SuperCombo Wiki

SuperCombo is for the FGC, by GBL. We don't run ads or sell user data. If you enjoy the site, consider supporting our work.

Capcom vs SNK 2/Ryo

From SuperCombo Wiki

Introduction

CVS2 Ryo SNK Art.jpg
Health (at Ratio 2)
14400 Above Average
Stun
70 Average
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=No, Proj. Hop=No
Run Speed
7.4 Below Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
1f Slightly Slower

Story

Ryo Sakazaki is the son of Takuma Sakazaki, master of Kyokugenryu Karate. As such, Ryo inherited his fathers passion, and became the new modern day Kyokugenryu master. He teaches Kyokugenryu at his local dojo, alongside his rival and best friend Robert Garcia and his little sister and martial arts prodigy Yuri Sakazaki. He lives in the same town as Terry, South Town, and was around before the events of Fatal Fury. In fact, his debut game, Art of Fighting, is one of the earliest in the broader SNK timeline. It tells the story of Yuri being kidnapped by Geese Howard, who was just starting out at the time, and how Ryo and Robert fight King to rescue her. Ryo is also the very first and original champion of the King of Fighters tournament, and the first fighting game crossover character in history when he became a secret boss in Fatal Fury Special.

Gameplay

Ryo, on the surface, is very similar to the Capcom shotos. For the most part, he plays like them too. However, he has some unique tools, like an air fireball that can end his combos, a launcher special for fun resets, and a charge kick move for combos. He also has very strong level 3 supers, with a powerful fireball super in Haoh Sho Ko Ken and a great rush super in Ryuko Ranbu. He has a special level 3 with Heaven Glaze Punch, which is an unsafe and long startup super that does massive stun if it hits. Ryo works best in neutral, like any good shoto, throwing fireballs and using his good normals and DP anti-air to control space.

He does suffer some weaknesses however. He is much slower than the average shoto, with a low overall jump arc and a slow dash and run. This forces him to rely on his neutral more, and his fireball more. While he does have a solid fireball and plenty of ways to deal with people who try to challenge his fireball, CvS2 has roll cancels. These can blow up fireballs on a solid read, and forces Ryo to be very thoughtful about applying his strongest tool.

Ryo is a shoto, but takes the archetype and spins it a bit more than the main three shotos do by having more unique specials and different weaknesses. If you like solid fireballs, good neutral, and don't mind a slow or meter hungry guy, Ryo is a good pick in the right Grooves.

Groove Selection

Best - K: For the most part, you'll usually see Ryo in K-Groove. Rage ups his damage from pokes and fireballs, and access to his scary level 3's makes for a solid neutral powerhouse type character. JD gives him a good way to deal with opponents zoning, and a way to generate a ton of Rage meter without needing to get hit. Run and hop aid his low mobility and give him shorthop HK, which is one of his best moves.

Useful - C/N/S: C-Ryo is right behind K-Ryo. While he sacrifices a lot of mobility and the poking and comeback power of Rage, C-Ryo gets a lot more access to his useful supers. He also has versatile uses for level 2 cancels, mostly from level 2 Ranbu. The loss of mobility hurts a lot, and makes C-Ryo play even more patient than before, but he does get roll cancels which are always nice. N-Ryo is the opposite, getting all the mobility of K-Ryo and even rolls but losing easy access to his powerful supers. S-Ryo is surprisingly useful, as he plays slow enough that charging isn't too bad, and infinite level 1 Haoh Sho Koh Ken is as funny as it sounds. He gets run and hop too, but still has to contend with S-Grooves weak overall mechanics.

Worst - A/P: A-Groove gives Ryo access to Custom Combos and some of the more powerful subsystems like Alpha Counter, but still lacks mobility, and you'll never be using a super as you would always rather Custom Combo. P-Ryo is very weak, as Ryo doesn't have the greatest meterless punish game without charge, and you'll rarely have super if at all.


