Weird, I thought there was a thread for him. And he looks like he's awfully pissed in-game and can kill a few people with that face.
Normals:
d+C still pretty good but I can't link it from d+B anymore?
CD attack is the same but comes out slower. It has increased range though.
Jump CD is the old 98 jump CD.
Commands:
f+A - Overhead karate chop. Note that the range is now awfully short, you'll need to adjust your distance for wakeup games.
f+B - front parry, different animation from before
df+B - low parry, different animation from before
Specials:
qcf+P - Fierball. Really, really small as compared to before.
dp+P - DP. It's really good. And it can snuff a lot of things. C version brings up opponent.
hcb+K - D version goes pretty far but only registered 2 hits for me (last hit seemed to be absent)
Zanretsuken - It's here somewhere but I can't pull it off.
DMs:
qcf,hcb+P - Ryuuko ranbu, never successfully caught anyone with it, seems to come out slower than Iori's MM. C version has invincibility.
f,hcf+P - HSKK. Haven't done this so no comment for now...
One thing I found out is that Ryo can't really move forward quickly. Yeah he has his hcb+D, but it has lag, and is really punishable when blocked. So I think, if the opponent stays the hell away from Ryo when he doesn't have the power bar ready for a HSKK, they're pretty safe. But when Ryo's up close, he becomes more dangerous as he got more options to play around with.
Ryo (XII)
- Perfect Stranger
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Re: Ryo (XII)
Jump D, C, A is pretty safe on block and still does pretty good damage.
- PenPen
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Re: Ryo (XII)
Hmm, from what I tried out, C version Ryuuko Ranbu has dashing invincibility, but during startup he's still vulnerable.
He only has f+C for his extra normal, which is his old 98 far C.
He only has f+C for his extra normal, which is his old 98 far C.
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Re: Ryo (XII)
His hcb+D's K followup has juggle properties.
So you can like, standing C -> CD -> hcb+D -> K -> dp+C/f,b,f+P/another hcb+D/qcf,hcb+A (hard timing!).
Everyone had their range reduced in XII but somehow I felt that Ryo lost the most out of everyone. All the normals aren't sticking him far, the farthest normal he has is his f+C.
So you can like, standing C -> CD -> hcb+D -> K -> dp+C/f,b,f+P/another hcb+D/qcf,hcb+A (hard timing!).
Everyone had their range reduced in XII but somehow I felt that Ryo lost the most out of everyone. All the normals aren't sticking him far, the farthest normal he has is his f+C.
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Re: Ryo (XII)
Question. If my Ryo is doing standing C, CD in a non-corner combo, what can I follow with? I can't seem to follow with anything at all.
On another note I like the fact that Ryo's f,b,f+P is so hard to see from afar it has caught a few opponents after a short while. Awesome.
Also f+A followed with charged CD is ebil. The opponent can escape however, so you can mix it up a little.
On another note I like the fact that Ryo's f,b,f+P is so hard to see from afar it has caught a few opponents after a short while. Awesome.
Also f+A followed with charged CD is ebil. The opponent can escape however, so you can mix it up a little.
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Re: Ryo (XII)
I had some trouble with finding something with Benimaru and Ash non-corner C -> CD -> ?? combo non-corner. I tried most of their moves thinking that I should do something with range. It turns out I was thinking along the wrong lines, I should have been thinking of a move that comes out quickly. So off C -> CD Benimaru can combo +B and Ash can do d, u+B. You might want to see if Ryo can do C -> CD -> +A or C, but I could be wrong hahah
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Re: Ryo (XII)
Dp + A or C both miss after C/D, CD. The C version even wiffs in the corner, not that you'd want to do it anyway. I couldn't find anything that connected not in the corner other than his supers. So you're better off with comboing into specials after C if you dont have the opponent in the corner.