DP anti-air to control space.
He does suffer some weaknesses however. He is much slower than the average shoto, with a low overall jump arc and a slow dash and run. This forces him to rely on his neutral more, and his fireball more. While he does have a solid fireball and plenty of ways to deal with people who try to challenge his fireball, CvS2 has roll cancels. These can blow up fireballs on a solid read, and forces Ryo to be very thoughtful about applying his strongest tool.
Ryo is a shoto, but takes the archetype and spins it a bit more than the main three shotos do by having more unique specials and different weaknesses. If you like solid fireballs, good neutral, and don't mind a slow or meter hungry guy, Ryo is a good pick in the right Grooves.
Groove Selection
For the most part, you'll usually see Ryo in K-Groove. Rage ups his damage from pokes and fireballs, and access to his scary level 3's makes for a solid neutral powerhouse type character. JD gives him a good way to deal with opponents zoning, and a way to generate a ton of Rage meter without needing to get hit. Run and hop aid his low mobility and give him shorthop HK, which is one of his best moves.
C-Ryo is right behind K-Ryo. While he sacrifices a lot of mobility and the poking and comeback power of Rage, C-Ryo gets a lot more access to his useful supers. He also has versatile uses for level 2 cancels, mostly from level 2 Ranbu. The loss of mobility hurts a lot, and makes C-Ryo play even more patient than before, but he does get roll cancels which are always nice. N-Ryo is the opposite, getting all the mobility of K-Ryo and even rolls but losing easy access to his powerful supers. S-Ryo is surprisingly useful, as he plays slow enough that charging isn't too bad, and infinite level 1 Haoh Sho Koh Ken is as funny as it sounds. He gets run and hop too, but still has to contend with S-Grooves weak overall mechanics.
A-Groove gives Ryo access to Custom Combos and some of the more powerful subsystems like Alpha Counter, but still lacks mobility, and you'll never be using a super as you would always rather Custom Combo. P-Ryo is very weak, as Ryo doesn't have the greatest meterless punish game without charge, and you'll rarely have super if at all.
Strengths
Weaknesses
Useful shoto-style kit, with one of the better fireballs and a good DP to anti-air with
Unique launcher special for combos that gives him either standing resets or a very plus knockdown
One of the better hop normals with hop HK
Good pokes all around
Slow mobility makes his approach hard, forcing him to play more patient
Best punishes require him to either have charge or be very close
Reliance on fireball in a game with roll cancels can be difficult, but entirely manageable
Only really good in one Groove
Normal Moves
Far Normals
5LP
Far Jab Far Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
300
3
RF/SP/SU
Mid
High
3
4
6
13
+5
+5
None
A standard jab by all means. Fast and good for interrupting strings but is crouchable by a majority of characters. You'll usually use 2LP instead.
5MP
Far Strong Far Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
900
9
SP/SU
Mid
High
4
2
21
27
-2
-2
None
A useful 5MP for interrupting the opponents mashing. Tends to beat out other buttons through speed, and has decent reach for a 4f normal. You can cancel into Haoh Ken and it will combo at all but max range.
5HP
Far Fierce Far Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1400
14
SU
Mid
High
7
3
31
41
-10
-10
None
A big chop from above. Does alright damage for a single hit, and is your most damaging super cancel, but you will otherwise never use this. It's very laggy on whiff, and on hit or block you can be punished at close range.
5LK
Far Short Far Light Kick 5LK / Far LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
500
5
SU
Mid
High
5
4
14
23
-2
-2
None
A fast kick with alright range. Low risk, low reward poke, as it only confirms into Super. Not bad to check a dash with every now and then though.
5MK
Far Forward Far Medium Kick 5MK / Far MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
900
9
None
Mid
High
7
7
14
28
-1
-1
None
A kick at a similar angle to 5LK. No real reward on hit outside of damage since you have no cancels, but is useful for the same things 5LK is thanks to the damage increase and higher active frame count. Just note the slower startup too.