Ryo is a versatile all-rounder with a powerful fireball and anti-airs. He also has unique combos with his launcher, and very useful and damaging supers. He suffers from being a fireball centric character in CvS2, and his slow mobility and lacking punishes without meter. Ryo is best in K-Groove.
Pros Cons
  • Shoto: Useful shoto-style kit, with one of the better fireballs and a good DP to anti-air with
  • Launcher: Unique launcher special for combos that gives him either standing resets or a very plus knockdown
  • Supers: Versatile and useful supers in his Ryuko Ranbu and Haoh Shoh Koh Ken
  • Hop HK: One of the better hop normals with hop HK
  • Pokes: Good pokes all around
  • Slow: Slow mobility makes his approach hard, forcing him to play more patient
  • Situational Punishes: Best punishes require him to either have charge, be very close, or have a super
  • Roll Cancels: Reliance on fireball in a game with roll cancels can be difficult, but entirely manageable
  • Not Groove Friendly: Only really good in one Groove



Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Ryo 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 3 4 6 13 +5 +5 None

A standard jab by all means. Fast and good for interrupting strings but is crouchable by a majority of characters. You'll usually use 2LP instead.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Ryo 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 900 9 SP/SU Mid High 4 2 21 27 -2 -2 None

A useful 5MP for interrupting the opponents mashing. Tends to beat out other buttons through speed, and has decent reach for a 4f normal. You can cancel into Haoh Ken and it will combo at all but max range.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Ryo 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 SU Mid High 7 3 31 41 -10 -10 None

A big chop from above. Does alright damage for a single hit, and is your most damaging super cancel, but you will otherwise never use this. It's very laggy on whiff, and on hit or block you can be punished at close range.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Ryo 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SU Mid High 5 4 14 23 -2 -2 None

A fast kick with alright range. Low risk, low reward poke, as it only confirms into Super. Not bad to check a dash with every now and then though.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Ryo 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 7 7 14 28 -1 -1 None

A kick at a similar angle to 5LK. No real reward on hit outside of damage since you have no cancels, but is useful for the same things 5LK is thanks to the damage increase and higher active frame count. Just note the slower startup too.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Ryo 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 None Mid High 8 8 17 33 -1 -1 None

A good kick at an anti-air angle. Crouchable at all ranges, making it pretty useless as a poke, but since Ryo's DP isn't the greatest this tends to be your main anti-air in conjunction with 2HP. The angle it hits at is especially useful, as you'll usually be throwing fireballs from a slightly spaced out range and this will catch jumps at that range.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Ryo clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +5 +5 None

Pretty identical to 5LP but a frame faster and 100 damage higher. Has the same weakness of being crouchable however. Can be an alright emergency anti-air if they pressed a button at a bad timing, but otherwise not much use.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Ryo clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 900 9 SP/SU Mid High 3 4 18 25 -2 -2 None

A quick gut punch. Your main medium normal, and main close normal in general, since cl.MK is a bit odd and Ryo has no close heavies. Useful for confirming after jump ins into his launcher special, as a meaty, or as a punish up close.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Ryo 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1400 14 SU Mid High 7 3 31 41 -10 -10 None

Identical to the far version in every way, making it very very bad up close. Only use this if you can cancel it into a super, and make sure you're gonna be able to do that, since at this close you'll likely eat a punish.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Ryo clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 400 4 SP/SU Mid High 3 6 13 22 0 0 None

An awkward looking kick. Arguably a better close jab than cl.LP, as it starts only a frame later but has a lot more active frames and can't be crouched. Not as plus however, and regardless you won't be using it often as Ryo is rarely this close on offense.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Ryo clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 700 7 None Mid Mid 9 6 16 31 0 0 None

A stomp to the feet. Strange for a close normal, as it has a full 9 frames of startup and can't be cancelled into anything. Still not a standing low either, and does less damage than cl.MP despite being slower. The best purpose for this move is meaty links, but even then it isnt very good at this and it doesn't lead to much without meter. Stick to cl.MP in a majority of situations.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Ryo 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1300 13 None Mid High 8 8 17 33 -1 -1 None

Identical to 5HK, meaning Ryo has no close heavy normal like most other characters. Still just an anti-air as well, as even up close it can be crouched. Just like doing 5HP too close, avoid doing this up close.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Ryo 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Low 3 4 6 13 +5 +5 None

A useful 2LP for mashing and pressure. Can link into 2MP on normal hit and 2MK on counter hit. Good for panic mashing to beat tick throws or dashes, solid 2LP all around.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Ryo 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 900 9 SP/SU Mid Low 4 5 11 20 +4 +4 None

A useful 2MP and one of Ryo's better normals for brawling and poking. Similar to 5MP, it'll stuff a lot of things, and on counterhit it links into itself making for a solid meaty or running normal. Can also be linked into for super confirms.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Ryo 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200/700 12/7 SP/SU Mid High 3 9 24 36 -9 -9 None

