Ryo Sakazaki |
|
TEAM AOF |
General
Contribs: Gillstolemyride (combos, strats and notes)
Summary: by Gillstolemyride
Best Position: Point Mid Anchor
Best Tools:
- cr C
Bio:
Misc:
Trials:
Normals
LP “Light Punch”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
LK “Light Kick”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
HP “Heavy Punch”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
HK “Heavy Kick”
- Crouch :
- Stand :
- Far :
- Hop :
- Jump : same
Notes
HPHK “CD Blowback”
- Stand:
- Air:
Command Normals
? LP “name”
- Overhead
- Raw overhead combos into: ranbu, Haouh shoko ken, Climax.
? LK “name”
- Parries do not generate meter, they actually give meter to the opponent, so make them count.
LK “name”
- Parries do not generate meter, they actually give meter to the opponent, so make them count.
Specials
P “name” [EX]
- Poke/anti/counter/grab
- Raw light hundred punches does more damage, however heavy lets you juggle after (resulting in more damage).
Notes:
K “name” [EX]
- Poke/anti/counter/grab
- Grounded lk tatsu doesn’t offer juggle, grounded heavy in the corner does (+lp shoryu)
Notes:
P “name” [EX]
- lp fireball does less damage but offers more juggle possibilities (both dp juggle in corner)
- heavy fireball juggles into light dp (corner) both juggle into light tatsu in the corner, (light juggle midscreen too)
- Ex fireball can let you juggle into ex tatsu midscreen
Notes:
P “name” [EX]
- anti
- It’s…
- EX is…
Notes:
Good parry
#KOFXIV HYPEhttps://t.co/16GvY4V97M pic.twitter.com/ojFxKKPAKi
— Gatoray (@gatoray_kof) September 1, 2016
Supers & Climax
P “Haoshokoken“ [Max]
- Max version is..
P “Ranbu”
x2 PP “Ichigeki Hissatsu” Climax
- Notes
Best Combos
Crossups: Jlk is his only crossup (tight).
Barless uses:
crlk,crhp**heavy tatsu, light dp – 244 damage (whiffs on crouchers, works only near corner)
crlk,crhp**heavy dp – 208 damage
crlk,crhp**heavy tatsu – 192 damage (whiff on crouchers)
crlk,crhp**light fireball, light tatsu – 187 damage (corner only)
crlk,crhp**light tatsu – 174 damage
crlk,crhp**heavy fireball – 159
– crlk,crlk,slp**light tatsu – 154 damage
crlk,crlk,stlp**heavy dp – 185 damage (whiffs on standing opponents, needs to be point blank) 303 damage with Haouh shoko ken cancel on dp first hit, 285 with ranbu,
1 Bar uses:
High starters into super (jumps)
– Jhk, Sthp**light fireball**ranbu – 345 damage
Jhk, sthp**light DP**ranbu – 354 damage (corner only)
Jhk,sthp**light fireball** haouh shoko ken – 355 damage
Jhk,sthp*+Heavy fireball**ranbu – 359 damage
Jhk,sthp**Heavy DP**ranbu – 363 damage
– jhk, sthp**light DP**haouh shoko ken – 364 damage
Jhk,sthp**heavy fireball**haouh shoko ken – 369 damage
jhk, sthp**heavy DP** haouh shoko ken – 373 damage
High starters into MAX (jumps):
– Jhk,sthk**fA**max**sthk**Ex fireball, Ex tatsu, Ex DP – 417 damage
Low starters (crouching):
– Crlk,crlk,stlp**MAX**Sthp**ex fireball, ex tatsu, ex dp – 312 damage (328 in the corner)
2 Bars uses:
Jhk,shk**fA**max**sthk**fa**ex haohou shokou ken – 483 damage
Jhk,shk**fA**max**sthk**fa**ex ranbu – 528 damage
Jhk,shk**fa**max**sthk**ex fireball, ex tatsu, heavy dp** ex haohou shouko ken – 547 damage
Jhk,shk**fA**max**shk**ex fireball, ex tatsu, heavy dp** ex ranbu – 616 damage
3 Bars uses:
jhk,sthk**heavy dp**lvl 1 Ranbu**lvl 2 advanced cancel haohou shouko ken (cancels at the dp) – 603 damage
5 Bars uses:
Corner only: Jhk,shk**heavy dp**heavy ranbu**ex haouh shoko ken lvl2, light dp**ex ranbu lvl 2 – 901 damage.
Videos
Strategy
Kara sweep special cancel increases MASSIVELY your range.
Anti air:
Vertical: light dp into heavy dp is a thing at very close ranges, dp is always a hard knockdown, Crhp, stlp and clstlp are decent. Jump back light kick is decent, jump back c+d is decent.
Horizontal: c+d does tons of blowback on AA and the opponent can’t recover quickly, worth it in some cases on a trade.
Situational: light and heavy fireball, sthk, light tatsu, ranbus, haoh shoko ken, climax
???(????)????????????!!#KOF14 #KOFXIV pic.twitter.com/46zJMrSwOc
— ???(??) (@tawarazawa) October 10, 2016
“it’s about how open or closed you end the dp motion before you start the movement to buffer your DM / Climax
in a situation where dp is ended “tight” and the last input is either down forward or forward
your buffer will most likely result in a climax. however, if the input is large and ends in a up forward / up back you will most likely get fireball lvl 2 dm” – Gillstolemyride
“As long as you let your stick back to neutral between inputs Climax shouldn’t come out. It took me a couple tries.” @pooplos_z
The solution: HP PP
Batch Update from Gilstolemyride
low openers 1 bar
cr.B,cr.A**heavy dp**heavy haouh shoko ken lvl 1 – 290 damage
cr.B,cr.A,stB**max**st.C**ex hadou, ex tatsu, heavy dp – 315 damage
cr.B,cr.C**heavy dp**haouh shoko ken lvl 1 – 333 damage
cr.B,cr.C**st.C**ex hadou, ex tatsu, heavy dp – 351 damage
cr.B,cr.C**f.A**max**ex hadou, ex tatsu,heavy dp – 381 damage
Best low opener reset sequence:
cr.B,cr.C**f.A**max**st.C**heavy hadou, heavy tatsu,st.C**low parry – hop into high – low – throw mixup (350 damage)
Barless followups:
Low midscreen – cr.B,cr.C**heavy dp – 208 damage
Low Corner – cr.B,cr.C**heavy tatsu, light tatsu – 261 damage
High – j.D,st.D**heavy DP – 248 damage
High corner – j.D,st.D**heavy tatsu, light tatsu – 301 damage
High openers 1 bar:
j.D,st.D**f.A**hevay ranbu lvl 1 – 345 damage
J.D,st.D**heavy hadou**haouh shoko ken – 369 damage
j.D,st.D**heavy dp**haouh shoko ken – 373 damage
j.D,st.D**f.A**max**st.C**ex hadou,ex tatsu, heavy dp – 420 damage (428 in the corner)
Best high opener reset sequence:
j.D,st.D**f.A**max**st.C**ex hadou,ex tatsu, cr.C** low parry into hop – 390 damage
resets:
Barless High midscreen: j.D,st.D**heavy dp – 248 damage
Barless High corner: j.D,st.D**heavy tatsu, light tatsu – 301 damage
Barless low midscreen: cr.B,cr.C**heavy dp – 208 damage
Barless low corner: cr.B,cr.C**heavy tatsu, light tatsu – 261 damage
Frame Data