Difference between revisions of "XV Broken/Ryo Sakazaki"
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Gedan Uke - [[image:df.gif]] + [[image:d.gif]] | Gedan Uke - [[image:df.gif]] + [[image:d.gif]] | ||
Kizami Duki - [[image: | Kizami Duki - [[image:a.gif]] + [[image:c.gif]] | ||
'''Special Moves''' | '''Special Moves''' | ||
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Ryo | Ryo has the essence and hallmarks of a classic shoto, but lacks the proper zoning tools such as a meterless fireball, making him more of a rushdown character. Ryo has long been considered a "moving fortress" due to his defensive tools, including: a reversal DP; a parry for highs and mids, and a parry for lows that he can use to extend pressure; and his 236P that serves as a large poke instead of being a fireball. Ryo also has a suite of excellent normals that allow him to maintain a close range presence; his CD and cr.D are whiff-cancelable, his j.CD has excellent range, his cr.A links into cr.C up close, and many of his light normals are either plus or slightly negative on block. | ||
That isn't to say Ryo doesn't have his flaws, though. For a shoto or a rushdown character, Ryo is surprisingly slow, which means any holes in a Ryo player's gameplan can easily be exploited. If you want a character with notable defensive tools without sacrificing damage or pressure, then Ryo might be the pick for you. Ryo is best played in the mid or anchor position, as having meter makes Ryo significantly more threatening. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro= '''''{{SUBPAGENAME}} is a rushdown-oriented shoto who trades zoning tools for an intimidatingly augmented offensive and defensive game.''''' | | intro= '''''{{SUBPAGENAME}} is a rushdown-oriented shoto who trades zoning tools for an intimidatingly augmented offensive and defensive game.''''' | ||
| pros= | | pros= | ||
* '''Great Pressure''': Ryo excels at being up close. His suite of great normals and his 236A psuedo-fireball allow him a huge amount of pressure opportunity once he's made his way in. His mixup game is also very scary due to 6A, which is a 22 frame overhead that can be Quick Max'd for big damage. 4A is a powerful tool when used meaty due to being plus on block, so a clever Ryo can consistently loop his options. | * '''Great Pressure''': Ryo excels at being up close. His suite of great normals and his 236A psuedo-fireball allow him a huge amount of pressure opportunity once he's made his way in. His mixup game is also very scary due to 6A, which is a 22 frame overhead that can be Quick Max'd for big damage. 4A is a powerful tool when used meaty due to being plus on block, so a clever Ryo can consistently loop his options. | ||
* '''Frame Data''': Being a rushdown character, Ryo's kit is designed to let him get in and stay in. Ryo has significantly more advantage on his normals than a great majority of the cast. All of his light normals range from being +3 to -1 on block, while his st.C and cr.D have noticeably more frame advantage than most other characters have for their respective moves of the type. | |||
* '''Notable Defense:''' Ryo's defensive tools are what make him stand out from the rest of the cast, most notably his parries, which allow him to react faster than his opponent and not accumulate chip damage if timed correctly. A well timed (EX) Zanretsuken can lead into massively damaging combos if used on defense. Some of Ryo's pokes, such as st.A, st.C, st.CD, or cr.D, can be cancelled into command normals (st.A, st.CD, cr.D) and special moves. | * '''Notable Defense:''' Ryo's defensive tools are what make him stand out from the rest of the cast, most notably his parries, which allow him to react faster than his opponent and not accumulate chip damage if timed correctly. A well timed (EX) Zanretsuken can lead into massively damaging combos if used on defense. Some of Ryo's pokes, such as st.A, st.C, st.CD, or cr.D, can be cancelled into command normals (st.A, st.CD, cr.D) and special moves. | ||
* ''' | * '''Great Offense''': Ryo works wonders when he has a stockpile of meter to play with. 214B/D is a fantastic juggle tool which leads right into 646A/C for big damage. This combo also leads into good Okizeme when performed, which Ryo can capitalize on to run his game all over again. As well, Ryo can spend 0.5 bars to perform 50% combos in the corner very easily, allowing him to two-touch his enemies without spending much resources at all. | ||
* '''Parries''': Ryo has a unique way of warding off projectiles and other reactable zoning tools with his parries. Parries can destroy certain projectiles when hit and lead into combos or supers when catching strikes, and their simple inputs give Ryo the ability to easily perform them on reaction. Ryo's long-reaching sweep can even be cancelled into parry, which makes it quite safe. | * '''Parries''': Ryo has a unique way of warding off projectiles and other reactable zoning tools with his parries. Parries can destroy certain projectiles when hit and lead into combos or supers when catching strikes, and their simple inputs give Ryo the ability to easily perform them on reaction. Ryo's long-reaching sweep can even be cancelled into parry, which makes it quite safe. | ||
| cons= | | cons= | ||
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* Good for far range punishes into Quick MAX combos. | * Good for far range punishes into Quick MAX combos. | ||
Ryo sticks his foot out. Despite being super cancellable, this move doesn't have enough hitstun in order for a super to connect. Therefore, it should only be cancelled into Quick MAX combos. | Ryo sticks his foot out. Despite being super cancellable, this move doesn't have enough hitstun in order for a super to connect. Therefore, it should only be cancelled into Quick MAX combos. The hitbox is also noticeably smaller than the animation implies, so this isn't the best poke Ryo has. | ||
}} | }} | ||
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* Non-duckable high poke. | * Non-duckable high poke. | ||
* Cancel into 214B/BD when anti-airing hops for possible Counter Hit combos. | * Cancel into 214B/BD when anti-airing hops for possible Counter Hit combos. | ||
Ryo's st.C is now special-cancellable, meaning Ryo can get hugely damaging combos with meter from landing this move. 214BD is your best option, since it leads into his big damage combos like his other combo starters do. | |||
In terms of blockstrings, Ryo has better options. cr.D connects into 236A more reliably and leaves Ryo safer on block than if this move was used on its own. | |||
}} | }} | ||
====Far D==== | ====Far D==== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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* Moves Ryo forward, which is great for strings & combos, but also means you cannot stuff out wakeup throws with it. | * Moves Ryo forward, which is great for strings & combos, but also means you cannot stuff out wakeup throws with it. | ||
Ryo performs a kick at knee level. | Ryo performs a kick at knee level. This is a very good close normal; not only does it activate from a considerably far distance, but it hits low, making it good for opening opponents. Hits relatively fast for a cl.D. | ||
}} | }} | ||
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|description= | |description= | ||
* Chains into light normals starting frame 11. Whiff-cancellable. | * Chains into light normals starting frame 11. Whiff-cancellable. | ||
* Also links into cr.C, but requires precise timing. | |||
Although Ryo's cr.B can no longer be linked into cr.C, he can use this button instead to do so, even if it doesn't have the properties of a low. | |||
}} | }} | ||
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|description=* Increases Power Gauge by 80 points on successful parry. | |description=* Increases Power Gauge by 80 points on successful parry. | ||
* Can be instantly followed up with any kind of special (including supers) or another parry. | * Can be instantly followed up with any kind of special (including supers) or another parry. | ||
* Can be whiff canceled if canceled into. | |||
Ryo's parry for high and mid attacks. On a successful parry, a distortion effect will appear around Ryo, and he can immediately follow up with a special, a super special move, or another parry. It has a 4-frame startup, so it is relatively fast, but it is not instant. Furthermore, whiffing the parry will leave Ryo wide open and vulnerable to being severely punished, so it is best not to be predictable with this move. However, at 14 frames, the move is very active, so those with good input timing may find it very easy to shrug off attacks with this parry. | Ryo's parry for high and mid attacks. On a successful parry, a distortion effect will appear around Ryo, and he can immediately follow up with a special, a super special move, or another parry. It has a 4-frame startup, so it is relatively fast, but it is not instant. Furthermore, whiffing the parry will leave Ryo wide open and vulnerable to being severely punished, so it is best not to be predictable with this move. However, at 14 frames, the move is very active, so those with good input timing may find it very easy to shrug off attacks with this parry. | ||
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* Moves Ryo forward, regardless if the parry connects or not. | * Moves Ryo forward, regardless if the parry connects or not. | ||
Ryo's parry for low attacks. Compared to his parry for high and mid attacks, it has 1-frame longer startup, 1-frame longer recovery, and nearly half the amount of active frames. Uniquely, however, this parry moves Ryo forward, giving Ryo the ability to cancel | Ryo's parry for low attacks. Compared to his parry for high and mid attacks, it has 1-frame longer startup, 1-frame longer recovery, and nearly half the amount of active frames. Uniquely, however, this parry moves Ryo forward, giving Ryo the ability to cancel any command-cancelable normals into it in order to extend his pressure. | ||
}} | }} | ||
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|moveId=ryo_4a | |moveId=ryo_4a | ||
|name=Kizami Duki | |name=Kizami Duki | ||
|input= | |input=AC | ||
|description=* Can be easily beaten out by mashing opponents. | |description=* Can be easily beaten out by mashing opponents. | ||
* Combos into cl.D at close range. | |||
* Can be canceled into from Hyouchuu Wari (6A) if Hyouchuu Wari is canceled into. | |||
A slow, wind up punch that | A slow, wind-up punch that pushes Ryo forward. Leaves Ryo in relatively close range and is plus on block, making it good for pressure mindgames and possible counterhit setups. However, its long startup makes it rather telegraphed, and it can be easily beaten out by mashing or clever opponents. | ||
}} | }} | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|captions= "Tiger Roar" | |captions= "Tiger Roar" | ||
|description3= | |description3= | ||
Typical shoto uppercut, but done with the inner fist instead of the outer fist. Ryo's 623A is relatively special in that it has lower recovery than other light DPs, allowing him to follow up with 623C, 623AC, and 214B, with more options in the corner. | |||
---- | |||
'''A version:''' Allows for combos on opponents that are in the air. Options include 623C, cl.C, 2C, or 214B. Very low recovery compared to other 623As. | |||
---- | |||
'''C version:''' Hits twice. First hit does more damage than 623A, making it good for super canceling. | |||
---- | |||
'''EX version:''' Hits once, but does more damage than both of 623Cs hits. Not much use besides hard reads, maybe. | |||
}} | }} | ||
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|name=Ko-Ou Ken | |name=Ko-Ou Ken | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|captions=" | |captions="Tiger Fist" | ||
|description3= | |description3= | ||
Ryo unleashes a short-ranged ki blast from his palm. What this move lacks in horizontal range and speed, it makes up for with a larger vertical hitbox, faster recovery, and higher damage values than other characters with fireballs. | |||
The '''EX''' version is similar to your standard fireball, especially with its slower recovery than meterless, but it is still a very fast fireball with high damage. | |||
All versions allow for corner juggling. | |||
---- | |||
'''A version:''' Used for safe blockstrings and frametraps. While it doesn't hit until frame 17, the projectile can't be prevented from coming out from frame 12 and onwards, even if Ryo gets hit - which is great for corner pressure, since you can combo even after trades. | |||
---- | |||
'''C version:''' Sends Ryo very far, and given its active frames, it is capable of hitting an opponent near the middle of the screen even when Ryo is in the corner. Unsafe point blank, but can be made safer with proper spacing. | |||
---- | |||
'''EX version:''' Full screen projectile that hits twice and can power through non-EX fireballs. Great for winning fireball wars. Plus on block even at point blank, allowing for some extended pressure, especially in the corner. | |||
}} | }} | ||
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|input=214B/D/BD | |input=214B/D/BD | ||
|captions="Flying Gale Leg" | |captions="Flying Gale Leg" | ||
|description3= | |description3= | ||
Ryo leaps into the air and performs two flying kicks. Ryo's tatsu is unique in that its multiple hits do not occur consistently throughout the move—the first two hits occur rapidly at the start, with a long recovery period before Ryo attacks again; the third attack ('''D''' and '''EX''' version) also has a long recovery period before Ryo lands back on the ground. Unfortunately, this means that Ryo's tatsu is significantly more unsafe than other tatsus in the game, and Ryo is likely to get severely punished if this move is blocked. For these reasons, Ryo's tatsu is best used only as combo filler. | |||