5HK
Far Roundhouse Far Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
1300
13
None
Mid
High
8
8
17
33
-1
-1
None
A good kick at an anti-air angle. Crouchable at all ranges, making it pretty useless as a poke, but since Ryo's DP isn't the greatest this tends to be your main anti-air in conjunction with 2HP. The angle it hits at is especially useful, as you'll usually be throwing fireballs from a slightly spaced out range and this will catch jumps at that range.
Close Normals
clLP
Close Jab Close Light Punch cl.LP / cl5LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
RF/SP/SU
Mid
High
2
4
6
12
+5
+5
None
Pretty identical to 5LP but a frame faster and 100 damage higher. Has the same weakness of being crouchable however. Can be an alright emergency anti-air if they pressed a button at a bad timing, but otherwise not much use.
clMP
Close Strong Close Medium Punch cl.MP / cl5MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
900
9
SP/SU
Mid
High
3
4
18
25
-2
-2
None
A quick gut punch. Your main medium normal, and main close normal in general, since cl.MK is a bit odd and Ryo has no close heavies. Useful for confirming after jump ins into his launcher special, as a meaty, or as a punish up close.
clHP
Close Fierce Close Heavy Punch cl.HP / cl5HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1400
14
SU
Mid
High
7
3
31
41
-10
-10
None
Identical to the far version in every way, making it very very bad up close. Only use this if you can cancel it into a super, and make sure you're gonna be able to do that, since at this close you'll likely eat a punish.
clLK
Close Short Close Light Kick cl.LK / cl5LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
400
4
SP/SU
Mid
High
3
6
13
22
0
0
None
An awkward looking kick. Arguably a better close jab than cl.LP, as it starts only a frame later but has a lot more active frames and can't be crouched. Not as plus however, and regardless you won't be using it often as Ryo is rarely this close on offense.
clMK
Close Forward Close Medium Kick cl.MK / cl5MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
700
7
None
Mid
Mid
9
6
16
31
0
0
None
A stomp to the feet. Strange for a close normal, as it has a full 9 frames of startup and can't be cancelled into anything. Still not a standing low either, and does less damage than cl.MP despite being slower. The best purpose for this move is meaty links, but even then it isnt very good at this and it doesn't lead to much without meter. Stick to cl.MP in a majority of situations.
clHK
Close Roundhouse Close Heavy Kick cl.HK / cl5HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
1300
13
None
Mid
High
8
8
17
33
-1
-1
None
Identical to 5HK, meaning Ryo has no close heavy normal like most other characters. Still just an anti-air as well, as even up close it can be crouched. Just like doing 5HP too close, avoid doing this up close.
Crouching Normals
2LP
Crouch Jab Crouching Light Punch 2LP / cr.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
300
3
RF/SP/SU
Mid
Low
3
4
6
13
+5
+5
None
A useful 2LP for mashing and pressure. Can link into 2MP on normal hit and 2MK on counter hit. Good for panic mashing to beat tick throws or dashes, solid 2LP all around.
2MP
Crouch Strong Crouching Medium Punch 2MP / cr.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
900
9
SP/SU
Mid
Low
4
5
11
20
+4
+4
None
A useful 2MP and one of Ryo's better normals for brawling and poking. Similar to 5MP, it'll stuff a lot of things, and on counterhit it links into itself making for a solid meaty or running normal. Can also be linked into for super confirms.
2HP
Crouch Fierce Crouching Heavy Punch 2HP / cr.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1200/700
12/7
SP/SU
Mid
High
3
9
24
36
-9
-9
None
An uppercut that reaches high but not very far. One of Ryo's fastest normals and is his only cancellable heavy, functioning as a close heavy replacement in punish situations. Also a useful anti-air, as it covers the high angle that 5HK can whiff at.
2LK
Crouch Short Crouching Light Kick 2LK / cr.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
400
4
SP/SU
Low
Low
3
4
7
14
+4
+4
None
A basic 2LK low kick for his main low mix. Useful after resets to mix between a high 6MP, a low 2LK, and a throw. Not the greatest, as it doesn't easily confirm into anything and you instead have to do a somewhat difficult link from it into 2HP.
2MK
Crouch Forward Crouching Medium Kick 2MK / cr.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
800
8
SP/SU
Low
Low
5
8
17
30
-3
-3
None
Ryo kicks outwards far away with his foot. The shoto 2MK, useful for poking and cancels into fireballs. Ryo's is useful in the same way, as it allows him a cancel into fireball or Ranbu for damage.
2HK
Crouch Roundhouse Crouching Heavy Kick 2HK / cr.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1300
13
SU
Low
Low
6
9
26
41
-DWN
-11
None
A simple sweep, useful for getting a knockdown at range but can be very laggy on whiff and is negative on block. Despite this, it is one of your furthest reaching normals, making it a useful whiff punish.
Jumping Normals
jLP
Jump Jab Jumping Jab j.LP / 8LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,+
500
5
SP
High
High
4
22
0
26
Varies
Varies
None
A very active chop. Like most j.LP's, useful to interrupt an opponent jumping quickly but not for much else.
jMP
Jump Strong Jumping Medium Punch j.MP / 8MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,+
900
9
None
High
High
5/6
8
0
13/14
Varies
Varies
None
A quick punch down. Not very useful for anything, as it doesn't have high damage, a cancel, or great active frames. On a diagonal jump, it has a single frame extra startup, so if you wanna do this as an air-to-air use nj.MP for that.
jHP
Jump Fierce Jumping Heavy Punch j.HP / 8HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,+
1200
12
None
High
High
7
7
0
14
Varies
Varies
None
A downward chop. Not a bad jump heavy, but j.HK is so good it gets outclassed. You see this as a combo ender a lot after the launcher special, as it does good damage and gives Ryo a neat reset mixup that can be hard to react to.
jLK
Jump Short Jumping Light Kick j.LK / 8LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,+
500
5
SP
High
High
4
22
0
26
Varies
Varies
None
An outwards kick that lingers. Similar in use to j.LP, with the only difference being that it's slightly longer range and higher, meaning you would probably rather do this as an air-to-air light.
jMK
Jump Forward Jumping Medium Kick j.MK / 8MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,+
800
8
None
High
High
6
10
0
16
Varies
Varies
None
A kick with the same animation as j.HK. This is your crossup jump-in, but sadly that means it doesn't see a ton of use since Ryo can't set up crossups very well. Still, after a knockdown you can sometimes get this.
jHK
Jump Roundhouse Jumping Heavy Kick j.HK / 8HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,+
1200
12
None
High
High
7
6/5
0
13/12
Varies
Varies
None
Your main jump normal, and new best friend. Can be very oppressive, especially in hop Grooves, due to the great hitbox and high damage. You can usually confirm into a cl.MP on a full jump or a 623HP on a hop for good damage.
Command Normals
Hyouchuu Wari
Hyouchuu Wari Overhead 6MP
The Startup
The Chop
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1000
10
None
High
High
23
2
21
46
-3
-3
None
Ryo winds up before chopping the opponent overhead. Useful in his mixups and corner resets to make the opponent block high, but is pretty low reward. Still, it is safe to basically everything on block. Be wary of P/K-Groove opponents with good reactions who will parry or JD this, as it can be punished then.
Throws
Tana Otoshi
Tana Otoshi Punch Throw Near Opponent, 4/6HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+
1900
0
None
Grab
Grab
3
1
13
17
-DWN
Grab
None
Ryo grabs the opponent before chopping them with a fast 6MP. The faster throw, useful for tick throws and throw punishes. Does a bit more damage than the average punch throw.
Tomoe Nage
Tomoe Nage Kick Throw Near Opponent, 4/6HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+
2100
0
None
Grab
Grab
5
1
13
19
-DWN
Grab
None
Ryo flips the opponent over his shoulder and kicks them away. Higher damage but slower throw, useful for throw mixups. Similar to P Throw, does a bit higher damage than other kick throws, but not as notable here.
