![]() |
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
Ryo
General Info:
– Grounded lk tatsu doesn’t offer juggle, grounded heavy in the corner does (lp shoryu)
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
Raw light hundred punches does more damage, however heavy lets you juggle after (resulting in more damage).
– Raw overhead combos into: ranbu, Haouh shoko ken, Climax.
Parries do not generate meter, they actually give meter to the opponent, so make them count.
– 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
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.