---- | |||
'''B version:''' Situational punisher and combo ender after 623A. Very high block disadvantage and recovery; a guaranteed death sentence on block. | |||
---- | |||
'''D version:''' Combos from lights from a very close distance. Does the most damage and has the least amount of block disadvantage/recovery, but is still a guaranteed death sentence on block. | |||
---- | |||
'''EX version:''' Lower damage output than 214D, but sends the opponent into a juggle, allowing for multiple combo options. | |||
}} | }} | ||
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|input=646A/C/AC | |input=646A/C/AC | ||
|captions="Relentless Fist" | |captions="Relentless Fist" | ||
|description3= | |description3= | ||
Ryo enters a stance and performs several high speed punches with his fist. If any of the hits snag the opponent, they will be vacuumed in and hit by the rest of the move's attack. Even with meter, this move has poor range and long startup, meaning it is very hard to use as a combo starter or after 6A. Secondly, Zanretsuken pushes Ryo back on block, so if he is unable to land it, not only will Ryo be left wide open, but he will be sent out of close range, where he works best. For these reasons, Zanretsuken works best as a midcombo extender, such as 646A after 214BD or 646AC after 214BD, cl.C/cl.D. | Ryo enters a stance and performs several high speed punches with his inner fist. If any of the hits snag the opponent, they will be vacuumed in and hit by the rest of the move's attack. Even with meter, this move has poor range and long startup, meaning it is very hard to use as a combo starter or after 6A. Secondly, Zanretsuken pushes Ryo back on block, so if he is unable to land it, not only will Ryo be left wide open, but he will be sent out of close range, where he works best. For these reasons, Zanretsuken works best as a midcombo extender, such as 646A after 214BD or 646AC after 214BD, cl.C/cl.D. | ||
646AC is the cornerstone of Ryo's metered combos. Faster, more damaging, and more active than 646C and even having anywhere juggle properties, it is part of what makes getting hit by Ryo's metered combos so threatening. | 646AC is the cornerstone of Ryo's metered combos. Faster, more damaging, and more active than 646C and even having anywhere juggle properties, it is part of what makes getting hit by Ryo's metered combos so threatening. Ryo can only connect this move once per combo, so be sure on which version you want to use. | ||
---- | |||
'''A version:''' Combos from lights and causes a sliding hard knockdown, and is Ryo's only hard knockdown option outside of supers. Does more damage than the heavy version. | |||
---- | |||
'''C version:''' Combos from heavies but the poor range and speed means the move will not connect after 6A. Launches the opponent. | |||
---- | |||
'''EX version:''' Does the most damage and has anywhere juggle properties. Launches the opponent. | |||
}} | }} | ||
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|name=Ryuuko Ranbu | |name=Ryuuko Ranbu | ||
|input=2363214A/C/AC | |input=2363214A/C/AC | ||
|captions= "Kyokugen- | |captions= "Dragon & Tiger Wild Dance" | ||
<small>"Kyokugen-ryu secret technique!"</small> | |||
|description2=* Full screen dash into a flurry of strikes. | |description2=* Full screen dash into a flurry of strikes. | ||
* A version stops slightly short of full screen. | * A version stops slightly short of full screen. | ||
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|moveId=ryo_2141236cd | |moveId=ryo_2141236cd | ||
|input=2141236CD | |input=2141236CD | ||
|captions= "One hit certain death!" | |captions= "True Heaven and Earth Fist" | ||
<small>"One hit certain death!"</small> | |||
|description= | |description= | ||
* Full invincibility. | * Full invincibility. |
Revision as of 01:25, 6 February 2023
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Gameplay Summary
Ryo has the essence and hallmarks of a classic shoto, but lacks the proper zoning tools such as a meterless fireball, making him more of a rushdown character. Ryo has long been considered a "moving fortress" due to his defensive tools, including: a reversal DP; a parry for highs and mids, and a parry for lows that he can use to extend pressure; and his 236P that serves as a large poke instead of being a fireball. Ryo also has a suite of excellent normals that allow him to maintain a close range presence; his CD and cr.D are whiff-cancelable, his j.CD has excellent range, his cr.A links into cr.C up close, and many of his light normals are either plus or slightly negative on block.
