Fighter's History Dynamite/Ryoko Kano

From SuperCombo Wiki
Fhd ryoko.png



Introduction

Ryoko is one of two grapplers in this game, a young judo prodigy.

Ryoko may be the worst character in the game. She has the shortest normal moves, and her long range command grab deals little damage. While she can jump over fireballs unlike Marstorius, she doesn't have any other ways around them. Why play Ryoko? One word. Damage. Ryoko is a high-risk, high-reward ride in trying to set up situations to land either Kata Guruma for mixups or Chou Yama Arashi for HUGE damage. She has the fastest walk speed in the game to help her. She is still a rewarding and fun character, but don't expect to win any big matches with her.

Weak Spot

FHD-ryoko-neutral.png FHD-ryoko-squat-1.png FHD-ryoko-squat-2.png FHD-ryoko-crouch.png
Frame count - 2 2 -

Ryoko's head weak point is awful due to her size. It gets hit by jumping normals as well as most standing buttons and specials, and lots of characters have combos that stun Ryoko. The one upside is it rarely gets hit while she's jumping, even in air-to-air situations.

Color Options

Punch Kick
Fhd-ryoko-color1.png Fhd-ryoko-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
Yama Arashi Hcb.png/Hcf.png + P.png mountain storm, fire wheel command throw (point-blank range)
Ippon Seoi Hcb.png/Hcf.png + P.png command throw (1/3 screen range), can be done in air (normal range)
Zenten Ukemi Charge B.png,F.png + K.png roll reversal/trade, move through projectiles
Kata Guruma Uhcb.png/Uhcf.png + P.png hidden move, command throw (point-blank range), no damage

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close): activation range = 35
Damage 5 Startup FHD-ryoko-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Standard jab, quick and cancelable. Very short activation range and it hits lots of weak points.

  • Standing LP (Far):
Damage 5 FHD-ryoko-stand-far-LP-startup.png FHD-ryoko-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Short palm strike hitting the same weak points as cl.LP. From max range, this combos into Kata Guruma.

  • Crouching LP:
Damage 5 Startup FHD-ryoko-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

Crouching jab used for hitting specific weak points, generally any "mid" weak spots on crouching characters.

  • Jumping LP (Diagonal/Neutral):
Damage 8 Startup FHD-ryoko-jump-LP.png
Chain cancel no
Special cancel no
Frame count 4

Typical light jump-in that stays out forever, has more range than j.LK.

Heavy Punch Snkb.gif

  • Standing HP (Close): activation range = 63
Damage 28 Startup FHD-ryoko-stand-close-HP.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 18

Awesome hand slap that deals high damage, especially if you cancel into Fire Wheel. You'll mostly use this in stun punishes.

  • Standing HP (Far):
Damage 28 Startup FHD-ryoko-stand-far-HP.png FHD-ryoko-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

Great priority, quick and with decent range (for Ryoko that is), this attack is a staple for combos. Works as an anti air from a distance. Good after a knockdown.

  • Crouching HP:
Damage 16 Startup FHD-ryoko-crouch-HP-1.png FHD-ryoko-crouch-HP-2.png FHD-ryoko-crouch-HP-3.png FHD-ryoko-crouch-HP-3-recover.png Recovery
Chain cancel no
Special cancel yes*
On hit -3
On block -8
Frame count 4 1 2 3 (6) 18

*1st hitbox isn't cancellable right away, only as soon as 2nd hitbox comes out
Upward knife-palm strike, low damage but a great anti air with great priority at the end. It takes good timing, and be wary that down-back and down-forward cause a command normal instead.

  • Jumping HP (Diagonal/Neutral):
Damage 28 Startup FHD-ryoko-jump-LP.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Identical hitbox to j.LP, and your most damaging air normal so it's good for resets after Kata Guruma. Generally not as effective as her jumping heavy kick for a jump-in.

Light Kick Snkc.gif

  • Standing LK (Close/Far): close activation range = 47
Damage Close
5
Far
16
Startup FHD-ryoko-stand-LK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block +4
Frame count 1 1 11

Quick innocuous looking move... THAT TRIPS!! And it must be blocked low! It has good range for Ryoko, and has the unique trait of having the same blockstun as heavy attacks, making it safer.

  • Crouching LK:
Damage 5 Startup FHD-ryoko-crouch-LK.png Recovery
Chain cancel yes
Special cancel yes
On hit +6
On block +7
Frame count 2 3 3

I personally use this a lot into Fire Wheel or rolls. It's quick, but don't expect your poking game to incorporate this move...

  • Jumping LK (Diagonal):
Damage 8 Startup FHD-ryoko-diagonal-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

Poor priority but great for ticks, stays out for an eternity.

  • Jumping LK (Neutral):
Damage 8 Startup FHD-ryoko-neutral-jump-LK.png
Chain cancel no
Special cancel no
Frame count 4

A pretty solid air to air. Sometimes I'll do this on an opponent's wake up to combo into Ippon Seoi.

Heavy Kick Snkd.gif

  • Standing HK (Close): activation range = 55
Damage 28 total Startup FHD-ryoko-stand-close-HK-1.png FHD-ryoko-stand-close-HK-2.png Recovery
Chain cancel no/no
Special cancel no/yes
On hit -/0
On block -/-5
Frame count 4 2 1 3 18

Great for meaties, this hits twice and is bufferable. It also combos off close normals and is Ryoko's only way to hit some high weak spots

  • Standing HK (Far):
Damage 24 Startup FHD-ryoko-stand-far-HK.png FHD-ryoko-stand-far-HK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

A solid far anti-air that also is cancelable. Deals less damage than st.HP though.

  • Crouching HK:
Damage 24 Startup FHD-ryoko-crouch-HK.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -10
Frame count 4 6 20

It's a trip, but with crummy range. Use it as a meaty sparingly.

  • Jumping HK (Diagonal):
Damage 24 Startup FHD-ryoko-diagonal-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 6

Your best jumping button due to it's range and ability to cross up. It does slightly less damage than HP, so use that for resets.

  • Jumping HK (Neutral):
Damage 24 Startup FHD-ryoko-neutral-jump-HK.png Recovery
Chain cancel no
Special cancel no
Frame count 4 5

Neutral jumping attacks are wierd in this game. I personally don't use it much because nj.LK has higher priority.

Command Normals

  • Db.png/Df.png + Snkb.gif
Damage 28 Startup FHD-ryoko-crouch-special-HP.png FHD-ryoko-crouch-special-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -8
Frame count 4 4 (2) 20

Two-handed sweep with more range than crouching HK. Good to spam on block to move you to a safe distance from your opponent. It has a taller hitbox so it hits Jean's weak point.

Throws

Ground Throws

Damage 32 FHD-ryoko-throwbox.png
32
Range
(From pushbox)
34
  • Ura Nage: B.png/F.png + Snkb.gif

Ryoko drops to the floor with the opponent. Leaves them about halfscreen away, so walk forward to set up a crossup.

  • Tomoe Nage: Db.png/Df.png + Snkb.gif

Ryoko throws the opponent overhead with her front leg. Leaves them slightly closer than Ura Nage, or you can go for the hold.

  • Shiho Gatame (Hold): (up to 26f after Tomoe Nage) D.pngD.png + P.png
Crouching throw's followup, mash to deal more damage. If they don't mash out of this, it will hit HARD.
Deals 12 damage initially, then 6 per hit, for 78 total damage with no mashing from either side.

Aerial Throws

Damage 44 FHD-ryoko-airthrow.png
Range
(From pushbox)
26
  • Izuna Drop: Ub.png/B.png/Db.png/Df.png/F.png/Uf.png + Snkb.gif

Ryoko catches opponent and does an Izuna Drop. Damage is decent, the range is 2nd best in the game. Outclassed by Aerial Ippon Seoi, but usable if you don't have time to do the motion.

Special Moves

  • Yama Arashi a.k.a. Mountain Storm: (right near opponent) Hcb.png/Hcf.png + P.png
Damage 80 FHD-ryoko-yamaarashi-throw.png
Range
(From pushbox)
23

This is the one fellas. HEAVY damage. You will be looking for every opportunity plus some to score this move.

  • Ippon Seoi: (1/3 screen distance or closer) Hcb.png/Hcf.png + P.png
Damage 20 FHD-ryoko-ground-ipponseoi-throw.png
Range
(From pushbox)
78

Instant command throw from a distance. It does the job, but damage is incredibly low.

  • Aerial Ippon Seoi: (in air, 1/3 screen distance or closer) Hcb.png/Hcf.png + P.png
Damage 48 FHD-ryoko-air-ipponseoi-throw.png
Range
(From pushbox)
69
Aerial version works more like a usual air throw with comparable reach. It has more range and damage than Ryoko's normal air throw, so go for it. After performing it you have a good opportunity for okizeme. Throw's range also extends backwards on the same length as forward, so you can catch opponents even with your back. Aerial Ippon Seoi also carries your jumping momentum, so if you TK it you'll go flying forward or backward.
  • Zenten Ukemi a.k.a. Rolling Body Attack: Charge B.png,F.png + K.png

Light version: cycle happens once.

Heavy version: cycle happens twice.

Damage 18 total FHD-ryoko-roll-1.png FHD-ryoko-roll-2.png FHD-ryoko-roll-2-0.png FHD-ryoko-roll-3.png FHD-ryoko-roll-4.png End of Loop Recovery
On hit -2/+5
On block -7/0
Frame count 1 4 3 3 1 8 4
Loop cycle 20 -

Ryoko does a roll forward. While she performs it, her hurtbox shrinks to the ground. It can be used in several ways. First, as an anti-air if you'll time it right. Second, as a reversal... kinda. It can trade easily. And the third, going through fireballs. But it very depends from a matchup. It's a really odd attack. LK version is safer, so use it instead of HK. If you use it as a reversal sometimes you will roll the other way! Ryoko faces backwards during part of her knockdown recovery animation, so make sure you time correctly according to your situation.

Fireball interactions: The 8 frames labeled "End of Loop" still go under Samchay, Jean, and Yungmie (lowest height) fireballs, so rolling through fireballs is consistent against them. Against everyone else, you have to time your roll precisely to go under their HP fireballs (and Ray's LP Big Tornado). This is slightly easier if you hold back instead of downback, since crouching makes you wider.

Hidden Move

  • Kata Guruma: (near opponent) Uhcb.png/Uhcf.png + P.png
Damage 0 FHD-ryoko-kataguruma-throw.png
Range
(From pushbox)
58

Ryoko throws opponent right into the air. Then you can "juggle" him with ONE attack or perform an air throw. If you'll do nothing, opponent will land on his feet without a knockdown. This move can be used to setup a mixup game with crossups/crossunders. Note that if you don't hit opponent then he will land without throw protection. Unlike Mars, Ryoko can't easily perform Uhcb.png / Uhcf.png on ground, 2 frames of pre-jump animation doesn't allow her to do this. And so your only options are buffering it on landing or comboing it from a normal.

The Basics

You should always be looking for options to fire wheel or knockdowns. Should you score a knockdown you have a few good options...

1) Meaty Standing heavy kick. If it hits, HCB+p for yet another knockdown.
2) Crouching light kick. Upon hit, Fire Wheel
3) Standing heavy punch. Risky, but you can repeat these until you are poked to a safe distance upon block.
4) Walk up throw / Fire Wheel. This is the riskiest option but the most rewarding in terms of damage.

Fireball characters are hard to deal with. Punish fireball predictability with rolls. Learn the timing of roll under fireball. This will be key to defeating characters like Ray and Samchay who have solid anti air and fireball options. Beware though, if they change up the speed of the fireball you have to adjust your roll timing as well!

Familiarize yourself with the range of her slide grab. It may not do much damage but it gives your opponent something to think about. Damage is damage, and with Ryoko you'll need to take advantage of every single opportunity to give it.

Smart opponents are going to use quick, long range pokes like Zazie's s.lk in order to disrupt your spacing. Knowing Ryoko's damage, they will turtle like crazy. It's critical that you be familiar with the recovery on characters' strongest pokes so you might be able to capitalize on a whiff or blocked move.

Combos

Note: If you start combos from a range where you can get Kata Guruma into Air Ippon Seoi, it always does more damage than a combo into ground Ippon Seoi. Sometimes you gotta settle, though.

  • cl.LP, st.LP, cl.HP
Stuns Ryoko, Samchay, and Clown regardless of stance shift, plus standing Ray, Feilin, Karnov and crouching Matlok, Mizoguchi, Zazie.
  • cr.LP(x2), df+HP
Stuns Jean regardless of stance shift, plus crouching Ray and Yungmie. If Ray stands, go for the above, if Yungmie stands, use st.HK.
  • cr.LK/cl.HP xx Chou Yama Ararshi
Basic stuff, you can combo any close button but cl.HK into fire wheel.
  • cr.LK(x2), cl.HP xx Kata Guruma, Air Ippon Seoi
Tiny bit less damage but better oki off a low confirm. If not point blank you only get 1 cr.LK.
  • cr.LK (any light), cl.HK xx Kata Guruma, Air Ippon Seoi
only works point-blank, good for hitting Mizoguchi and Zazie's weak spot which cl.HP misses.
  • j.LK, cr.LP/LK xx Chou Yama Arashi
  • j.HP/j.HK, cl.HP xx Kata Gurma, Air Ippon Seoi

Advanced Strategy

Learn when you can cross *UNDER* an opponent for a mixup that will usually result in a free fire wheel.

