The King of Fighters '98 UMFE/Ryo Sakazaki

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Introduction

Ryo is a dangerous allrounder who is scary at every range. On the defense he has great pokes and some of the best anti air tools in the game, a real walking wall. On the offense he can confirm into big damage from any situation with or without meter. He is playable at every spot in a team. He is also quite simple and easy to pick up for new players.

Normal Moves

  • f.5A: Good range. Special cancelable. Use this after 2B for combos and to stop hops.
  • f.5B: Great poke to keep the opponent at bay and whiffpunish.
  • f.5C: Not a bad button to throw out after a blockstring, not great either.
  • f.5D: Can anti air in situations where 2C lacks horizontal range but its too slow to react with, rather use 5A, DP or block.
  • cl.5A: Will hit where f.5A might whiff on small characters. So use accordingly in confirms from 2B.
  • cl.5B: 5A is better do not use this. Special cancelable.
  • cl.5C: Less damage than 2C but can make combos easier than with 2C. Special cancelable.
  • cl.5D: Same as cl.5C really. Same damage. Activates further away but comes out a little slower. Special cancelable.
  • 2A: Not great but use it after 2B instead of 5A if the opponent is too short while crouching.
  • 2B: Low combo starter. Chains into itself, 5A and 2A. Links into 2C. Does not special cancel.
  • 2C: Very reliable anti air normal, one of the best in the game. Insanely fast at 1f startup. Links from 2B for combos. Special cancelable. Leaves you very open when whiffed so use with care.
  • 2D: Fast sweep with okay range. Special cancelable. Cancel into 236B for low->high gimmick.
  • j.A: No use for it really. Maybe air to air but j.B works just as well.
  • j.B: Best horizontal range of his air normals. Use for air to air or to poke when too far away for j.C/j.D/j.CD.
  • j.C: The button to use for jumping in. Can crossup.
  • j.D: Same damage as j.C and just as fast. A little harder to cross with but a bit more horizontal range.
  • CD: Quite fast, recovers fast enough to link into 623A after a counter hit in the corner. Enough range to connect after 2B, 2B blockstring. Nice to fish for counterhits to combo. Special cancelable.
  • j.CD: Good move. Downward hitbox makes it easy to hit crouchers with. Great for pressure. Enough blockstun to run up or jump in an again after connecting. Also good air to air. Lets you combo after counterhit.

Throws

Tani Otoshi
4/6 + C (close)
Throws forward. Causes hard knockdown, leaves opponent backturned and allows for run up pressure.
Tomoe Nage
4/6 + D (close)
Throws back. Recovery roll possible, making it only useful to throw the opponent into the corner.

Command Moves

Hyouchuu Wari
6A
Overhead when done raw. Reaches surprisingly far. Pretty safe to throw out. Hits mid when cancelled into. Not cancelable into other moves directly. When done REAL meaty on opponents wakeup you can link f.5A to combo further. It is also possible to combo from this move using quick max or cancel into dodge and its follow-up attack.

Special Moves

Ko Ou Ken: qcf + A/C

  • Only the A version of 'Ko oh ken' can be comboed from heavy attacks. When used well, it is a good tool to keep distance from your opponent.

Kohou: dp + A/C

  • a decent anti air, but don't abuse it. If you get too predictable and miss this move, your opponent could punish you hard. The move still has very good priority, and A version has better recovery.

Moh Koh Raijin Satsu: qcf + B/D

  • an overhead, this move can travel through some fireballs, so you need to learn when to use it, D version travels a longer distance and jumps higher, but take more time to connect.

Moh Koh Raijin Gou  : qcb + A/C / A+C

  • A version only could be chained from heavy attack chainable from hard attacks only. This version does 2 hits and can be canceled into Kohou. C version can't be comboed but you can cancel this move into Hien Shippuu Kyaku, only does 1 hit, and is slower. If you press A+C, the move would gain the advantages of both version, the move could be comboed, will do hits and could be canceled into both moves. If you had your opponent in the corner, you can quick max the Hien Shippu Kyaku and connect Tenchi Haoh Ken, making very good damage and if you the SDM produce stun state. This move has autoguard properties.

Hien Shippuu Kyaku: hcb + B/D

  • B version can be comboed from light attacks and do 2 hits, D version from Heavy attacks, do 3 hits and travels further.

Kyokugen-ryuu Renbu Ken: hcb + A/C (close)

  • an unblockable attack that puts your opponent in juggle state, you can't connect dm's from this move


Desperation Moves

Haoh Shou Kou Ken: f, hcf + A/C

  • Only A version can be comboed, even though it travels slower

Ryuuko Ranbu: qcf, hcb + A/C

  • has invincibility frames during the start up flash. This moves produces decent chip damage

Tenchi Haoh Ken: qcf, qcf + A/C

  • does more damage in normal state, but less in counter mode. SDM does way less damage but produces stun mode

Combos

Strategy & Tips

Videos

External Links

The King of Fighters '98 Ultimate Match Final Edition
System

FAQSystemControlsGuidesChangelistMatch VideosAdvanced StrategyFrame Data & Hitboxes

Characters

Andy BogardAthena AsamiyaBenimaru NikaidoBilly KaneBlue MaryBrian BattlerChang KoehanChin GentsaiChizuru KaguraChoi BoungeChrisClark StillEiji KisaragiGeese HowardGoro DaimonHeavy D!HeidernIori YagamiJoe HigashiKasumi TodohKim KaphwanKingKyo KusanagiLeona HeidernLucky GlauberMai ShiranuiMatureMr. BigRalf JonesRobert GarciaRugal BernsteinRyo SakazakiRyuji YamazakiSaisyu KusanagiShermieShingo YabukiSie KensouTakuma SakazakiTerry BogardViceWolfgang KrauserYashiro NanakaseYuri Sakazaki

EX Characters

EX AndyEX BillyEX Blue MaryEX GeeseEX JoeEX KingEX KyoEX MaiEX RobertEX RyoEX TerryEX YamazakiEX YuriOrochi ChrisOrochi ShermieOrochi Yashiro