Special Moves
Ko-Ou Ken
Ko-Ou Ken Fireball 236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
800
8
None
Mid
High
12
Traveling
44
56
-11
-11
None
+
900
9
None
Mid
High
14
Traveling
45
59
-12
-12
None
+
1000
10
None
Mid
High
15
Traveling
46
61
-13
-13
None
Ryo's classic fireball special. Fairly standard, with LP having a very slow travel speed and HP being a bit faster. The core of Ryo's gameplan, all of his pressure and neutral focuses on smart utilization of his fireball. He has the classic zoning style of throwing fireballs and anti-airing people who jump over them, but he also uses these closer up a lot to bait the opponent into picking a riskier option. This works because the travel time can make them plus on block, even though it leaves a very wide gap that the opponent can exploit. Forcing them to try and exploit that gap through a roll, RC special, jump, or super, is key to making Ryo work.
Air Ko-Ou Ken
Air Ko-Ou Ken Air Fireball j.236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
In Air, +
700
7
None
Mid
High
14
Traveling
Till Landing +21
35+
0
0
None
In Air, +
800
8
None
Mid
High
14
Traveling
Till Landing +21
35+
-5
-5
None
In Air, +
900
9
None
Mid
High
14
Traveling
Till Landing +21
35+
-10
-10
None
An air version of Ryo's grounded fireballs. Not as useful for zoning as you might like, since Ryo has a massive amount of lag on landing. A smart opponent will be able to use movement or RC specials to evade the fireball and punish you. Instead, this has two major uses. The first being as a knockdown combo ender after his launcher, and the second being as a way to bait opponents doing a normal anti-air. Ryo hangs in the air for a while, so a poorly timed anti-air from the opponent can get stuffed.
Kohou
Kohou Uppercut, DP 623P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1500/1000
15/10
None
Mid
High
6
18
23
47
-DWN
-17
8 (Full), 4 (Lower)
+
1600/1100
16/11
None
Mid
High
5
22
27
54
-DWN
-25
9 (Full)
+
1700/1200
17/12
None
Mid
High
5
26
31
62
-DWN
-33
9 (Full)
The shoto uppercut special. Not the best uppercut for anti-air, as it recovers very fast and doesn't go as high. Still a very useful anti-air regardless, and luckily Ryo has 5HK and 2HP to anti-air with as well. HP version is useful as a combo ender and a reversal, although risky.
Hien Shippu Kyaku
Hien Shippu Kyaku Flying Kicks [1]6K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Charge ,+
400+1000
4+10
None
Mid
High
16
27
7
50
-DWN
-17
None
Charge ,+
400+1100
4+11
None
Mid
High
16
28
7
51
-DWN
-18
None
Charge ,+
400+1200
4+12
None
Mid
High
16
30
7
53
-DWN
-20
None
Ryo jumps into the air and flies forward with his foot out, before spinning around to kick again and knock the opponent down. Useful as combo enders since they do good damage from a 2HP and will usually connect, but have a major downside in being charge moves. If you have charge for them, they're useful combo ending specials, RC specials, and just generally for risky approaches like a Tatsu. You specifically have to hold 1 or downback to charge these.
Zanretsuken
Zanretsuken Rapid Punches 646P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
1400
14
None
Mid
High
9
6(3)6(3)6(3)5
16
59
-DWN
-16
None
+
1900
19
None
Mid
High
9
5(3)5(3)5(3)5(3)5(3)5(3)5(3)5
18
88
-DWN
-40
None
+
2400
24
None
Mid
High
9
4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4
18
97
-DWN
-47
None
A strange move where Ryo punches the air in front of him a lot. If it hits, the opponent is sucked into it and punched a bunch of times before being uppercut away. You can use this to catch obvious rolls or things like that, but for the most part, avoid using this. Ryo is stuck in the animation and can be punished after, and all versions are punishable on block. You have better combo options as well.