An uppercut that reaches high but not very far. One of Ryo's fastest normals and is his only cancellable heavy, functioning as a close heavy replacement in punish situations. Also a useful anti-air, as it covers the high angle that 5HK can whiff at.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Ryo 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 400 4 SP/SU Low Low 3 4 7 14 +4 +4 None

A basic 2LK low kick for his main low mix. Useful after resets to mix between a high 6MP, a low 2LK, and a throw. Not the greatest, as it doesn't easily confirm into anything and you instead have to do a somewhat difficult link from it into 2HP.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Ryo 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SP/SU Low Low 5 8 17 30 -3 -3 None

Ryo kicks outwards far away with his foot. The shoto 2MK, useful for poking and cancels into fireballs. Ryo's is useful in the same way, as it allows him a cancel into fireball or Ranbu for damage.

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Ryo 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 SU Low Low 6 9 26 41 -DWN -11 None

A simple sweep, useful for getting a knockdown at range but can be very laggy on whiff and is negative on block. Despite this, it is one of your furthest reaching normals, making it a useful whiff punish.

Jumping Normals

jLP

Jump Jab
Jumping Jab
j.LP / 8LP
CVS2 Ryo jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 500 5 SP High High 4 22 0 26 Varies Varies None

A very active chop. Like most j.LP's, useful to interrupt an opponent jumping quickly but not for much else.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Ryo jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mp.png 900 9 None High High 5/6 8 0 13/14 Varies Varies None

A quick punch down. Not very useful for anything, as it doesn't have high damage, a cancel, or great active frames. On a diagonal jump, it has a single frame extra startup, so if you wanna do this as an air-to-air use nj.MP for that.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Ryo jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1200 12 None High High 7 7 0 14 Varies Varies None

A downward chop. Not a bad jump heavy, but j.HK is so good it gets outclassed. You see this as a combo ender a lot after the launcher special, as it does good damage and gives Ryo a neat reset mixup that can be hard to react to.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Ryo jLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lk.png 500 5 SP High High 4 22 0 26 Varies Varies None

An outwards kick that lingers. Similar in use to j.LP, with the only difference being that it's slightly longer range and higher, meaning you would probably rather do this as an air-to-air light.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Ryo jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Mk.png 800 8 None High High 6 10 0 16 Varies Varies None

A kick with the same animation as j.HK. This is your crossup jump-in, but sadly that means it doesn't see a ton of use since Ryo can't set up crossups very well. Still, after a knockdown you can sometimes get this.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Ryo jHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hk.png 1200 12 None High High 7 6/5 0 13/12 Varies Varies None

Your main jump normal, and new best friend. Can be very oppressive, especially in hop Grooves, due to the great hitbox and high damage. You can usually confirm into a cl.MP on a full jump or a 623HP on a hop for good damage.

Command Normals

Hyouchuu Wari

Hyouchuu Wari
Overhead
6MP
CVS2 Ryo 6MP First.PNG
The Startup
CVS2 Ryo 6MP Second.PNG
The Chop
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mp.png 1000 10 None High High 23 2 21 46 -3 -3 None

Ryo winds up before chopping the opponent overhead. Useful in his mixups and corner resets to make the opponent block high, but is pretty low reward. Still, it is safe to basically everything on block. Be wary of P/K-Groove opponents with good reactions who will parry or JD this, as it can be punished then.

Throws

Tana Otoshi

Tana Otoshi
Punch Throw
Near Opponent, 4/6HP
CVS2 Ryo PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1900 0 None Grab Grab 3 1 13 17 -DWN Grab None

Ryo grabs the opponent before chopping them with a fast 6MP. The faster throw, useful for tick throws and throw punishes. Does a bit more damage than the average punch throw.

Tomoe Nage

Tomoe Nage
Kick Throw
Near Opponent, 4/6HK
CVS2 Ryo KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2100 0 None Grab Grab 5 1 13 19 -DWN Grab None

Ryo flips the opponent over his shoulder and kicks them away. Higher damage but slower throw, useful for throw mixups. Similar to P Throw, does a bit higher damage than other kick throws, but not as notable here.

Special Moves

Ko-Ou Ken

Ko-Ou Ken
Fireball
236P
CVS2 Ryo 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 800 8 None Mid High 12 Traveling 44 56 -11 -11 None
Qcf.png+Mp.png 900 9 None Mid High 14 Traveling 45 59 -12 -12 None
Qcf.png+Hp.png 1000 10 None Mid High 15 Traveling 46 61 -13 -13 None

Ryo's classic fireball special. Fairly standard, with LP having a very slow travel speed and HP being a bit faster. The core of Ryo's gameplan, all of his pressure and neutral focuses on smart utilization of his fireball. He has the classic zoning style of throwing fireballs and anti-airing people who jump over them, but he also uses these closer up a lot to bait the opponent into picking a riskier option. This works because the travel time can make them plus on block, even though it leaves a very wide gap that the opponent can exploit. Forcing them to try and exploit that gap through a roll, RC special, jump, or super, is key to making Ryo work.

Air Ko-Ou Ken

Air Ko-Ou Ken
Air Fireball
j.236P
CVS2 Ryo j236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcf.png+Lp.png 700 7 None Mid High 14 Traveling Till Landing +21 35+ 0 0 None
In Air, Qcf.png+Mp.png 800 8 None Mid High 14 Traveling Till Landing +21 35+ -5 -5 None
In Air, Qcf.png+Hp.png 900 9 None Mid High 14 Traveling Till Landing +21 35+ -10 -10 None

An air version of Ryo's grounded fireballs. Not as useful for zoning as you might like, since Ryo has a massive amount of lag on landing. A smart opponent will be able to use movement or RC specials to evade the fireball and punish you. Instead, this has two major uses. The first being as a knockdown combo ender after his launcher, and the second being as a way to bait opponents doing a normal anti-air. Ryo hangs in the air for a while, so a poorly timed anti-air from the opponent can get stuffed.

Kohou

Kohou
Uppercut, DP
623P
CVS2 Ryo 623P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lp.png 1500/1000 15/10 None Mid High 6 18 23 47 -DWN -17 8 (Full), 4 (Lower)
Dp.png+Mp.png 1600/1100 16/11 None Mid High 5 22 27 54 -DWN -25 9 (Full)
Dp.png+Hp.png 1700/1200 17/12 None Mid High 5 26 31 62 -DWN -33 9 (Full)

The shoto uppercut special. Not the best uppercut for anti-air, as it recovers very fast and doesn't go as high. Still a very useful anti-air regardless, and luckily Ryo has 5HK and 2HP to anti-air with as well. HP version is useful as a combo ender and a reversal, although risky.

Hien Shippu Kyaku

Hien Shippu Kyaku
Flying Kicks
[1]6K
CVS2 Ryo 16K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Charge Db.png,F.png+Lk.png 400+1000 4+10 None Mid High 16 27 7 50 -DWN -17 None
Charge Db.png,F.png+Mk.png 400+1100 4+11 None Mid High 16 28 7 51 -DWN -18 None
Charge Db.png,F.png+Hk.png 400+1200 4+12 None Mid High 16 30 7 53 -DWN -20 None

Ryo jumps into the air and flies forward with his foot out, before spinning around to kick again and knock the opponent down. Useful as combo enders since they do good damage from a 2HP and will usually connect, but have a major downside in being charge moves. If you have charge for them, they're useful combo ending specials, RC specials, and just generally for risky approaches like a Tatsu. You specifically have to hold 1 or downback to charge these.

Zanretsuken

Zanretsuken
Rapid Punches
646P
CVS2 Ryo 646P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.pngB.pngF.png+Lp.png 1400 14 None Mid High 9 6(3)6(3)6(3)5 16 59 -DWN -16 None
F.pngB.pngF.png+Mp.png 1900 19 None Mid High 9 5(3)5(3)5(3)5(3)5(3)5(3)5(3)5 18 88 -DWN -40 None
F.pngB.pngF.png+Hp.png 2400 24 None Mid High 9 4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4(2)4 18 97 -DWN -47 None

A strange move where Ryo punches the air in front of him a lot. If it hits, the opponent is sucked into it and punched a bunch of times before being uppercut away. You can use this to catch obvious rolls or things like that, but for the most part, avoid using this. Ryo is stuck in the animation and can be punished after, and all versions are punishable on block. You have better combo options as well.

