World Heroes Perfect/Ryoko

From SuperCombo Wiki

Introduction

Ryoko is perhaps the most difficult character to use and to evaluate. She does poor damage, even on her command grab, but she shares a lot of Dragon's strengths (speed/wall jump/air priority). A good deal of her difficulty comes from using her bajillion autoguard normals, as that property is only present during the first few startup frames. f+MK knee gives her some good offense. Her DP+MK allows her to attack on the way down, making it pretty safe against some characters. QCB+P is considered a projectile and delivers tons of chip damage, same with the EX version (forget how much invincibility it has). Her d/f+HP and d/f+HK roll under a lot of things and hit low, and she can kara-cancel the HP version into command grab/DP+MK/super! She's one of the characters I understand the least, so I can't say a whole lot about her matchups - she can go toe to toe with Ryofu, I know that much!

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Super Moves

Combos

Frame Data

Standing LP: 4f, +3 on standing block, +4 on crouch block, +3 on standing hit, +5 on crouching hit

Far MP: 6f, +6 on standing block, +7 on crouch block, +6 on standing hit, +7 on crouching hit

Close MP: 5f, +8 on standing block, +9 on crouch block, +8 on standing hit, +9 on crouching hit

Standing HP: 6f, +5 on standing hit, +3 to +6 on crouching hit

Standing LK: 4f, -5 on standing block, -4 on crouch block, -5 on standing hit, -6 on crouching hit

Far MK: 4-7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Close MK: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Standing HK: 7f, +1 on standing block, +3 on crouch block, +6 on standing hit, +7 on crouching hit

f/b+HP: 7-8f, +0 on standing block, +2 on crouch block, +5 on standing hit, +6 on crouching hit

f+MK: 8-18f, -3 to +7 on standing block, -2 to +8 on crouch block, -3 to +7 on hit

d/f+HP: 29f, -2 on block, can cancel to any special/super on frames 11-28

d/f+HK: 29f, -8 on block


Crouching LP: 4f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MP: 5f, +8 on block, +5 to +7 on standing hit, +3 to +8 on crouching hit

Crouching HP: 8f, -1 on block, +5 on standing hit, +3 on crouching hit

Crouching LK: 4f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MK: 8f, +3 on block, +5 on standing hit, +3 on crouching hit

Crouching HK: 6f, -1 on block


Jumping LP: 7f

Jumping MP: 8f

Jumping HP: 6f

Jumping LK: 6f

Jumping MK: 6f

Jumping HK: 7f


Dashing LP: 4f, +2 on standing block, +3 on crouch block, +2 on standing hit, +4 on crouching hit

Dashing MP: 6f, +3 on standing block, +4 on crouch block, +3 on standing hit, +4 on crouching hit

Dashing HP: 6f, +1 on standing hit, -1 to +2 on crouching hit

Dashing LK: 4f, -1 on standing block, +0 on crouch block, -1 on standing hit, -2 on crouching hit

Dashing MK: 4-7f, -3 on standing block, -2 on crouch block, +0 on standing hit, -2 on crouching hit

Dashing HK: 7f, +1 on standing block, +3 on crouch block, +6 on standing hit, +7 on crouching hit

Dashing d+LP: 4f, +4 on block, +3 on standing hit, +2 on crouching hit

Dashing d+MP: 5f, +7 on block, +6 on standing hit, +7 on crouching hit

Dashing d+HP: 8f, +13 on block, +19 on standing hit, +17 on crouching hit

Dashing d+LK: 4f, +3 on block, +2 on standing hit, +1 on crouching hit

Dashing d+MK: 8f, +1 on block, +3 on standing hit, +1 on crouching hit

Dashing d+HK: 6f, -5 on block


ABC: Counters most non-low hitting moves on frames 4-18, has 18f recovery

d+ABC: Counters low-hitting moves on frames 4-18, has 20f recovery


qcb+LP: 12f, +8 on standing block, +10 on crouch block

qcb+MP: 16f, +2 on standing block, +4 on crouch block

qcb+HP: 19f, -8 on standing block, -6 on crouch block


dp+LK: 15f, -14 on standing block, -12 on crouch block

dp+MK: 15f, can attack on the way down for a major advantage if not countered

dp+HK: 15f, -10 on standing block, -8 on crouch block


hcf+LP: 1f

hcf+MP: 1f

hcf+HP: 1f


hcf+LK: 38-67f

hcf+MK: 38-67f

hcf+HK: 45-67f


qcb+LP w/ full meter: 12f, +8 on standing block, +10 on crouch block

qcb+MP w/ full meter: 16f, +2 on standing block, +4 on crouch block

qcb+HP w/ full meter: 19f, -8 on standing block, -6 on crouch block


f,hcf+MP+HK: 1f


f,hcf+MP+HK w/ full meter: 1f



NOTES: It’s easy to overlook amongst all this info, but check out that dashing low HP! It pushes you back quite a ways, though, so you can’t infinite with it or anything, but still…

You CAN infinite with repeated dashing low MPs, or dashing HKs on a crouching enemy, but both are extremely difficult.

Also especially noteworthy is the qcb+LP. I can see some super-tight pressure strings with that...

The 2nd hit of neutral HP whiffs on almost everyone crouching.

Low MP should be used as a dash attack, not while crouching. The 2nd hit whiffs on almost everyone if you didn’t dash.

There is never any reason to use d/f+HK, from what I can tell. It has the same speed as d/f+HP but worse recovery and no kara-cancel ability.

All 1f (yes, it’s 1 frame not 0 like I thought) moves can be used as reversals, and all throws fall into this category.

One last bit which I haven't seen posted anywhere else - her hcf+P command grab is similar to later Capcom command grabs, in that the lighter versions have more range while the heavier versions deal more damage.

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