リョウ・サカザキ, Ryo Sakazaki | |
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Difficulty | Mostly Easy |
Max Mode Needed? | Doesn't Need It, but it helps |
Tier Placement | Maybe (C) |
Standing Hitbox | ? |
Crouching Hitbox | Short |
Introduction
Ryo Sakazaki is the main character of the Art of Fighting series, along with Robert Garcia, and is further one of the staple KOF characters along with the likes of Terry and Kyo. His moves are Shoto-esque: he has a DP, a defensive fireball-like projectile, and a tatsu-like kick special. Being a copy-and-paste job of his KOF2002 iteration, he's just as easy to pick up and play in this game with little work needed to learn the basics, minus his near-impossible to do Max SDM ranbu. While he's decent in the KOF series, here he's unfortunately not as well suited to take on the madness that SVC has to offer.
Pros | Cons |
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Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Command Moves
Those Command Moves below are important in Ryo's main game, so learn them.
Hyouchuu Wari
- f+LP - That's Ryo's ground overhead move. Can't be normal canceled, but can be used after a normal(And if you do that, it will lose the overhead properties).
Joudan Uke
- f+LK - One of Ryo's parry moves. It can stop some Supers, projectiles, or any other thing that hit mid, or high, and even some unblockables(You can practice it with projectiles, or with Dan's KTGZ, which needs timing). Master this if you want, because this thing is almost unique to him, just because Hugo can do it too). (Note: If the autoguard is triggered, you can normal cancel the animation into any Command/Special/Super Move, or even in the Exceed, to counter your opponent.)
Gedan Uke
- df+LK - Ryo's parry for ANY low-hitting move(Including Supers, and some sliding projectiles. You can practice it against Sagat's or Zero's low hitting supers). You can normal cancel the animation too, if you need to counter your opponent.
(Another note: If you want another practice for the timing of the parries on projectiles, you should search/make any macro/script which makes Sagat mix his High/Low projectiles, and their speeds too.)
Special Moves
Ko'ou Ken
- QCF+P - A basic projectile-like move that knocks down. It can lack reach, but it's very nice to use on Ryo's basic combos. The HP version has better range, but it's slower than the LP version.
Mouko Raijin Setsu
- QCF+K - A move that isn't that useful on combos, but it will act as an overhead, and will do a hard knockdown on the opponent(Meaning that he/she can't recovery roll from the move). The version used will determine how far Ryo will jump. Oh, and the guard damage of this move is incredible too, if you need to guard crush your opponent, use this move, and then followup with any combo.
Kohou Shippuu Ken
- QCB+P - Not that useful outside of Max Mode. Ryo turns around, and while he's in that stance, Ryo will have autoguard mid and high moves(And counter the opponent). LP version has better startup, but won't knock your opponent down, and the HP version has worse recovery, but will knock your opponent down(And you can juggle your opponent in Max Mode by canceling the second hit, but the first hit can be MAX canceled too). It's good to use as a surprise move on the wakeup(Take that, wakeup reversals!).
Hien Shippuu Kyaku
- HCB+K - This is his tatsu-like move. A little unsafe on block, but can be used in basic combos. LK version can do up to 2 hits, and the HK version can do up to 3.
Zanretsu Ken
- f, b, f+P - Another move with autoguard on the startup(All right, we know that wakeup reversals won't work on him). After the little startup, Ryo will begin punching, and when it connects on his opponent, he/she will get 13 hits on his/her face. The button pressed will determine how long Ryo will punch in the air, and the finishers(On KoF 2002, the finisher in the HP version could be MAX canceled, but here, he can't).
Kohou
- DP+P - Ryo's DP-like move, and his main anti-air. It's said that this move has autoguard startup, but I couldn't prove that. LP version is faster, but does only one hit(The hit can be MAX canceled), and the HP version does 2 hits(The first hit is the best to cancel on combos, because it won't send your opponent upwards). Learn how to use this move on combos.
Super Moves
Haou Shoukou Ken
- f, HCF+P - Ryo's classic super projectile that will destroy normal projectiles. The input is what makes it a hard move to use on combos, but you can use the speed of the projectile to make your opponent fall on it(It's very big too, some characters can't jump over it). HP version is faster than the LP version.
