Fighter's History Dynamite/Ryoko Kano

From SuperCombo Wiki

Introduction

Ryoko is an oddball. Coming in dead last in regards to tiers, she doesn't have a solid way to deal with fireballs and other seemingly basic situations. She is also short, has small attack range and has a weakness on her head. Why play Ryoko? One word. Damage. Ryoko is a high risk high reward ride that is full of trying to set up situations in where you can have a safe jump in into fire wheel for HUGE damage.

Moves List

Normal Moves

Light Punch

Standing Bufferable and quick, you can interrupt opponents' attacks with this.

Jumping Excellent attack, this and jump in light kick will help you score ticks. High priority, stays out till she lands.

Crouching

Strong Punch

Standing

Jumping

Crouching

Light Kick

Standing

Jumping

Crouching

Strong Kick

Standing

Jumping

Crouching

Special Moves

Submission Hold(Throw)

  • Down, Down + Punch

Mountain Storm

  • Half Circle Back + Punch
    • Must be done directly next to opponent

Rolling Body Attack

  • Charge Back, Forward + Punch

Ippon Seoi

  • Half Circle Back + Punch
    • Must be done near opponent. If too close Mountain Storm will come out instead.

Midair Ippon Seoi

  • (In Air)Half Circle Back + Punch

Super Move

KataGuruma

  • Forward, Up-Forward, Up, Up-Back, Back + Punch
    • Must be done directly next to opponent.

The Basics

You should always be looking for options to fire wheel or knockdowns. Should you score a knockdown you have a few good options... 1) Meaty Standing hard kick. If it hits, HCB+p for yet another knockdown. 2) Crouching light kick. Upon hit, Fire Wheel 3) Standing hard punch. Risky, but you can repeat these until you are poked to a safe distance upon block.

Advanced Strategy

Match-ups

Vs. Clown:

Clown will standing light punch his little heart out and throw fireballs. His trip has very good range to add insult to your inability to jump in. Hope for a blocked ball to get closer to Clown.

Vs. Jean Pierre:

Vs. Kano Ryoko (self):

Standing Hard Punch is the game breaker here. You will use this as your primary poke: it'll hit Ryoko's weakness and let you combo.

Vs. Karnov:

Bad, but somewhat winnable. If Karnov is rushdown happy you can punish him getting too close with his kicks by a nicely placed Fire Wheel. If he balloons, wait for it to end then crouching hard punch him out of the air.

Vs. Lee Diendo:

Vs. Liu Feilin:

Vs. Liu Yungmie:

Vs. Marstorius:

Really bad. I hope you can throw faster than Marstorius, because his Double German has more range than your Fire Wheel. He also has many more solid poking options to score combos... I hope you're ready for yet another uphill battle :/

Vs. Matlock Jade:

Vs. Mizoguchi Makoto:

Vs. Ray McDougal:

Ray will throw fireballs the entire match and trip you on jump in. If you jump in from close, he'll wheel kick you. Try to force Ray to misjudge a wheel kick distance in order to score a free Fire Wheel. You can't do much in this uphill battle, but I've sen it won. Good luck!

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox