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| [[File:AOF2 Ryo Illustration.png|thumb|right]] | | [[File:AOF2 Ryo Illustration.png|thumb|right]] |
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| ==Backstory== | | ==Story== |
| Ryo was not born a fighter. Though the successor to Takuma Sakazaki, Ryo struggled during his training at a young age and often struggled in sparring matches against his friend Robert. On Ryo's 10th Birthday, Ryo's mom died, and his father Takuma dissappeared shortly after. Ryo was forced to take care of his younger sister Yuri, and as such was forced to start working at a young age. Ryo began street fighting for money. At first he was unsuccessful, but eventually he became the best street fighter in South Town, gaining the attention of Mr. Big. After declining Big's invitation to join his gang, Big kidnapped Yuri. Ryo tracked down Yuri and defeated Big and Mr. Karate, who was Takuma in disguise. After reuniting with his sister and father, Ryo left to train, until he recieved an invitation to the King of Fighters tournament. | | Ryo was not born a fighter. Though the successor to Takuma Sakazaki, Ryo struggled during his training at a young age and often struggled in sparring matches against his friend Robert. On Ryo's 10th Birthday, Ryo's mom died, and his father Takuma dissappeared shortly after. Ryo was forced to take care of his younger sister Yuri, and as such was forced to start working at a young age. Ryo began street fighting for money. At first he was unsuccessful, but eventually he became the best street fighter in South Town, gaining the attention of Mr. Big. After declining Big's invitation to join his gang, Big kidnapped Yuri. Ryo tracked down Yuri and defeated Big and Mr. Karate, who was Takuma in disguise. After reuniting with his sister and father, Ryo left to train, until he recieved an invitation to the King of Fighters tournament. |
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| | ==Introduction== |
| | Ryo is the purest character in the game. What you see is what you get. This doesn't necessarily help him in the game though. |
| | {{ ProConTable |
| | | pros= |
| | * Multiple strong zoning tools, especially air fireball, complemented by good anti airs |
| | * Wakeup Zan Retsu Ken is a powerful option |
| | * Flexible combos: one of the few characters who can link a jump-in into a sweep, and many moves cancel into Zan Retsu Ken for high damage |
| | * Good range on his normals |
| | | cons= |
| | * Bad offense: grab (his only mixup tool) is slow, easy to recover from, and throws them too far away to continue pressure on hit |
| | * Many punishable moves |
| | }} |
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| | ==Normals== |
| | ===Standing Normals=== |
| | ====5LP==== |
| | {{FrameDataCargo-AOF2 |
| | | moveId = ryo_5lp |
| | | description = Fast, plus on block, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do. |
| | }} |
| | |
| | ====5LK==== |
| | {{FrameDataCargo-AOF2 |
| | | moveId = ryo_5lk |
| | | description = Placeholder text |
| | }} |
| | ====clHP==== |
| | {{FrameDataCargo-AOF2 |
| | | moveId = ryo_clhp |
| | | description = Placeholder text |
| | }} |
| | ====clHP==== |
| | {{FrameDataCargo-AOF2 |
| | | moveId = ryo_fhp |
| | | description = Placeholder text |
| | }} |
| | ====clHK==== |
| | {{FrameDataCargo-AOF2 |
| | | moveId = ryo_clhk |
| | | description = Placeholder text |
| | }} |
| | ====clHP==== |
| | {{FrameDataCargo-AOF2 |
| | | moveId = ryo_fhk |
| | | description = Placeholder text |
| | }} |
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| ==Special Moves== | | ==Special Moves== |
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| * This move will not come out with red spirit bar | | * This move will not come out with red spirit bar |
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| '''Kyokugenryuu Renbuken''' - qcb + A (213 + A) [20% spirit meter] | | '''Kyokugenryuu Renbuken''' - qcb + A (214 + A) [20% spirit meter] |
| * Ryo unleashes 4 quick punches, 2 at a time | | * Ryo unleashes 4 quick punches, 2 at a time |
| * This attack will not change depending on the spirit bar but will still drain it nonetheless | | * This attack will not change depending on the spirit bar but will still drain it nonetheless |
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| * Does massive damage and can be safely performed on knocked down opponents | | * Does massive damage and can be safely performed on knocked down opponents |
| * Move can only be performed when health is low enough (Ryo's stance will change as a sign) | | * Move can only be performed when health is low enough (Ryo's stance will change as a sign) |
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| ==Strengths And Weaknesses==
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| Ryo is the purest character in the game. He doesn't have any broken or unintended tools (unless you dig really deep for obscure tech). What you see is what you get. This doesn't necessarily help him in the game though.
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| Strengths: Ryo has good zoning tools, especially using his air fireballs. He can use Zanretsu-Ken on wakeup to stop some character's pressure and his DP to beat jumping characters. Zanretsu-Ken can also work as an anti-air with the right spacing. He can link a good amount of attacks together, being one of the few characters who can easily and properly combo a jump attack into a sweep, and can cancel many moves into Zanretsu-Ken for large amounts of damage. His normal moves have good range too.
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| Weaknesses: Ryo is weakest when trying to get in on an opponent. His throw is slow and easy to recover from in time, and your opponent if thrown too far away to try to attempt an unblockable setup. He doesn't have anything special or broken to him that other characters have to deal massive damage with ease. If an opponent gets in on you, your best option is to just wait until they mess up a move in order to take your turn back. If you mess up, on the other hand, many of Ryo's moves are punishable or reactable up close, leaving you at a disadvantage mid-screen if you use them. Ryo is underpowered in many aspects of the game because of these weaknesses, but he's strong enough to beat other low to mid tier characters, and has a chance against a few strong ones as well.