Kyokugenryu Renbu Ken

Kyokugenryu Renbu Ken
Launcher, Combo Special
63214P
CVS2 Ryo 63214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcb.png+Lp.png 200x3+400 2x3+4 Super Jump Mid High 14 4 16 34 -DWN -5 None
Hcb.png+Mp.png 200x3+500 2x3+5 Super Jump Mid High 14 4 19 37 -DWN -8 None
Hcb.png+Hp.png 200x3+600 2x3+6 Super Jump Mid High 14 4 21 39 -DWN -10 None

Ryo slides forward with a punch. The LP version stands in place, the HP version slides noticeably forward, and the MP version is a slight movement. While this is normally a proximity unblockable in classic Ryo's kit, in this game it is neither a proximity move or unblockable. Instead, this is your main combo special for damage and mixup potential. The 2nd hit of the uppercut portion can be cancelled into a super jump, where you can juggle into a j.HP for max damage or a j.236HP for a knockdown. In the corner, the j.HP juggle leads into a potent reset between his overhead, low, a shorthop HK, a throw, or just waiting. Midscreen, the reset isn't super valuable, but it is still max damage. Outside of combos, you can sometimes use the slide to punish things, but this is niche.

Mouko Raijinsetsu

Mouko Raijinsetsu
Overhead Special, Leaping Punch
421P
CVS2 Ryo 421P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Rdp.png+Lp.png 1200 12 None High High 27 5 23 55 -DWN -8 Throw (Airborne)
Rdp.png+Mp.png 1300 13 None High High 29 5 25 59 -DWN -10 Throw (Airborne)
Rdp.png+Hp.png 1400 14 None High High 30 8 26 64 -DWN -14 Throw (Airborne)

Ryo leaps through the air with a flying chop. This is an overhead special, but sadly it is more than reactable. While it can hit as a surprise occassionally from neutral or as a cancel, you're left open to anti-airs, and if they block it they can usually punish you. Not very high damage either, though they do give a knockdown. You won't want to use this often, so that when you do, it can be as surprising as possible.

Super Moves

Haoh Shoh Koh Ken

Haoh Shoh Koh Ken
Fireball Super
641236P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.pngHcf.png+Lp.png 2300 0 None Mid High 4:6 Traveling 45 55 -DWN -9 7 (Full)
F.pngHcf.png+Mp.png 3600 0 SP/SU Mid High 4:8 Traveling 46 58 -DWN -7 12 (Full)
F.pngHcf.png+Hp.png 5000 0 None Mid High 4:8 Traveling 47 59 -DWN -2 19 (Full)

A fast and massive fireball super. Great to punish people for trying to get around your meterless fireball, and to punish whiffs or anti-air bad jumps. Since Ryo is played in K-Groove, the level 3 version is a worthwhile reversal, as even if they block it you're fairly safe. They have to roll through to punish you, which leaves them open for a grab. Don't do this often as you spend all of your Rage for it, however. Can be used as a combo ender, but Ranbu is usually better and easier to input in combos.

Ryuko Ranbu

Ryuko Ranbu
Rush Super, Ranbu
2363214P
CVS2 Ryo 2363214P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngHcb.png+Lp.png 2700 0 None Mid High 4:4 18 22 48 -DWN -25 8 (Full)
Qcf.pngHcb.png+Mp.png 3800 0 SP/SU Mid High 4:4 28 34 70 -DWN -47 14 (Full)
Qcf.pngHcb.png+Hp.png 5400 0 None Mid High 4:4 38 36 82 -DWN -59 22 (Full)

Ryo leaps forward quickly before attacking his opponent with a barrage of attacks ending in a Kohou. Great damage combo ender and fireball punish, the fast travel time lets the level 3 version punish fireballs shockingly late. Solid anti-airs as well, with plenty of invuln and active frames. The level 1 version is a bit worthless, but acts as a useful combo ender in Grooves like N or at the end of a Custom Combo. In C-Groove, the level 2 version easily cancels into either Kyokugenryu Renbuken or a level 1 Ryuko Ranbu for solid damage.

Heaven Glaze Punch

Heaven Glaze Punch
Stun Super
236236P
CVS2 Ryo 236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+P.png 3000 80 None Mid High 4:28 4 42 78 -DWN -30 32 (Full)

An interesting level 3 super, Ryo winds up before stepping forward with a massive straight punch. Does a ridiculous 80 stun, immediatelly stunning low stun characters and bringing mid or high stun characters close. Sadly, it also is cursed with massive startup time, horrible whifflag, and being -30 on block. Despite what you may think, this only barely scratches the guard bar too, so no funky guard crush strings. Because of this, Heaven Glaze Punch is essentially a high risk, high reward, expensive guess super. If they do something laggy, the massive invuln and decent reach will likely punish it, namely a fireball read. However, should you mistime it or guess wrong, they get whatever they want to punish you. Use with caution, and keep in mind Ryo's other two supers are very good in comparison to this.

Colors

Ryo CvS2 colors.png


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori