Ryo Moveset and Attributes

Ryo Moveset and Attributes

And once more from Majestros:

"Discuss the character’s entire moveset here, including normal moves, special moves, super moves, and all the other miscellaneous stuff like counter attacks, rolls, dodge attacks, jumps, and throws.

Also list attributes such as dizzy count, lifebar points, character size and special hitbox properties.

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Frame Data:
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Note, o or x for air normals indicates cancellability into air fireball.

Notation:
For frame data, standard notation will be used.
First listed number is usually damage, its in the hundreds, no other numbers are.
+5/+5 refers to frame advantage/disadvantage on hit/block respectively. down indicates the move knocksdown the opponent.

x/x/o refers to cancellability of a move, is it rapid fire move/special cancellable/super cancellable?

For projectiles, * indicates when a projectile is released. Note, sometimes i got lazy, listed projectiles as something like 14/26, assume projectile released on frame 15 in this case.

The actual frame data is given in the format:
3/4/26 = 3 frames of startup, 4 active hitting frames, 26 frames of recovery.

Moves with damage 1100, 1000 indicate damage varies according to when the move hits, like 1100 up close, 1000 far.
x,x/o,x/o,o refers to cancellability of moves, e.g. can cancel into special only on close hit, but cancels into super fine on either close or far hit.

Moves 1000+400, have a first hit of 1000, and 2nd hit of 400.
Cancellability written in the form: x+x/o+x/o+o, where the first symbol indicates cancellability of the 1st hit, and the second symbol indicates the cancellability of the second hit.
So the described move is not rapid fire on either hit, cancels into specials on only the first hit, and cancels into a super on either hit.

Note’s on /'s and +'s:
/'s indicate a change from startup/recovery to a hit, a + indicates more recovery, or in the case of hits, another hit becoming active immediately after the previous hit.

Note, sometimes use your judgement when reading a move. Some moves that clearly don’t hit, like athena’s teleport, obviously don’t hit. 17/12/14 refers to 17 frames of startup, 12 frames of teleporting, and 14 frames of recovery. Until I can get around to revising all my work and including full notes to all the moves that need’em, well use your own judgement.
Counters tend to be listed in the form 14/25 or 3/14/25
14/25 generally means the counter is active from frame 0, stays out for 14, has 25 frames of recovery.
3/14/25 counter has 3 frames of startup, counter active for 14, 25 frames of recovery if whiffed.

Examples:
for supers, 4+5/13/11 means 4 frames of startup before flash, 5 startup after flash, 13 active hit frames, 11 recovery.
4/5+3+3/13, means 4 frames startup, 5 active hit frames, followed immediately by next hit for 3 frames, followed immediately by next hit for 3 frames, then 13 frames of recovery.

Some air moves, stay active or keep recovering until they land. This is indicated writing land in a slot where there would be a number.
Example:
14/land/13.
Move has 14 frames of startup, hits till landing, 13 frames of recovery while landing.
14/5/land+13
Move has 14 frames of startup, 5 active hit frames, then is recovering till lands, then needs 13 more frames to recover.

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Normals:

Close Standing:
LP: 400 +5/+5 o/o/o
2/4/6
MP: 900 -2/-2 x/o/o
3/4/18
HP: 1400 -10/-10 x/x/o
7/3/31
LK: 400 +0/+0 o/o/o
3/6/13
MK: 700 +0/+0 x/x/x
9/6/16
RH: 1300 -1/-1 x/x/x
8/8/17

Far standing:
LP: 300 +5/+5 o/o/o
3/4/6
MP: 900 -2/-2 x/o/o
4/2/21
HP: 1400 -10/-10 x/x/o
7/3/31
LK: 500 -2/-2 x/x/o
5/4/14
MK: 900 -1/-1 x/x/x
7/7/14
RH: 1300 -1/-1 x/x/x
8/8/17

Crouching:
LP: 300 +5/+5 o/o/o
3/4/6
MP: 900 +4/+4 x/o/o
4/5/11
HP: 1200/700 -9/-9 x,x/o,x/o,o
3/9/24
LK: 400 +4/+4 x/o/o
3/4/7
MK: 800 -3/-3 x/o/o
5/8/17
RH: 1300 down/-11 x/x/o
6/9/26

