KOF XIII: Ryo Sakazaki

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KOF XIII: Ryo Sakazaki

Post by PenPen » Wed Jul 21, 2010 17:13

Image

I just noticed there's no Ryo in here. Wut.

Normal moves:
Far C not cancellable. I think.
Close and far D are the same. Generally, a distinct lack of range compared to some other characters.
Standing CD has more range than before (pre-XII I mean), so use that to your advantage, whichever it may be. Jump CD is his 98 CD attack.
Low B into low C works as a block string, but never really connected it on hit so far.

Command moves:
fwd + .A : Overhead chop thingy. Safe on block. Not cancellable into anything else outside of HD/DC.
fwd + .B : High/mid parry. If done successfully, the screen will sorta shake for a split second, where you can cancel this into something else.
df + .B : Mid/Low parry. If done successfully, the screen will sorta shake for a split second, where you can cancel this into something else.

Speshul moves:
qcf + .A / .C : Short range fierball, now 100% more impressive-looking than XII! A version is safe on block, but iirc if I do something like jump C -> close C -> qcf+A, it whiffs. Somehow. C version as shown in SNKP's vid is not. Don't see a real incentive to do the EX version yet. If it hits in the corner, can follow with dp+A.
DP + .A / .C : Shoryuken, A version doesn't seem to be the anti-everything anymore. C version has 2 hits, and both hits can connect. Never tried EX version yet.
HCB + .B / .D : Flying kick thingy. B version links up from weak attacks. D version does mucho damage. EX version juggles, can follow with ranbu, flies pretty much horizontally so it won't miss crouchers. All 3 are NOT SAFE on block. Don't think of throwing this out when you're not sure if you can hit or not.
fwd bk fwd + .A / .C : Zanretsuken, mucho damage. I think based on the button you pressed, the ending becomes different. EX version ends with 3 extra hits that launches the opponent in air, and you can cancel out that "Osu" pose he does at the end into something else, since this is a juggle. Try doing this move out of nowhere. You may be surprised at how often the opponent falls for this.

DMs:
QCFHCB + .A / .C : I need to try this out a bit more but it seems slower to come out than the EX DM version. Additionally, I doubt this has any invincibility. Save up your stock for the EX DM version for additional awsumness.
fwd HCF + .A / .C : HSKK. Never thrown this out but we can probably assume it's the standard fireball DM for now.

NeoMax:
qcf qcf + .A .C : Owpunch (as Iie-Kyo likes to call this). Fast, comes out in an instant, can trade hits (as seen in vids) but you'll at least hit somebody with this move. However note that if it whiffs, all the flashy beam thingies and the dust won't show up, obviously. Pretty obvious to say it has limited range, but I'm thinking the hitbox may extend a little farther than his fists, as I did this once out of the blue and took out someone who's standing almost halfscreen away from me (can't discount the possibility that they are trying to poke from there though).

Here's the deal with Ryo from what I see so far. He still has a good dp, but he's not 2k2 Ryo where you can just do his dp on twitch. A lot of his pokes from before now have a shorter range, and he needs to get close to be effective. But if the opponent's going to play keep away, it is probably quite hard to get up close and personal as he has no real ways to get into the mindfark zone (around 1 character space distance) aside from jumping in or rolling in, but both options are risky. But as like before, once you got the opponent knocked down, the fun begins.

Console Changes
- Ryo travels more forward when doing his Ko’ouken.
* Ryo’s parries– the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
* Fierce Zanretsuken (f~b~f+C) recovers faster on a hit. It can be comboed to a weak Kohken (qcf A) in the corner.
* Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho’s (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
* Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken (f~hcf+P) comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Producer Yamamoto says: We’ve mainly buffed up his defense, and it brings justice to his nickname “The invincible dragon”. Ryo’s unique moves, the Joudannuke and Gedannuke, have been dramatically changed. His Gedannuke is especially fast, and aside from using it for defense, it can also be used to reduce his recovery on attacks. His Weak Koho’s motion is also faster than before, and it can be used in HD combos.
Movelist Vid

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Re: KOF XIII - Ryo

Post by Dark_Chaotix » Thu Jul 22, 2010 00:20

Can you confirm if he still have his cB, cC link since Kyo got his back??

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Re: KOF XIII - Ryo

Post by PenPen » Wed Jul 28, 2010 15:46

It's in. I tried it a few days ago. But I think it's a harder link to do than before.

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Re: KOF XIII - Ryo

Post by Dark_Chaotix » Thu Jul 29, 2010 10:02

Ah nice. thanks for checking

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Re: KOF XIII: Ryo Sakazaki

Post by Toxic Avanger » Tue Dec 28, 2010 18:47



We can say; apparently (from the latest super~cool~now edited & present in the video thread~ Osaka vs Kyoto SMOAI vids) that Ryo's qcf + .C has fireball piercing qualities, that means that if you can properly foresee and time the Ko-oh ken to a normal enemy fireball you will nail them for free. I always wanted something like that.

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Re: KOF XIII: Ryo Sakazaki

Post by Violent Ryo » Wed Oct 12, 2011 22:08


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Re: KOF XIII: Ryo Sakazaki

Post by Loona » Tue Oct 18, 2011 16:21

A small doubt regarding Ryo (and Robert): in this moment of the console intro the Kyokugen duo go into an animation just like their original AoF power charging, but it's not something the game's system supports, or at least it's not in the movelists I've seen, but it looks too lengthy to simply precede one of the supers (unless that's completely skipped if they're comboed into).
Any idea of what that could be?

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Re: KOF XIII: Ryo Sakazaki

Post by SonicTempest » Tue Oct 18, 2011 16:40

Robert's charging animation is used in his EX Ryuuko Ranbu. No idea about Ryo's though.

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Re: KOF XIII: Ryo Sakazaki

Post by Yuki Yagami » Tue Oct 18, 2011 17:27

SonicTempest wrote:Robert's charging animation is used in his EX Ryuuko Ranbu. No idea about Ryo's though.
All I can remember is he steps back (?) and throws a Haoh Sho Ko Ken at the end of his EX Ryuko Ranbu.

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Re: KOF XIII: Ryo Sakazaki

Post by dobiqwolf » Sun Oct 23, 2011 13:44

Ryo's Parry cancel look sick and may open new pressure strings, frame trap and mix up. Cant wait to get the game, this ryo may end up as strong as the XI one.

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Re: KOF XIII: Ryo Sakazaki

Post by Dark_Chaotix » Mon Dec 19, 2011 15:19

added conolse changes and movelist vid to first post

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Re: KOF XIII: Ryo Sakazaki

Post by keech » Wed Oct 31, 2012 07:36

Mah fullscreen HD combo 4 stock: j. .D , st. .D , fwd + .A ASHDI~ st. .D , fwd + .A , HCB + .B .D , DP + .C , (HDC) HCB + .D , DP + .C , (HDC) HCB + .D, dp+c, (HDC) QCFHCB + .P, (MC) qcf x2+ .A .C . 908 dmg
Need input second dp really late for second Hien Shippuukyaku can 2 hit in air.

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Re: KOF XIII: Ryo Sakazaki

Post by keech » Sat Nov 10, 2012 11:10

fwd + .B and df + .B can parry all Kyo moves except EX orochinagi and NM.

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Re: KOF XIII: Ryo Sakazaki

Post by Dark_Chaotix » Sat Nov 10, 2012 22:59

So it can parry normal qcbhcf+A/C?

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Re: KOF XIII: Ryo Sakazaki

Post by keech » Tue Nov 13, 2012 07:28

Dark_Chaotix wrote:So it can parry normal qcbhcf+A/C?
yep! In fact, anyone move with 1 or sometimes 2 and more hit move with a small window. But the exception of some NeoMax like Kyo, Ex Kyo, Ryo. BUT! he CAN parry Neo max Mr.karate :\ also st. .C is cancelable so it's good for footsies and zoning

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