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.
![]() |
Want to be an editor? Join the SuperCombo Discord and read #server-and-wiki-info for registration. |
Capcom vs SNK 2/Ryo/Strategy
Views
Actions
Namespaces
Variants
Tools
The Basics
To play Ryo effectively one must keep around medium distance agaianst the opponent using fireballs to interrupt movements and doing low chain combos into more fireballs e.g c.lp,c.lk,c.mk fireball or c.mp fireball.
His crouching and standing medium punch has excellent priority and can be linked into moves.
The jumping fireball should only be used while jumping forward as after the fireball is cast - it delays Ryo landing on the ground, its quite good when you predict your opponent is going for some obvious anti air attack since you can catch them while it is starting up
Zannretsuken can be used to catch people who are too obvious with their rolls or jumps but otherwise shouldn't be used.
His dragon punch has average to low damage and in a lot of ways is like super turbo guile's flash kick, it comes out quick and finishes quick so its not entirely ideal as an anti air, his standing heavy kick is far better as a anti air. It's good if you want to land a knock down, the light punch version should be the only version used.
Kyokugenryuu Renbuken can be super jump canceled and most players who do this follow up with jumping heavy punch.