Kyokugenryu Renbu Ken
Kyokugenryu Renbu Ken Launcher, Combo Special 63214P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
200x3+400
2x3+4
Super Jump
Mid
High
14
4
16
34
-DWN
-5
None
+
200x3+500
2x3+5
Super Jump
Mid
High
14
4
19
37
-DWN
-8
None
+
200x3+600
2x3+6
Super Jump
Mid
High
14
4
21
39
-DWN
-10
None
Ryo slides forward with a punch. The LP version stands in place, the HP version slides noticeably forward, and the MP version is a slight movement. While this is normally a proximity unblockable in classic Ryo's kit, in this game it is neither a proximity move or unblockable. Instead, this is your main combo special for damage and mixup potential. The 2nd hit of the uppercut portion can be cancelled into a super jump, where you can juggle into a j.HP for max damage or a j.236HP for a knockdown. In the corner, the j.HP juggle leads into a potent reset between his overhead, low, a shorthop HK, a throw, or just waiting. Midscreen, the reset isn't super valuable, but it is still max damage. Outside of combos, you can sometimes use the slide to punish things, but this is niche.
Ryo leaps through the air with a flying chop. This is an overhead special, but sadly it is more than reactable. While it can hit as a surprise occassionally from neutral or as a cancel, you're left open to anti-airs, and if they block it they can usually punish you. Not very high damage either, though they do give a knockdown. You won't want to use this often, so that when you do, it can be as surprising as possible.
A fast and massive fireball super. Great to punish people for trying to get around your meterless fireball, and to punish whiffs or anti-air bad jumps. Since Ryo is played in K-Groove, the level 3 version is a worthwhile reversal, as even if they block it you're fairly safe. They have to roll through to punish you, which leaves them open for a grab. Don't do this often as you spend all of your Rage for it, however. Can be used as a combo ender, but Ranbu is usually better and easier to input in combos.
Ryuko Ranbu
Ryuko Ranbu Rush Super, Ranbu 2363214P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
2700
0
None
Mid
High
4:4
18
22
48
-DWN
-25
8 (Full)
+
3800
0
SP/SU
Mid
High
4:4
28
34
70
-DWN
-47
14 (Full)
+
5400
0
None
Mid
High
4:4
38
36
82
-DWN
-59
22 (Full)
Ryo leaps forward quickly before attacking his opponent with a barrage of attacks ending in a Kohou. Great damage combo ender and fireball punish, the fast travel time lets the level 3 version punish fireballs shockingly late. Solid anti-airs as well, with plenty of invuln and active frames. The level 1 version is a bit worthless, but acts as a useful combo ender in Grooves like N or at the end of a Custom Combo. In C-Groove, the level 2 version easily cancels into either Kyokugenryu Renbuken or a level 1 Ryuko Ranbu for solid damage.
Heaven Glaze Punch
Heaven Glaze Punch Stun Super 236236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
3000
80
None
Mid
High
4:28
4
42
78
-DWN
-30
32 (Full)
An interesting level 3 super, Ryo winds up before stepping forward with a massive straight punch. Does a ridiculous 80 stun, immediatelly stunning low stun characters and bringing mid or high stun characters close. Sadly, it also is cursed with massive startup time, horrible whifflag, and being -30 on block. Despite what you may think, this only barely scratches the guard bar too, so no funky guard crush strings. Because of this, Heaven Glaze Punch is essentially a high risk, high reward, expensive guess super. If they do something laggy, the massive invuln and decent reach will likely punish it, namely a fireball read. However, should you mistime it or guess wrong, they get whatever they want to punish you. Use with caution, and keep in mind Ryo's other two supers are very good in comparison to this.
The Basics
To play Ryo effectively one must keep around medium distance agaianst the opponent using fireballs to interrupt movements and doing low chain combos into more fireballs
e.g c.lp,c.lk,c.mk fireball or c.mp fireball.
His crouching and standing medium punch has excellent priority and can be linked into moves.
The jumping fireball should only be used while jumping forward as after the fireball is cast - it delays Ryo landing on the ground, its quite good when you predict your opponent is going for some obvious anti air attack since you can catch them while it is starting up
Zannretsuken can be used to catch people who are too obvious with their rolls or jumps but otherwise shouldn't be used.
His dragon punch has average to low damage and in a lot of ways is like super turbo guile's flash kick, it comes out quick and finishes quick so its not entirely ideal as an anti air, his standing heavy kick is far better as a anti air. It's good if you want to land a knock down, the light punch version should be the only version used.
Kyokugenryuu Renbuken can be super jump canceled and most players who do this follow up with jumping heavy punch.