Wrong rolling may seem useless and a mistake but it has a great advantage in a particular situation. When an opponent attempts to cross you up on wakeup, wrong roll. The Roll is a great anti air and will most likely beat or at the very least trade with their crossup! This takes some practice because there aren't many frames she faces backwards. Just keep at it and you'll eventually get it.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Ryoko - - - - - - - - - - - - -

Vs. Clown:

Clown will standing light punch (and heavy punch) his little heart out and throw fireballs. His sweep has very good range to add insult to your inability to jump in. Hope for a blocked ball to get closer to Clown.

Vs. Jean:

This is one of her worst (despite her having no good matchups)... NEVER jump in. Do rolls under fireball (hope you can time those well)... there's really not much you can do because Jean will undoubtedly turtle and you will more than likely lose.

Vs. Ryoko (self):

Standing HP is the game breaker here. You will use this as your primary poke: it'll hit Ryoko's weakness and let you combo.

Vs. Karnov:

Ryoko's best matchup! If Karnov is rushdown happy you can punish him getting too close with his kicks by a nicely placed Fire Wheel. If he balloons, air throw him at the beginning or wait for it to end then cr.HP him out of the air (Thanks to the GGPO FHD crew for pointing this out to me!)

Vs. Lee:

I bet you're expecting this by now, but this match is about as bad as Ray. Lee has excellent priority and speed, and you have no way to jump in. I am unsure as to how to deal with zetsu aside from just spamming s.lp and hoping for the best... I hope you like to lose :(

Vs. Feilin:

One of her best matchups! Don't get too excited...

You cannot jump in deep due to Fei's st.HP. She will trade sometimes, but you will not be able to come on top of the trade. Look for situations in which you can cross her up while she is standing and her heavy punch cannot hit you. You can sometimes jump over fireballs and then get in a combo, but beware. If her fireball animation is nearly done she may DP you!

Vs. Yungmie:

Yungmie can mash low and high punches / kicks all day and outprioritize ANYTHING you do. It's really that bad. There's not much you can do here...

Vs. Marstorius:

Really bad. I hope you can throw faster than Marstorius, because his Double German has more range than your Fire Wheel. He also has many more solid poking options to score combos... I hope you're ready for yet another uphill battle :/

Vs. Matlok:

This could be a lot worse. Your standing HP is great in this matchup. Slide tackle on a blocked overhead kick. Don't be too shy about jumping in because his only real wakeup reversal can be traded with. See if you can bait him into whiffing a standing heavy punch: you can jump in and Fire Wheel if quick enough!

Vs. Mizoguchi:

If you can bait a fireball, you'll get a free Fire Wheel. Make sure you punish rdp's with Fire Wheels and slide tackles. His most dangerous move against you is his repeatable kicks. If a sequence of these hits, you'll dizzy then undoubtedly die from his high damage dizzy combo(s).

Vs. Ray:

Ray will throw fireballs the entire match and trip you on jump in. If you jump in from close, he'll wheel kick you. Try to force Ray to misjudge a wheel kick distance in order to score a free Fire Wheel. Her hardest matchup by far. You can't do much in this uphill battle, but I've seen it won. Good luck!

Vs. Samchay:

Do not get hit by Samchay's standing heavy kick. It will lead to a free dizzy, and it hits your weak spot. Samchay's good moves hit your weak spot dead on because of your height. Look for standing heavy punch openings and fish him into doing a close tiger knee that will result in a Fire Wheel. You can jump in with more liberty than many other matches because his crouching heavy punch is slow, but conversely his DP is EXCELLENT (But hard to pull off, don't expect them to do it all the time...). This match will boil down to you having superior spacing and patience.

Vs. Zazie:

This definitely isn't so hot for Ryoko. Hellfire makes it incredibly hard for you to get close, but you can sometimes slide throw him afterwards. Watch out for his standing light kick from hell: it hits you from a mile away. If Ryoko gets dizzied, it's curtains due to Zazie's high damage output (he hits her weak spot with his best move...)

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox