The King of Fighters 2002/Ryo

From SuperCombo Wiki

Anywhere:
1. Crouch B, Crouch C, qcf+C/qcf hcb+A - 30%
2. C, qcf hcb+A - 40%
3. C, dp+C, qcf hcb+A(Buffer:qcb+A) - 55%
4. f+A(early on opponent's wakeup), far A, hcb+B - 22%

Max Mode Activation:
1. C, f+A, qcfx2+ABC, any combo - 35-40% (plus combo after)

Attack Strings:
-crouch D/CD, qcf+B/qcf+A -crouch B, crouch C, qcf+B/qcf+A

Move Properties:
-cancellable normals are close A, far A, crouch A, close B, close C, crouch C, close D, crouch D
-CD is cancellable into command moves, specials and DMs
-f+A and qcf+K are overheads
-dp+C is supercancellable on the first hit
-f+B, df+B have autoguard, can be cancelled into a special move
-f b f+P has autoguard

Strategies:
-his f+A overhead is very meaty compared to most others. If done very early on a waking up opponent, Ryo will recover fast enough to be able to land a far A, hcb+B/HSDM combo. Thus, Ryo has a good high/low game with his f+A, qcf+B, crouch B and crouch D. It is especially good to cancel his crouch D into a qcf+B overhead and mix this up with f+A and crouch B, crouch C mixups
-the f+B parry is a great move for countering predictable yet high priority and unpunishable moves, such as Robert's air qcb+K, May Lee's qcf+B in Hero Mode, Terry's qcb+P, etc. After parrying the move, cancel to dp+C or qcf hcb+P