Ryuuko Ranbu
- QCF, HCB+P - The super used on combos. It does a little more damage than the move above, and it has an easier input. Can be used on some Max Mode combos too.
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
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- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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The Basics
Ryo's gameplan
Ryo's arsenal is very good for a ground game, so don't jump, unless if you need to add some more damage on combos. Does he has a defensive game? Yeah, he is kind of a turtler here(More like an advanced Ryu that can parry moves), but he can be used in the offensive too, it's just that... I don't like to be offensive with Ryo. You should master the parries too, they can help you against some characters(Or even some damaging Supers/Exceeds), you should practice against projectiles, jump attacks(In a real match, do the parry if yousure that your opponent will attack after a jump), or predictable supers(No worries with the low-hitting ones). Well, stay on the ground, punish your opponent if you need, and try to parry important moves(Like a low parry for Kim's cr.LK, and the high one for the j.LP). Good luck in your future matches.
Advanced Strategy
Match-Ups
Combos
(Starters) | |||||
Combo | Damage | Notes | |||
cr.B, cr/cl.C | Ryo's link, but a really tight one. You don't need it, use one of his other light starters instead. The risk of dropping it outweighs the reward. Easier to do with a crossup, but still not important. | ||||
cr.B x1-2, cr.A | Easy low hitting light starter for Ryo. cr.B doesn't chain so it takes minimal practice but is worth learning as it's the safest confirm and one that works regardless if the opponent is crouching or not. | ||||
cr.B, cl.A/B | Easier low hitting light starter than the one above but also relies on the opponent to be standing (or tall enough of a crouching hitbox) in order to connect. Still useful, though. | ||||
(j.X) cl.C, (f.A) | Combo starter for when you're in Max Mode since f.A is not cancellable outside of it. cl.C is your main go-to punish tool for heavy starter combos. | ||||
(Without Max Mode) | |||||
(j.X) cr./cl.C, qcf+P | Basic fireball combo. Nothing noteworthy, and unlike KOF, Ryo unfortunately cannot combo light DP afterwards in the corner. | ||||
(j.X) Starter, hcb+B / dp+A | Standard Ryo BnB, good to know for anywhere on the screen. Avoid dp+C as a combo ender since the second hit will whiff and your opponent will remain standing. | ||||
(j.X) cr/cl.C, hcb+D | Better variant to use over hcb+B if you have the hit confirm for a heavy starter, plus it carries the opponent further into the corner. | ||||
(j.X) Starter, qcfx2+AC, follow-up with any combo afterwards | Combo to confirm into his Exceed. Ryo cannot free cancel f.A in Max Mode into Exceed as he gets DP instead, so only use cr/cl.C after a Front Step to mitigate the risk of guessing and potentially throwing away the Exceed. Heavily recommended you learn to confirm into Exceed off of a light starter. If you're struggling, perform it like this: cr.B > qcf > cr/cl.B > qcf+AC. This buffer trick is useful not only for Ryo but for basically any character in the KOF series. | ||||
(j.X) cl./cr.C, qcf~hcb+A | Easy combo into ranbu super. Ryo unfortunately cannot combo off of his lights into ranbu, but this is still a safe way to confirm into it or if you get a punish off front step. | ||||
(While opponent is knocked down) Meaty f+A, st.A, hcb+B | Combo that links st.A after a meaty f.A. Timing the meaty takes practice as there's not many active frames, so try to perform f.A roughly around when the opponent is first waking up. st.A needs to be cancelled immediately in order for hcb+B to connect, so make sure to button hold for that. Overall not an important combo, though. | ||||
(With Max Mode) | |||||
(j.X) Starter, dp+C(1), (SC)qcf~hcb+A | Variant of his ranbu super confirm combo. ONLY use the A version because the C version has more startup, thus it will not connect. The combo might whiff anyways against certain characters due to pushback so practice it against every character. Worst case scenario, just do the non-Max version. | ||||
(j.X) Starter, dp+C(1), (SC)qcfx2+AC, any follow-up combo | Another way to confirm into his Exceed, but with a DP thrown in. Not much harder to land. | ||||
f+A, dp+C(1), (SC)qcf~hcb+P / qcfx2+AC | Overhead hitting combo to confirm into either super. The combo doesn't work on some characters, particularly standing characters like standing Dhalsim. |