World Heroes Perfect/Ryofu

From SuperCombo Wiki

Introduction

Ryofu is the definitive easy-mode character...noobs always think he rapes the game, as we used to. He lives off of his godlike priority & damage and fantastic air game. Air ABC is great, as he can cling to the ceiling for a while or drop in any direction to attack with j.HK. The EX flame breath is invincible and safe on block, but there are a number of ways to avoid it, and his super does nice chip but is easy to avoid. One of his main problems is that just about all of his good moves have HUGE recovery when whiffed. Additionally, he only has one good anti-air move, s.HP, and it is rather slow and does not hit right above him. And due to his lack of overheads or even good throw setups, opponents can run out the clock once they get a lead on him. He gets killed by ninjas & Kidd, and other annoying fast characters (e.g. Dragon, Ryoko) match up very well with him.

Moves List

Normal Moves

Command Normals

Normal Throws

Special Moves

Fists Of Flame qcf + P absorbs regular projectiles but does NOT absorb Max projectiles

Spear Head Boogie qcb + P

Psychic Kick hcf + K in air

Spear Of Destruction tap P rapidly

Super Moves

The Giraffe Bomber hcb, ub + HK

Combos

Frame Data

Standing LP: 8f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Standing MP: 7f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Standing HP: 12f, +5 on standing hit, +6 on crouching hit

Standing LK: 6f, +5 on standing block, +6 on crouch block, +5 on standing hit, +4 on crouching hit

Standing MK: 12f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Standing HK: 6-8f, -4 on standing block, -2 on crouch block, +1 on standing hit, +2 on crouching hit

f+HP: 12f, -3 on standing block, -1 on crouch block, +5 on standing hit, +3 on crouching hit

f+HK: 17f, -6 on standing block, -4 on crouch block


Crouching LP: 7f, +7 on standing block, +8 on crouch block, +7 on standing hit, +6 on crouching hit

Crouching MP: 13f, +2 on standing block, +3 on crouch block, +5 on standing hit, +3 on crouching hit

Crouching HP: 12f, -3 on standing block, -1 on crouch block

Crouching LK: 5f, +6 on block, +5 on standing hit, +4 on crouching hit

Crouching MK: 11f, +3 on block, +5 on standing hit, +4 on crouching hit

Crouching HK: 14f, +5 on block, +11 on standing hit, +9 on crouching hit


Jumping LP: 7f

Jumping MP: 7f

Jumping HP: 8f

Jumping LK: 4f

Jumping MK: 6f

Jumping HK: 7f


Dashing LP: 8f, +1 on standing block, +2 on crouch block, +1 on standing hit, +0 on crouching hit

Dashing MP: 7f, -2 on standing block, -1 on crouch block, +1 on standing hit, -1 on crouching hit

Dashing HP: 12f, +4 on standing hit, +5 on crouching hit

Dashing LK: 6f, +1 on standing block, +2 on crouch block, +1 on standing hit, +0 on crouching hit

Dashing MK: 12f, -2 on standing block, -1 on crouch block, +1 on standing hit, -1 on crouching hit

Dashing HK: 6-8f, -5 on standing block, -3 on crouch block, +0 on standing hit, +1 on crouching hit

Dashing d+LP: 7f, +2 on standing block, +3 on crouch block, +2 on standing hit, +1 on crouching hit

Dashing d+MP: 13f, +1 on standing block, +2 on crouch block, +4 on standing hit, +2 on crouching hit

Dashing d+HP: 12f, -10 on standing block, -8 on crouch block

Dashing d+LK: 5f, +9 on block, +8 on standing hit, +7 on crouching hit

Dashing d+MK: 11f, -2 on block, +0 on standing hit, -1 on crouching hit

Dashing d+HK: 14f, +4 on block, +10 on standing hit, +8 on crouching hit


ABC: Gives 2x damage bonus to Ryofu’s next attack on frame 87, has additional 2f recovery

ABC in air: Can be used 13f after jumping, has 4f startup before you can drop downward and additional 2f after dropping before you can attack

f/d/b+ABC in air: Can be used 13f after jumping, has 6f startup before you can attack


Mash LP: 4f, generally -6 on hit or block, but there are gaps in the middle of the move

Mash MP: 4f, generally -9 on hit or block, but there are gaps in the middle of the move

Mash HP: 4f, last hit is -16 on standing block and -14 on crouch block, but there are gaps in the middle of the move


qcf+LP:: 37f, -2 on standing block, +0 on crouch block, +3 on hit

qcf+MP: 41f, -7 on standing block, -5 on crouch block, -2 on hit

qcf+HP: 45f, -7 on standing block, -5 on crouch block, -2 on hit


qcb+LP: 20f, -4 on standing block, -2 on crouch block

qcb+MP: 20f, -10 on standing block, -8 on crouch block

qcb+HP: 20f, -16 on standing block, -14 on crouch block


hcf+LK in air: 9f, -27 to -6 on standing block, -23 to -5 on crouch block

hcf+MK in air: 14f, -27 to -6 on standing block, -23 to -5 on crouch block

hcf+HK in air: 18f, -27 to -6 on standing block, -23 to -5 on crouch block


qcf+LP w/ full meter: 37f, -3 on standing block, -1 on crouch block

qcf+MP w/ full meter: 41f, -8 on standing block, -6 on crouch block

qcf+HP w/ full meter: 45f, -11 on standing block, -9 on crouch block


hcb,u/b+HK: 50f, -51 or better on standing block, -49 or better on crouch block


hcb,u/b+HK w/ full meter: 49f, -11 or better on standing block, -9 or better on crouch block



NOTES: Ryofu's mash P move almost always leaves small gaps even when it hits; the opponent can DP or use an autoguard move or such. Just as with Dragon's equivalent, only combo it if you know it will win the round.

To get the shortest recovery from the hcf+K in the air, you must connect with your opponent as low as possible so that Ryofu will just land instead of bouncing backwards.


I had no idea his low HK and the dashing low short were that good...

Strategies

Match-ups