Difference between revisions of "The King of Fighters XIII/Ryo Sakazaki"
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- Damage: 70 | - Damage: 70 | ||
[[Image:Ryo_Close_Normals.png]] | [[Image:Ryo_Close_Normals.png]] | ||
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- Damage: 75 | - Damage: 75 | ||
[[Image:Ryo_JCD.png]] | [[Image:Ryo_JCD.png]] | ||
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- Damage: 90 (80) | - Damage: 90 (80) | ||
[[Image:Ryo_GCCD.png]] | [[Image:Ryo_GCCD.png]] | ||
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- Damage: 10 | - Damage: 10 | ||
==Throw== | ==Throw== | ||
Line 183: | Line 187: | ||
- No damage | - No damage | ||
==Special Moves== | ==Special Moves== | ||
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- A Damage: 55; C Damage: 70, EX Damage: 120 | - A Damage: 55; C Damage: 70, EX Damage: 120 | ||
[[Image:Koho.png]] | [[Image:Koho.png]] | ||
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- A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100) | - A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100) | ||
[[Image:Hienshippukyaku_Ryo.png]] | [[Image:Hienshippukyaku_Ryo.png]] | ||
Line 218: | Line 225: | ||
- B Damage: 40, 50; D Damage: 40, 50, 60; EX Damage: 80 x 2 | - B Damage: 40, 50; D Damage: 40, 50, 60; EX Damage: 80 x 2 | ||
[[Image:Zanretsuken_Ryo.png]] | [[Image:Zanretsuken_Ryo.png]] | ||
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- Damage: 200 | - Damage: 200 | ||
==Neomax== | ==Neomax== | ||
''' | [[Image:Tenchihaohken.png]] | ||
'''Tenchihahoken = (qcfx2+AC)''' | |||
- Hit Detection: High | - Hit Detection: High | ||
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st. C, f + A, qcf hcb + A/C | st. C, f + A, qcf hcb + A/C | ||
==Miscellaneous== | |||
===Character Sprite=== | |||
[[Image:Ryo_sprite.gif]] | |||
===Colors=== | |||
[[Image:Ryo_Colors.png]] | |||
===Other=== | |||
[[Image:Ryo_Taunt.png]] | |||
Taunt | |||
[[Image:Ryo_Other_Animations.png]] | |||
'''First Row:''' Standing/Crouching/Evasive Roll | |||
'''Second Row:''' Walking (forward/Walking (Backward)/Safe Roll | |||
'''Third Row:''' Running/Back Step/Throw Break | |||
'''Fourth Row:''' Standing Guard/Crouching Guard/Guard Crush | |||
'''Fifth Row:''' Dizzy/Downed/Hyper Drive Activation | |||
'''Last Row:''' Win Pose/Knock Out/Time Up Pose | |||
Revision as of 04:56, 11 December 2010
Normals
Standing
st. A
- Chain / Cancellable
- Hit Detection: High
- Damage: 25
st. B
- Cancellable
- Hit Detection: High
- Damage: 30
st. C
- Cancellable
- Hit Detection: High
- Damage: 80
st. D
- Cancellable
- Hit Detection: High
- Damage: 70
cl. C
- Cancellable
- Hit Detection: High
- Damage: 70
Crouching
cr. A
- Chain / Cancellable
- Hit Detection: High
- Damage: 25
cr. B
- Chain-able
- Hit Detection: Low
- Damage: 30
cr. C
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D
- Cancellable
- Hit Detection: Low
- Damage: 80
Jumping
j. A
- Hit Detection: Mid
- Damage: 45 (40)
j. B
- Hit Detection: Mid
- Damage: 45 (40)
j. C
- Hit Detection: Mid
- Damage: 72 (70)
j. D
- Hit Detection: Mid
- Damage: 70 (68)
Blowback Attack
CD
- Hit Detection: High
- Damage: 75
j. CD
- Hit Detection: High
- Damage: 90 (80)
GC CD
- Hit Detection: High
- Damage: 10
Throw
Tomoe Nage = (b/f+C/D)
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Moves
Hyochuwari = (f+A)
- Super-cancellable only
- Hit Detection: Mid (High if cancelled into)
- Damage: 70 (65)
Jodanuke = (f+B)
- Cancellable
- Counters high attacks
- No damage
Gedanuke = (df+B)
- Cancellable
- Counters low attacks
- No damage
Special Moves
Kohken = (qcf+P)
(EX) = qcf+AC
- Super cancellable
- Hit Detection: High
- A Damage: 55; C Damage: 70, EX Damage: 120
Koho = (dp+P)
(EX) = dp+AC
- Drive- / Super cancellable (first hit)
- Hit Detection: High
- A Damage: 63 (35); C Damage: 75, 50; EX Damage: 160 (100)
Hienshippukyaku = (hcb+K)
(EX) = hcb+BD
- Hit Detection: High
- B Damage: 40, 50; D Damage: 40, 50, 60; EX Damage: 80 x 2
Zanretsuken = (f,b,f+P)
(EX) = f,b,f+AC
- Drive- / Super cancellable
- Hit Detection: High
- A Damage: 0, 12 x 11, 80; C Damage: 0, 12x11, 50; EX Damage: 0, 15 x 19, 90
Desperation Moves
Ryukohranbu = (qcf hcb+P)
(EX) = qcf hcb+AC
- Max Cancellable
- Hit Detection: High
- Damage: 0, 5 x 2, 10 x 4, 5, 10 x 2, 5, 10, 5, 115; EX Damage: 0, 10 x 2, 15 x 2, 10, 15 x 4, 10, 15 x 4, 30, 40, 100
Haohshokohken = (f,hcf+P)
- Hit Detection: High
- Damage: 200
Neomax
Tenchihahoken = (qcfx2+AC)
- Hit Detection: High
- Damage: 480
Combos
cr. B x 2, cr. A, hcb + B
cr. B x 2, cr A, qcf + AC
cr. B, cr. A, hcb + BD, f b f + A
cr. B, cr. A, hcb + BD, qcf hcb + AC
cr. B, cr. A, hcb + BD, f b f + A
st. C, hcb + BD, qcf hcb + AC
st. C, hcb + D (standing opponents only)
st. C, f + A, qcf hcb + A/C
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference