Mr.Karate (NGBC)
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Taking the helm from his own father, Ryo dons a black gi like in Buriki One and is named the 2nd Mr.Karate.
Strangely enough, he still has his KoF fireball and Haoh-Shokoken, even though he doesn't have it in Buriki One. His + P has a new animation while his Ryuko Ranbu is now a Level 2 super.
Strangely enough, he still has his KoF fireball and Haoh-Shokoken, even though he doesn't have it in Buriki One. His + P has a new animation while his Ryuko Ranbu is now a Level 2 super.
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Story
Mr. Karate:
Always together with Robert Garcia, they're the "Tiger and the Dragon" of the Kyokugenryu Style, both of them with equal capabilities and trajectories in karate.
Nowadays, he lives his life peacefully as one of the instructors of the Kyokugenryu dojo, and it's been a long time since he entered a fighting tournament.
But those persons close to the dojo ujnderstand this very well: This combat school aims to the perfection, but it needs something to grow up.
The Battle Coliseum aperture letter had been received since january, and the martial arts world is excited and happy due to one single new.
The Invincible Dragon fights again.
Mr. Karate goes beyond the biggest limits!
Original translation by Nightlord.
Always together with Robert Garcia, they're the "Tiger and the Dragon" of the Kyokugenryu Style, both of them with equal capabilities and trajectories in karate.
Nowadays, he lives his life peacefully as one of the instructors of the Kyokugenryu dojo, and it's been a long time since he entered a fighting tournament.
But those persons close to the dojo ujnderstand this very well: This combat school aims to the perfection, but it needs something to grow up.
The Battle Coliseum aperture letter had been received since january, and the martial arts world is excited and happy due to one single new.
The Invincible Dragon fights again.
Mr. Karate goes beyond the biggest limits!
Original translation by Nightlord.
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Ryo's movelist in short:
f+A: Karate chop as per usual
f+B: Upper body parry as per usual
+B: Lower body parry as per usual
+P: Fierball
+P: +P of Ryo redrawn
+P: Uppercut
+K: Something like Takuma's +K in 2k2 (B version is like Takuma's too)
,f+K: Ryo's old +K
+K: Ryo's +K
f,d,f+P: Same
f,hcf+P: HSKK
,hcb+P: Ryuuko Ranbu
,hcb+K: No hitstun super
\- Followup super (forgot motion)
qcfx2+P: Ryo's qcfx2+P
Mr. Karate is a very solid character IMHO. I still can't find any of the fancy stuff that Kyo has in him, but overall he's a solid character who can hold his own against many opponents. To me he seems like the same old Ryo with a few new moves.
New +P move seems to have a longer autoguard, and I think that move blocked Mizuchi's multihit projectile thingy fully when I fought against him.
His close C seems to have very little range because when I do jump D into C, far C comes out instead and it's not cancellable.
His new +K is actually a good move, the D version travels around halfscreen if I reckon. As for the old version sometimes it comes out even when I just do a normal +K. I'm not sure why.
His new super where he doesn't have any hitstun is still to be figured out for me. After the super he still gets hit. So I think it works like his parry, but I did see the CPU use the super and didn't get any hitstun. And he can do some sort of followup after this super, I never tried it however.
qcfx2+P's C version has a rather long charging time. That means Ryo takes about one second to do the punch. I haven't hit anybody with this version though, since when it comes out the opponent blocks. Very hard move. A version is instant, but I forgot whether it dizzies the opponent or not.
f+A: Karate chop as per usual
f+B: Upper body parry as per usual
+B: Lower body parry as per usual
+P: Fierball
+P: +P of Ryo redrawn
+P: Uppercut
+K: Something like Takuma's +K in 2k2 (B version is like Takuma's too)
,f+K: Ryo's old +K
+K: Ryo's +K
f,d,f+P: Same
f,hcf+P: HSKK
,hcb+P: Ryuuko Ranbu
,hcb+K: No hitstun super
\- Followup super (forgot motion)
qcfx2+P: Ryo's qcfx2+P
Mr. Karate is a very solid character IMHO. I still can't find any of the fancy stuff that Kyo has in him, but overall he's a solid character who can hold his own against many opponents. To me he seems like the same old Ryo with a few new moves.
New +P move seems to have a longer autoguard, and I think that move blocked Mizuchi's multihit projectile thingy fully when I fought against him.
His close C seems to have very little range because when I do jump D into C, far C comes out instead and it's not cancellable.
His new +K is actually a good move, the D version travels around halfscreen if I reckon. As for the old version sometimes it comes out even when I just do a normal +K. I'm not sure why.