That isn't to say Ryo doesn't have his flaws, though. For a shoto or a rushdown character, Ryo is surprisingly slow, which means any holes in a Ryo player's gameplan can easily be exploited. If you want a character with notable defensive tools without sacrificing damage or pressure, then Ryo might be the pick for you. Ryo is best played in the mid or anchor position, as having meter makes Ryo significantly more threatening.
Ryo Sakazaki is a rushdown-oriented shoto who trades zoning tools for an intimidatingly augmented offensive and defensive game. | |
Pros | Cons |
|
|
Quick Combo Reference
In a nutshell
- Confirm into 214BD > 623C > Super.
- You can squeeze an extra EX in with 214BD > Close D > 646AC > 623C > Super.
- In the corner you can do 214D instead of the EX to save meter, but only against standing opponents (and 2C forces stand).
- Comboing into 236A doesn't need to be confirmed, and allows for follow-ups in the corner.
0 Meter |
Low confirm |
2B > 2A > 214B = 131 dmg |
½ Meter |
Low confirm |
2B > 2A > 214BD > 623A > 623C = 262 dmg |
1 Meter |
Low confirm |
2B > 2A > 214BD > Close D > 646AC > 623C = 327 dmg |
2 Meters |
Quick Punish |
5B > MAX > 5D > 6A > 214BD > 623C > Ranbu = 372 dmg |
Normals
Far Standing Normals
Far A
stand A
st.A
st.A |
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Far B
stand B
st.B
st.B |
---|
Far C
stand C
st.C
st.C |
---|
Far D
stand D
st.D
st.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
cr.A
cr.A |
---|
Crouch B
crouch B
cr.B
cr.B |
---|
Crouch C
crouch C
cr.C
cr.C |
---|
Crouch D
crouch D
cr.D
cr.D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
ShatterStrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
---|
Throws
C throw
Kyokugenryu Sanren Geki
(close) 4/6C
(close) 4/6C |
---|
D throw
Tomoe Nage
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Hyouchuu Wari
Hyouchuu Wari
6A
6A |
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Jyoudan Uke
Jyoudan Uke
6B
6B |
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Gedan Uke
Gedan Uke
3D
3D |
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Kizami Duki
Kizami Duki
AC
AC |
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Special Moves
Kohou
Kohou
623A/C/AC
623A/C/AC |
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Ko-Ou Ken
Ko-Ou Ken
236A/C/AC
236A/C/AC |
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Hien Shipuu Kyaku
Hien Shipuu Kyaku
214B/D/BD
214B/D/BD |
---|
Zanretsuken
Zanretsuken
646A/C/AC
646A/C/AC |
---|
Super Special Moves
Haoh Shoukou Ken
Haoh Shoukou Ken
641236A/C/AC
641236A/C/AC |
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Ryuuko Ranbu
Ryuuko Ranbu
2363214A/C/AC
2363214A/C/AC
|
No results |
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Climax Super Special Moves
Shin • Tenchi Haoh Ken
Shin • Tenchi Haoh Ken
2141236CD
2141236CD |
---|