|
Frames
|
Advantage
|
Cancel
|
Block
|
Hitbox
|
Notes
|
---|
Standing Close
|
|
3/4/9
|
-1/-3
|
R,C,S,Su
|
HL
|
|
|
---|
|
3/7/14
|
-9/-11
|
C,S,Su
|
HL
|
|
|
---|
|
2/10/13
|
-3/-5
|
C,S,Su
|
HL
|
|
|
---|
|
4/9/16
|
-5/-7
|
C,S,Su
|
HL
|
|
|
---|
Standing Far
|
|
3/3/8
|
+1/-1
|
R,C,S,Su
|
HL
|
|
|
---|
|
7/2/14
|
-4/-6
|
|
HL
|
|
|
---|
|
7/4/19
|
-3/-5
|
|
HL
|
|
|
---|
|
12/4+4/16
|
-4/-6
|
|
HL
|
|
|
|
---|
+
|
9/8/18
|
KD/-4
|
C,S,Su
|
HL
|
|
|
---|
Crouching
|
|
3/5/5
|
+2/0
|
R,C,S,Su
|
HL
|
|
|
---|
|
3/3/5
|
+4/+2
|
R
|
L
|
|
|
---|
|
2/2+3/23
|
-8/-10
|
C,S,Su
|
HL
|
|
|
|
---|
|
8/5/18
|
KD/-5
|
C,S,Su
|
L
|
|
|
---|
Jump
|
|
5/6/-
|
-/-
|
|
H
|
|
|
---|
|
2/7/-
|
-/-
|
|
H
|
|
|
---|
|
5/6/-
|
-/-
|
|
H
|
|
|
---|
|
4/4/-
|
-/-
|
|
H
|
|
|
---|
+
|
13/5/-
|
KD/-
|
|
HL
|
|
|
---|
Neutral Jump
|
|
5/12/-
|
-/-
|
|
H
|
|
|
---|
|
2/14/-
|
-/-
|
|
H
|
|
|
---|
|
5/6/-
|
-/-
|
|
H
|
|
|
---|
|
11/3+3/-
|
-/-
|
|
H
|
|
|
|
---|
Hop
|
|
5/5/-
|
-/-
|
|
H
|
|
|
---|
|
2/5/-
|
-/-
|
|
H
|
|
|
---|
|
5/3/-
|
-/-
|
|
H
|
|
|
---|
|
11/3+3/-
|
-/-
|
|
H
|
|
|
|
---|
Command Normals
|
f + 
|
17/9/11
|
0/-2
|
|
H
|
|
|
---|
f +  (cancel)
|
14/9/11
|
0/-2
|
|
HL
|
|
---|
f +
|
5/15/14
|
-/-
|
S,Su
|
|
|
Guard point: Active period. Is not an attack.
|
---|
df +
|
7/9/10
|
-/-
|
S,Su
|
|
|
Guard point: Active period. Is not an attack.
|
---|
Special Moves
|
qcf + 
|
12/3+6/29
|
KD/-9
|
|
HL
|
|
|
Ko'ou Ken - qcf + P
- Ryo releases a blast of energy from his hand. qcf + C travels a bit further than qcf + A, where qcf + A goes almost half screen
- qcf + C does a very slight amount of damage more than qcf + A, but has greater recovery time
|
---|
qcf +
|
16/3+6/33
|
KD/-11
|
|
HL
|
---|
qcf + 
|
25/3+3/17
|
KD/-5
|
|
H
|
|
|
Mouko Rajin Setsu - qcf + K
- Ryo jumps into the air, landing with an overhead chop. qcf + D goes higher and further (almost full screen) than qcf + B
- Has very good priority and is almost always safe on block
- Overhead
- Sometimes hits as a hard knockdown, but not always
- Free cancellable into
|
---|
qcf +
|
27/3+3/21
|
KD/-9
|
|
H
|
---|
f b f + 
|
13/2(4)x8/21
|
KD/-35
|
|
H
|
|
|
|
|
Zanretsu Ken - f b f + P
- Ryo repeatedly punches in front of him. This move has a "sucking" effect, in the sense that it can pull the opponent in if they are close. If the opponent gets sucked in, Ryo does a 13 hit combo punching them away
- Has autoguard before Ryo begins punching rapidly (frames 3-8)
- f b f + A is a hard knockdown
- Free cancellable out of on the last hit. It is only possible to juggle the opponent after f b f + C
|
---|
f b f +
|
13/2(4)x15/23
|
KD/-85
|
|
HL
|
---|
dp +
|
5/3*12/11+16
|
KD/-21
|
Su
|
HL
|
|
|
Kohou - dp + P
- Ryo performs a rising uppercut that has great speed and priority.
- 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
- free cancellable into
- free cancellable out of on the first hit
- Both versions are invincible for the full startup and the first three frames of the first active period
|
---|
dp +
|
5/3*17/16+13
|
KD/-21
|
Su
|
HL
|
|
|
---|
hcb +
|
6/3*6/13+17
|
KD/-18
|
|
HL
|
|
|
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
|
---|
hcb +
|
9/4*5(9)6/8+19
|
KD/-15
|
|
HL
|
|
|
|
---|
DMs
|
f hcf + 
|
1+12/-/53
|
KD/-23
|
|
HL
|
|
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 +
|
1+17/-/55
|
KD/-25
|
|
HL
|
---|
qcf,hcb + 
|
1+10/13/38
|
KD/-21
|
|
HL
|
|
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
- 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 +
|
1+12/26/38
|
KD/-21
|
|
HL
|
---|
SDM
|
qcf + ~
|
1+14/13/38
|
KD/-21
|
|
HL
|
|
Ryuuko Ranbu - qcf + C~A
- 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
- unblockable
|
---|
HSDM
|
qcfx2+ +
|
1+6/9/34
|
KD/-25
|
|
HL
|
|
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
- 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
|
---|