His new super where he doesn't have any hitstun is still to be figured out for me. After the super he still gets hit. So I think it works like his parry, but I did see the CPU use the super and didn't get any hitstun. And he can do some sort of followup after this super, I never tried it however.
qcfx2+P's C version has a rather long charging time. That means Ryo takes about one second to do the punch. I haven't hit anybody with this version though, since when it comes out the opponent blocks. Very hard move. A version is instant, but I forgot whether it dizzies the opponent or not.
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I believe this is the Buriki One inspired super that some have been talking about. You'll have to follow this motion, according to the Arcadia scans with the full movelists with:His new super where he doesn't have any hitstun is still to be figured out for me.
f, , f, f, , ,
There's another followup to this chain that can be done by pressing forward after the last hit, but costs a stock. Reason why you see it's motions instead of button presses is because Buriki One had reversed controls; you attack with the directional pad, while you move with the A-B-C-D buttons, I think.
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Correct me if I'm mistaken but this is the first time he can do c.B, c.A xx +A
Which is nice. Nothing too get toooo excited about but I always waited for him to be able to connect his +P after a light attack.
Have to be quick for it to do the 3 hits, though.
Btw. I think you can forget about +C in NGBC.... too slow almost no more range than the A version and slow.
If done correctly I think +P can be absused and hit-confirmably be SCed into this Ryuuko Ranbu for example.
DPs are good as always, +K is very close to goodness of Takuma's in KOF2k2.
I still wonder (didn't pay attention closely) whether n.c/D xx +K or +K does more damage.....
--Blast
Which is nice. Nothing too get toooo excited about but I always waited for him to be able to connect his +P after a light attack.
Have to be quick for it to do the 3 hits, though.
Btw. I think you can forget about +C in NGBC.... too slow almost no more range than the A version and slow.
If done correctly I think +P can be absused and hit-confirmably be SCed into this Ryuuko Ranbu for example.
DPs are good as always, +K is very close to goodness of Takuma's in KOF2k2.
I still wonder (didn't pay attention closely) whether n.c/D xx +K or +K does more damage.....
--Blast
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Check out the match videos I had with T.T recently. I did abuse the +P but got abused back by gcsf. Sometimes I mixed it up by doing the qcfx2 +p special when I thought he was going to do gcsfm but its still a risk.Blastrezz wrote:Correct me if I'm mistaken but this is the first time he can do c.B, c.A xx +A
Which is nice. Nothing too get toooo excited about but I always waited for him to be able to connect his +P after a light attack.
Have to be quick for it to do the 3 hits, though.
Btw. I think you can forget about +C in NGBC.... too slow almost no more range than the A version and slow.
If done correctly I think +P can be absused and hit-confirmably be SCed into this Ryuuko Ranbu for example.
DPs are good as always, +K is very close to goodness of Takuma's in KOF2k2.
I still wonder (didn't pay attention closely) whether n.c/D xx +K or +K does more damage.....
--Blast
c.B, c.C, +A is another alternative... yes it still does work although its not as easy as in kof2k2.
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heh, ray that's nothing compared to s.C, f.A, HDSM (YAH all done in normal Mode) in kof2002christensenray wrote:
I still cant do that in 2k2. :-(
Main reason why Ryo is so strong in this version is he has both takuma's Uber kicks and his own uppercut. But take note thou, alot of Ryo's move can be GCFS
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Derrick wrote:Main reason why Ryo is so strong in this version is he has both takuma's Uber kicks and his own uppercut. But take note thou, alot of Ryo's move can be GCFS
actually, if im not mistaken, all of them can be gcfs'ed and punished in some way or another:
B/D - yes, even B version if timed properly
A/C - definetly
A/C - as long as you're not pushed too far from ryo, you can punish the A version as well
A/C - no-brainer
but he is strong mainly because he's another solid character if you play your cards right, meaning not abusing just one single move repeatedly
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So true! T.T punished me with the gcfs to almost every technique I did. The problem with ryo is that most of his techniques are high damage but high lag as well. To get around this you have to have good mind games and mix it up. The most abusable technique is actually +b because it is stationary...~!T.T!~ wrote:Derrick wrote:Main reason why Ryo is so strong in this version is he has both takuma's Uber kicks and his own uppercut. But take note thou, alot of Ryo's move can be GCFS
actually, if im not mistaken, all of them can be gcfs'ed and punished in some way or another:
B/D - yes, even B version if timed properly
A/C - definetly
A/C - as long as you're not pushed too far from ryo, you can punish the A version as well
A/C - no-brainer
but he is strong mainly because he's another solid character if you play your cards right, meaning not abusing just one single move repeatedly
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which i'm yet to see you pull off yet ric. :razz:heh, ray that's nothing compared to s.C, f.A, HDSM (YAH all done in normal Mode) in kof2002
Anyways, what about that weird super Ryo has? Anyone experimented with that yet? I keep stuffing it up. :oops:
And ric, if you gloat again, i'll be forced to kick ur ass with my Kyo/Iori team again...