リョウ・サカザキ, Ryo Sakazaki | |
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Category | Normal |
Playstyle | Defensive shoto |
Difficulty | Mostly Easy |
Max Mode Needed? | Much better with it |
Tier Placement | Maybe (C) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Defense Modifier | 215 |
Wall Jump | No |
Introduction
Ryo Sakazaki is the main character of the Art of Fighting series, along with Robert Garcia, and is further one of the staple KOF characters along with the likes of Terry and Kyo. His moves are Shoto-esque: he has a DP, a defensive fireball-like projectile, and a tatsu-like kick special. Being a copy-and-paste job of his KOF2002 iteration, he's just as easy to pick up and play in this game with little work needed to learn the basics, minus his near-impossible to do Max SDM ranbu. While he's decent in the KOF series, here he's unfortunately not as well suited to take on the madness that SVC has to offer.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 9 | 17 | -1 | -3 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 7 | 14 | 25 | -9 | -11 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 6 | 17 | 26 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 9 | 16 | 30 | -5 | -7 | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 8 | 15 | +1 | -1 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 2 | 14 | 24 | -4 | -6 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 8 | 4 | 19 | 31 | -3 | -5 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 13 | 4, 4 | 16 | 37 | 1st= -4 ; 2nd= +0 | 1st= -6 ; 2nd= -2 | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 5 | 5 | 14 | +2 | +0 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 3 | 5 | 12 | +4 | +2 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 2, 3 | 23 | 31 | 1st= -8 | 1st= -10 | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 5 | 18 | 32 | SKD | -5 | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 12 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 6 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 3 | 14 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 3 | 7 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 6 | 4 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 12 | 3, 3 | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | 5 | 7 | - | - | - | - | - | |
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Command Normals
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Raw | - | - | Overhead | - | - | - | - | 18 | 9 | 11 | 38 | +0 | -2 | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Canceled | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 6 | 15 | 14 | 35 | X | X | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 9 | 11 | 29 | X | X | - | |
(Another note: If you want another practice for the timing of the parries on projectiles, you should search/make any macro/script which makes Sagat mix his High/Low projectiles, and their speeds too.)
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Special Moves
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcf B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcf D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
hcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
hcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
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fbf A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
fbf C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
54 | 59 | Mid | 8 | 8 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0+(1x12)+(29x2) | 0, 1, 29 | Mid | 8, 0, 0 | 8, 0, 0 | 0 | X | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
50 | 59 | Mid | 40 | 240 | 0 | X | 3+6 | 9 | 34 | 54 | HKD | -25 | 1F~12F (Full invul during startup and first 3 frames of active) | |
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Strategy
Basic Strategy
Ryo's gameplan
Ryo's arsenal is very good for a ground game, so don't jump, unless if you need to add some more damage on combos. Does he has a defensive game? Yeah, he is kind of a turtler here(More like an advanced Ryu that can parry moves), but he can be used in the offensive too, it's just that... I don't like to be offensive with Ryo. You should master the parries too, they can help you against some characters(Or even some damaging Supers/Exceeds), you should practice against projectiles, jump attacks(In a real match, do the parry if yousure that your opponent will attack after a jump), or predictable supers(No worries with the low-hitting ones). Well, stay on the ground, punish your opponent if you need, and try to parry important moves(Like a low parry for Kim's cr.B, and the high one for the j.A). Good luck in your future matches.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
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May change to numpad notation much later down the road. |
Starters
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.B, cr/cl.C | TBA | TBA | TBA | TBA | Ryo's link, but a really tight one. You don't need it, use one of his other light starters instead. The risk of dropping it outweighs the reward. Easier to do with a crossup, but still not important. |
cr.B x1-2, cr.A | TBA | TBA | TBA | TBA | Easy low hitting light starter for Ryo. cr.B doesn't chain so it takes minimal practice but is worth learning as it's the safest confirm and one that works regardless if the opponent is crouching or not. |
cr.B, cl.A/B | TBA | TBA | TBA | TBA | Easier low hitting light starter than the one above but also relies on the opponent to be standing (or tall enough of a crouching hitbox) in order to connect. Still useful, though. |
(j.X) cl.C, (f.A) | TBA | TBA | TBA | TBA | Combo starter for when you're in Max Mode since f.A is not cancellable outside of it. cl.C is your main go-to punish tool for heavy starter combos. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X) cr./cl.C, qcf P | TBA | TBA | TBA | TBA | Basic fireball combo. Nothing noteworthy, and unlike KOF, Ryo unfortunately cannot combo light DP afterwards in the corner. |
(j.X) Starter, hcb B | TBA | TBA | TBA | TBA | Standard Ryo BnB, good to know for anywhere on the screen. Avoid dp C as a combo ender since the second hit will whiff and your opponent will remain standing. |
(j.X) Starter, dp A | TBA | TBA | TBA | TBA | |
(j.X) cr/cl.C, hcb D | TBA | TBA | TBA | TBA | Better variant to use over hcb B if you have the hit confirm for a heavy starter, plus it carries the opponent further into the corner. |
(While opponent is knocked down) Meaty f.A, st.A, hcb B | TBA | TBA | TBA | TBA | Combo that links st.A after a meaty f.A. Timing the meaty takes practice as there's not many active frames, so try to perform f.A roughly around when the opponent is first waking up. st.A needs to be cancelled immediately in order for hcb+B to connect, so make sure to button hold for that. Overall not an important combo, though, plus hcb B can whiff if Ryo is too far away, anyways. |
(j.X) cl./cr.C, qcf~hcb A | TBA | TBA | TBA | TBA | Easy combo into ranbu super. Ryo unfortunately cannot combo off of his lights into ranbu, but this is still a safe way to confirm into it or if you get a punish off front step. |
(j.X) Starter, Exceed, follow-up with any combo afterwards | TBA | TBA | TBA | TBA | Combo to confirm into his Exceed. Ryo cannot free cancel f.A in Max Mode into Exceed as he gets DP instead, so only use cr/cl.C after a Front Step to mitigate the risk of guessing and potentially throwing away the Exceed. Heavily recommended you learn to confirm into Exceed off of a light starter. If you're struggling, perform it like this: cr.B > qcf > cr/cl.B > qcf+AC. This buffer trick is useful not only for Ryo but for basically any character in the KOF series. |
Max Mode Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
qcb P, (C)hcb K | TBA | TBA | TBA | TBA | |
qcb P, (C)qcf P | TBA | TBA | TBA | TBA | |
qcb C, (C)qcf B | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (C)hcb K | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (C)qcf P | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | |
qcb A, (C)dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | qcb C does not work unless you cancel the first hit, but this also leads to the chance of DP whiffing and you lose on damage by not getting the second hit, so only use qcb A to confirm. Landing the dp C can also be tricky so if you're not confident it'll land or don't have the execution, but are sure qcb P will land, then going straight into Exceed is fine. It's also fine to do if you're about to run out of max mode meter. |
(j.X) Starter, dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | Variant of his ranbu super confirm combo. ONLY use the A version because the C version has more startup, thus it will not connect. The combo might whiff anyways against certain characters due to pushback so practice it against every character. Worst case scenario, just do the non-Max version. |
f.A, (C)dp C(1), (SC)qcf~hcb A | TBA | TBA | TBA | TBA | Overhead hitting combo to confirm into either super. The combo doesn't work on some characters, particularly standing characters like standing Dhalsim. |
qcb A, (C)dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA | |
qcb C(1), (C)dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA | |
(j.X) Starter, dp C(1), (SC)Exceed, any follow-up combo | TBA | TBA | TBA | TBA | Another way to confirm into his Exceed, but with a DP thrown in. Not much harder to land, and adds extra damage for his light confirms. |
f.A, (C)dp C(1), (SC)Exceed | TBA | TBA | TBA | TBA |