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| {{Navbox AOF2}} | | {{Navbox AOF2}} |
Story
Ryo was not born a fighter. Though the successor to Takuma Sakazaki, Ryo struggled during his training at a young age and often struggled in sparring matches against his friend Robert. On Ryo's 10th Birthday, Ryo's mom died, and his father Takuma dissappeared shortly after. Ryo was forced to take care of his younger sister Yuri, and as such was forced to start working at a young age. Ryo began street fighting for money. At first he was unsuccessful, but eventually he became the best street fighter in South Town, gaining the attention of Mr. Big. After declining Big's invitation to join his gang, Big kidnapped Yuri. Ryo tracked down Yuri and defeated Big and Mr. Karate, who was Takuma in disguise. After reuniting with his sister and father, Ryo left to train, until he recieved an invitation to the King of Fighters tournament.
Introduction
Ryo is the purest character in the game. What you see is what you get. This doesn't necessarily help him in the game though.
Strengths |
Weaknesses
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- Multiple strong zoning tools, especially air fireball, complemented by good anti airs
- Wakeup Zan Retsu Ken is a powerful option
- Flexible combos: one of the few characters who can link a jump-in into a sweep, and many moves cancel into Zan Retsu Ken for high damage
- Good range on his normals
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- Bad offense: grab (his only mixup tool) is slow, easy to recover from, and throws them too far away to continue pressure on hit
- Many punishable moves
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Normals
Standing Normals
5LP
Stand LP
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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6
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Mid
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No
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5
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4
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3
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+5
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+7
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N/A
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Fast, plus on block, and decently big jab. Links into itself anywhere but max range and Zan Retsu Ken at anywhere at all. Good thing to just kinda do.
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5LK
Stand LK
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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-
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Mid
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Y
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-
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-
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-
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-
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-
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-
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Placeholder text
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clHP
Close HP
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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Mid
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Y
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-
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-
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-
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-
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-
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-
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Placeholder text
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clHP
Far HP
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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Mid
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Y
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-
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-
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-
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-
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-
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-
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Placeholder text
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clHK
Close HK
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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Mid
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Y
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-
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-
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-
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-
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-
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-
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Placeholder text
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clHP
Far HK
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Damagez (x+y) means the move has two hits. The first does x, the second does y, for a total of z.Damage dealt by the move. 2 is about 1%.
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Guard (1) means only the first hit has to be blocked that way, (2) the second, No bracket means the entire move has to be blocked said way.How this attack has to be blocked. Throws and unblockables will stay empty.
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Cancel (1) means only the first hit is cancelable, (2) the second, (x~y) every hit from x to y, No bracket means the entire move is.Whether this move is cancelable. If not, will stay empty.
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StartupNumber of frames for the move to become active, first active frame included.
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Activex, (y), z means the move has two hits. The 1st is active for x frames Followed by a y frame gap Then the 2nd is active for z frames.Number of frames the move is active, meaning able to connect, for.
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RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled.
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Hit Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip. SKD is soft knockdown, HKD is hard.After the move hits, number of frames the character recovers before (+) or after (-) the opponent.
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Block Advantagex ~ y means the move has different frame advantage depending on range. x when done point-blank. y on the tip.After the move is blocked, number of frames the character recovers before (+) or after (-) the opponent.
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Invulnerability(Startup) means the move is invincible until after its 1st active frame. (Startup - 1) means it's invincible until its 1st active frame. Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location). Startup or Active may be used to note the frame range.
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-
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Mid
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Y
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-
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-
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-
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-
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-
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-
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Placeholder text
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Special Moves
Ko'ou Ken - qcf + A (236 + A) [20% spirit meter]
- Ryo shoots a blast of ki energy from his palm
- Ryo can perform this move in the air as well. Press A to shoot diagonally downward; B to shoot straight.
- It's your standard fireball, not much to say
- With red spirit bar, this move will have very short range
Kohou - dp + A (623 + A) [20% spirit meter]
- Ryo performs an anti-air uppercut
- This move has two different hits
- Both hits must hit a grounded opponent to knock down
- This move has relatively short range
- This move will not come out with red spirit bar
Kyokugenryuu Renbuken - qcb + A (214 + A) [20% spirit meter]
- Ryo unleashes 4 quick punches, 2 at a time
- This attack will not change depending on the spirit bar but will still drain it nonetheless
Hienshippu-Kyaku - db, f + A ([1]6 + A) [25% spirit meter]
- Ryo launches himself forward to deliver a kick attack
- If successful, he will hit twice, unless he has red spirit bar, where he'll hit only once and also launch at a slower speed
Zanretsu-Ken - f, b, f + A (646 + A) [40% spirit meter]
- Ryo stands still and attacks with multiple punches
- Can be used as an anti-air against farther opponents and on wakeup to stop pressure
- If all punches whiff, there is no recovery, but if one punch hits a blocking opponent, Ryo will have a long recovery where he can be punished with a combo
- This move will not come out with red spirit bar
Super Move
Haohshokoken - f, hcf + A (641236 + A) [75% spirit meter]
- Ryo creates a wall of ki energy to attack opponent
- Has slow startup compared to other super moves
- Can be dodged with a well timed jump or wall jump
Hidden Super Move/Desperation Move
RyuukoRanbu - qcf, hcb + C (2363214 + C) [75% spirit meter]
- Ryo rushes towards the opponent to deliver an unlockable barrage attack
- Does massive damage and can be safely performed on knocked down opponents
- Move can only be performed when health is low enough (Ryo's stance will change as a sign)