From what I’ve seen Ryo is usually played in “Turtle” mode. Which can be rather annoying (It just bores me to tears.) .
But keep in mind all the Ryo’s I’ve seen in action were played outside of A-Groove. So take that as you will.
From what I’ve seen Ryo is usually played in “Turtle” mode. Which can be rather annoying (It just bores me to tears.) .
But keep in mind all the Ryo’s I’ve seen in action were played outside of A-Groove. So take that as you will.
Ryo is God in any Groove that has Low Jump. So, sadly, despite good A-Groove Combos and damaging C-Groove Combos, his best Groove, IMO, is K-Groove (doesn’t need Level 1’s, doesn’t need Rolls, and having random 35% extra damage or a Level 3 Super is HUGE).
Low Jump Roundhouse is toooooooo good. It’s an Overhead. Do it on your way up, and you’ll hit SOOOOOOO many people Crouching. And then they think you’re vulnerable. Nope. Ryo will land before the enemy recovers. They think you’ll be in Low Jump delay. Nope. Kill your delay with a Jab DP. That, with the HUUUUUUGE hit box that was mentioned earlier, will eat up just about any counter they try, including Supers.
Once they catch on, this is where the fun REALLY begins. If they start Blocking after your Overhead, land with HCB + Fierce to cancel the delay and to do Block Damage. NOW they think you’re vulnerable. Nope. Do a Jab DP and counter whatever they try.
Wanna have fun? Try, instead, a RDP + Jab when you land for a second Overhead in a row. Now, after that, you’ll have a delay, right? Not really. Jab DP anything they try (you do have a delay, but very short, and the enemy has to be TOTALLY ready to Counter instantly).
Have a Super Charged up? Land after that REALLY annoying Low Jump Roundhouse with a Level 3 Fireball Super at point blank range. If they get hit, good. If they Block, well… after they block that, SURELY you have delay, right? Nope. Jab DP to beat their Counter Attack.
But how do you get close enough to start this game? Use turtle-fest Jumping Backwards Air Fireball games. The purpose of this is to get the enemy close enough so you can do an anti-air Jab DP or to catch them with a Sonic Boom + Kick. Or even a Sweep. Anything to knock them down. Once you do that, you can begin your Overhead games. Heck, since his Jump is so quick with such a high priority Jumping Roundhouse, you can even land a normal Jumping Roundhouse from a Jump or Super Jump and go right into the Overhead Roundhouse game from there (Jump Kick, land and immediately do a Low Jump Roundhouse).
Ryo is a monster when used this way (credit Clockw0rk for this style of Ryo playing, by the way). And in K-Groove, with 35% extra damage, each of those Jump Kicks HURT. You’ll be shocked to see how many people get hit by this Low Jumping Roundhouse Overhead. And even if they stand up, you’ll still land before they recover. And once the enemy learns you have almost no delay after so many moves, Ryo becomes a mind-game bastard.
His biggest problem?
Can’t get passed Sagat’s Standing and Crouching Fierce. He gets EATEN UP by Sagat (unless someone wants to enlighten me, here… ^_^). He can never get CLOSE to Sagat to try any of his tricks. So he immediately becomes a non-viable character. Remove Sagat, and Ryo easily becomes top tier.
Wow… good stuff james… almost makes me want to play street fighter competitively again.
o__O
yeah, good stuff james, lets keep this going!
OMFG, JAB DP IS SOOOO FUN!
anyhow, thanks again james for the good stuff. However, in some cases, when i small jump with early rh, the opp still counters, so i don’t know if the no-recovery-smalljump-roundhouse is no recovery all the time, but i could be wrong. Also, for more jab dp fun, i use cr.jab, cr.mk, fireball as my b&b. If you use jab fireball, even if the fireball combos and hits, the opp will recover faster than you will, but its not such bad news, as it is excellent bait for another jab dp. This could be done with MP fireballs as well.
As far as starting your low jumping roundhouse games, another good way is to start the match off doing some basic ground combos like cr.jab, cr.short, jab fireball (opp will try to counter), jab DP. After doing 2 or 3 of these, blocked or unblocked, your opp. will get used to it. Thats when you start doing cr.jab, cr.short, quick smalljump roundhouse, start smalljump roundhouse games. It works pretty well most of the time. Just remember to mix it up.
That just all really depends on HOW early you do the kick. Don’t do it the instant you leave the floor. If you do, yes, they will recover before you. But you can definitely do it BEFORE you reach the top of your Jump. That’s the important thing. You don’t need to do it on your way down. Do it, like, RIGHT before you reach the top of your Jump, and you should be good.
My fav combo in C groove is: jump fierce, low fwd, lvl2 rush super, fbf+p.
Does anyone have any good links for ryo?
Just to let you all know, any kind of jump + lk owns everything. It has some of the sickest priority I have ever seen. I’ve seen it take out Chun’s jumping short.
His uppercut is too good.
Umm yeah that was stated many times already.
Now does anyone know what are ryo’s links?
Mummy-B, what would be the use of using j.lk, besides good priority and good range, i think that i’d rather use low jump rh for damage. As far as his links go:
Cr.lp, Cr. LK
Cr.LP, Cr.MP
Cr.lp, Cr. MK
Those are the ones that i use the most.
One good combo i like to use is Cr. MK-> FK Charge Kick kyaaku move. (charge db, f+K). THis is good after you block a long string of something and you see an opening. The cr. MK has deceptive range, and following it up with the charge kick is easy and a free knockdown.
Does anyone use his fast hands move (f, b, f, +p) in high level play?
Jchen, in short hop ryo is good?
Playing in P-groove will reduce ryo’s 35% boost in damage, it’ll get rid of his random super when raged so i ask, could he still be used in p?
~prays for a positive answer…
offcouse. Same reason kyo is good in P groove. Parry then do their most damaging combo.
Anyone not played in K groove loses 35% and random free super.
I prefer C, A, and P. Storing up a super and unleashing it unexpectedly is far better than trying to land a random super while chasing him/her down before the timer runs out.
If you keep a super in any groove much longer than the K timer it’s just wasting time you could use to build the meter back. K just tells the opponent what they should know anyway. If they go to run away they are going to give you that damage via throws / guard breaking etc…, so it’s not like K is at a disadvantage there.
I’m just saying players are more cautious when you are raged or powered up.
Also, if you are in C, you can choose to keep the power up and not use supers.
What i’m saying is that if the bar makes them run away, most likely they’ve accepted that they are taking damage, you don’t need to land supers if you land 2 or 3 throws anyway. GB or Throw or super, K has the cards, of course a player can misuse that, but given the option, i’d take having the initiative over giving it away.
5% at max, and it doesn’t apply to the super. So the best you can do is normals->special, lets say it does 2500 dmg, you get 5% = +125 < +2 jabs for your best clean combo. Also consider that using your super gives K-groove a super, so most rounds they will have 1 more super/powerup than you at +35% to +5%.
Being cautious does not gaurantee they will land throws or guard breaks on you. I understand that to balance that, they gave K-groove the most damaging lvl 3 super in the game. But you’d still have to land it. In C, I can always save my super until I know it’s enough to kill a k-groove player.
Anyway, we are way off topic. It’s all your fault Mixup!