The King of Fighters '98 UMFE/EX Ryo
EX Ryo is a well-rounded character that leans towards zoning, due to him having access to a fullscreen projectile and an air projectile. Additionally, he has a strong set of normals to control the ground or anti-air with. On defense, he has access to the best DP in the game. Up close, he has a fast overhead and a good low confirm for some deent mixups. Due to the nature of his kit, he doesn't have many weaknesses, as he has moves to cover most functions.
Changes from Previous Versions
98 to 98UM
- Recovery of st.B is now 2 frames longer
- Recovery of st.C is now 10 frames shorter
- The startup of st.CD is now 2 frames slower, and the active frames are now 1 frame shorter
- The startup of f+A is now 2 frames faster
- GCCD's hitbox has been increased, can no longer be low-profiled
- dp+A now has 2 frames more recovery
- dp+C's damage has been reduced
- hcb+K became like the KOF '94 version
- j.qcf+P can now OTG
- f,b,f+P now causes a hard knockdown, you can get guaranteed OTG j.qcf+P after it
- The sound effects of some moves were changed to their KOF '94 versions
- qcf,hcb+AC now starts up faster and has the same frame data as the A version
- The sound effects of some moves were changed to their KOF '94 versions
98UM to 98UMFE
- f+A, if not canceled into, causes a hard knockdown
- hcb+B's landing recovery has been reduced by 8 frames
- j.qcf+A's projectile now flies at a slightly shallower angle
- hcb,f+P now has faster startup; A and MAX versions will connect from light attacks
- cl.A: Will hit where st.A might whiff on small characters. Use in confirms from cr.B. Chainable and cancelable.
- cl.B: cl.A and st.A are better, do not use this. Cancelable.
- cl.C: Less damage than cr.C, but easier to use as combo filler. Cancelable.
- cl.D: Interchangeable with cl.C in combos, same damage. Activates further away but comes out a little slower. Cancelable.
- st.A: Good range, useful for stopping hops or combo-ing from cr.B from further out. Whiffs on most crouchers. Chainable and cancelable.
- st.B: Great poke to keep the opponent at bay and whiff-punish.
- st.C: Decent button to throw out as a poke. His most damaging normal outside of st.CD.
- st.D: Can anti-air in situations where cr.C lacks horizontal range, but too slow to use as a reaction anti-air; use st.A or dp+A instead.
- cr.A: Not great, but use it after cr.B instead of st.A/cl.A if the opponent can crouch under those buttons. Chainable and cancelable.
- cr.B: Low combo starter. Links into cr.C at point-blank range for more damaging but more difficult confirms. Chainable.
- cr.C: Very reliable anti-air normal, one of the best in the game. Insanely fast at 1f startup. Links from cr.B for combos. Leaves you very open when whiffed, so use with care. Cancelable.
- cr.D: Fast sweep with okay range. Cancelable.
- 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: Same damage as j.D and just as fast. Can crossup.
- j.D: Same damage as j.C and just as fast, but has more horizontal range. Can crossup.
- st.CD: Quite fast for a st.CD, recovers fast enough to juggle into dp+A on counterhit in the corner. Enough range to connect after a cr.B, cr.B blockstring. Nice to fish for counterhits to combo. Cancelable on hit, block, and whiff.
- j.CD: Good move. 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 juggle out of it on counterhit.
- Normal throw, not techable. Causes a hard knockdown, leaves opponent backturned and allows for pressure. Does not switch sides.
- Normal throw, techable. Soft knockdown, making it only useful to throw the opponent into the corner. Switches sides.
- Overhead when done raw. Reaches surprisingly far and causes hard knockdown. Pretty safe to throw out.
- Loses its overhead and hard knockdown properties when canceled into, unless late-canceled. Not cancelable into other moves, but it is possible to combo out of it with a Quick MAX or dodge cancel.
Lightning Legs Knockout Kick:
- EX Ryo sticks his leg out and flies toward.
- B version is safe on block if spaced right at the end of its trajectory.
- D version has a worse hitbox and startup and is more punishable on block, but does more damage (still less than EX Ryo's other combo enders).
Tiger Blast Smash:
qcf+A/C (can be performed in the air)
- A very standard airborne projectile. Has nice frame data, and the projectile itself flies at nice speed and height.
- Air version travels at an angle and can OTG.
- One of the best DPs in the game, without a doubt.
- A version is fast, difficult to punish, and has a huge hitbox in front of EX Ryo. Great for checking any kind of approach.
- C version does two hits and is more committal, making it better for combos.
Zan Retsu Ken:
- EX Ryo does some furious punches while standing still. Extremely active hitgrab move.
- Does the same damage as dp+C. Causes a hard knockdown on hit, guaranteeing a well-timed OTG j.qcf+A afterward.
Haoh Sho Koh Ken:
- A projectile DM with big hitbox.
- A version has very fast startup, enough to anti-air and combo from lights, but travels slowly.
- C version travels very fast, making it good for punishing the opponent's projectiles and checking their approach.
- Generic ranbu move. Better for combos but worse for neutral than f,hcf+P.
- In any metered combo, you can replace qcf,hcb+P with qcf,hcb+AC or f,hcf+P with f,hcf+AC for more damage if you have the resources.
cr.Bx1-3, cr.A/st.A, hcb+B
- To use 3 cr.B's, you need to chain them rather quickly and you must use st.A.
cr.B, cr.C, qcf+C
(j.X), cl.C, hcb+D/dp+C:
- dp+C ender does more damage than hcb+D ender, but gives less oki and corner carry.
(j.X), cl.C, f+A, j.qcf+C
- Most meterless damage that works on all crouchers. f+A must be late-canceled into.
(j.X), cl.C, f,b,f+A, j.qcf+C
- f,b,f+A will whiff on most crouching characters, except for the largest ones.
cr.B, cr.A, f,hcf+A
- You can use st.A for easier execution, but it only works on standing opponents.
(j.X), cl.C/cr.C, qcf,hcb+P
With Quick MAX
cr.Bx2-3, ABC, cl.D, f,hcf+P
- Hold forward during Quick MAX activation to ensure you're close enough for cl.D. To add a third cr.B, you must be very close to your opponent.
(j.X), cr.Bx2, ABC, cl.D, f,hcf+P
- Hold forward during Quick MAX activation to ensure you're close enough for cl.D.
Strategy & Tips
EX Ryo f+A to Air Fireball (j.qcf+P) OTG Execution Tips:
- Use the C version of the air fireball, it has a lower angle making it easier to hit the grounded opponent with.
- You need to input the air fireball by doing a forward tiger knee motion: qcf,uf+C/2369C, be careful not to input C too early otherwise you will get a grounded fireball.
- Note that after the overhead hits, the opponent will fall and there is a yellow splash when they hit the ground, and the endlag for Ryo's f+A ends slightly after this. Here is a cue that may help your timing: try to start the tiger knee motion about the same time the yellow splash appears.
Some reasons you may be failing the combo:
- You got a grounded fireball: try to input C right after (not before or at the same time as) the last input (up-forward/9) of the tiger knee motion, also try not to do the motion so early that Ryo is still in endlag before the up-forward/9 can register a jump.
- The fireball missed the opponent or didn't hit them in time: you need to be standing further back (space the f+A further away when using it), and/or you need to hit C more quickly after jumping.
- You got a jump, but no fireball came out: check to make sure you didn't miss any of the quarter circle inputs (down/2, down-forward/3, forward/6) when doing the tiger knee motion.