Jumping:
LP: 500 4/22 -/o/-
MP: 900 6/8 -/x/-
HP: 1200 7/7 -/x/-
LK: 500 4/22 -/o/-
MK: 800 6/10 -/x/-
RH: 1200 7/5 -/x/-

Throws:
HP: 1900 52 pixels 3/1/13
RH: 2100 52 pixels 5/1/13

Command Move(s):
f+MP: 1000 -3/-3 overhead, parry high x/x/x
23/2/21

Dodge Attacks:
HP: 900 -2/-2 x/o/o
3/4/18
same animation as close st. MP
RH: 1300 down/-1 x/x/x
8/8/17
animation is far. st RH

Alpha Counter:
600 down/-25
4/22/27
4 frames of fullbody invincibility, followed by 4 frames of below the knees.
airborne 9-44

==================
Special Moves:

Koouken: QCF + P (midair also)
All versions: Block mid, parry high, airblockable.
Ground:
LP: 800 -11/-11
12/44
MP: 900 -12/-12
14/45
HP: 1000 -13/-13
15/46

Air:
All versions:
14*/land/21 airborne till landing
LP: 700 +0/+0
MP: 800 -5/-5
HP: 900 -10/-10

Kohou: DP + P

All versions:
Block mid, parry high/low not airblockable when done deep (not airborne)

LP: 1500,1000 down/-17
6/18/23
6 frames of fullbody, then 4 of below the chest
airborne 11-38

MP: 1600,1100 down/-25
5/22/27
9 frames of fullbody invincibility
airborne 10-45

HP: 1700,1200 down/-33
5/26/31
9 frames of fullbody invincibility
airborne 10-53

Zanretsuken: F,B,F+P
All versions:
Block mid, parry high, not airblockable.

LP: 0x1+100x4+1000 = 1400, down/-16
9/6/3/6/3/6/3/6/18
MP: 0x1+100x8+1100 = 1900, down/-40
9/5/3/5/3/5/3/5/3/5/3/5/3/5/3/5/18
HP: 0x1+100x12+1200 = 2400, down/-47
9/4/2/4/2/4/2/4/2/4/2/4/2/4/2/4/2/4/2/4/2/4/18

Note, u don’t lose hits if they jump into the Zanretsuken late.
If they move into it while its active, they get sucked in by the first hit
that does 0 damage, followed by the listed above damages.
Non damaging hits added to combo meter = lower damage
LP/MP/HP: 6/10/14 hits respectively.

Hien Shippukyaku: Charge DB, F+K
All versions:
Block mid, parry high, airblockable.
LK: 400+1000 down/-17
16/27/7
airborne: 13-43
MK: 400+1100 down/-18
16/28/7
airborne: 13-44
RH: 400+1200 down/-20
16/30/7
airborne: 13-46

Note: Someone else check to see if startup is 16?
Number is kinda unclear, best guess was 16 for me.

Kyokugen Kick Dance: HCB + P
All versions:
Block mid, parry high, not airblockable.
LP: 200x3+400 down/-5
14/4/16
MP: 200x3+500 down/-8
14/4/19
HP: 200x3+600 down/-10
14/4/21

Overhead Punch: RDP + P
All versions:
Overhead, parry high, airblockable.
LP: 1200 down/-8
27/5/23 airborne 1-32
MP: 1300 down/-10
29/5/25 airborne 1-34
HP: 1400 down/-14
30/8/26 airborne 1-38

===========
Supers:

Haooushoukouken: F,HCF + P
All versions:
Block mid, parry high, not airblockable.
Lvl 1: 2300 down/-9
4+6*/45
7 frames of fullbody invincibility
Lvl 2: 3600 down/-7
4+8*/46
12 frames of fullbody invincibility
Lvl 3: 5000 down/-2
4+8*/47
19 frames of fullbody invincibility

Note: * indicates when projectile is released

Ryoukorenbu: QCF,HCB + P
All versions:
Block mid, parry high, not airblockable.
Lvl 1: 2700 down/-25
4+4/18/22
8 frames of fullbody invincibility, airborne 9-26
Lvl 2: 3800 down/-47
4+4/28/34
14 frames of fullbody invincibility, airborne 9-36
Lvl 3: 5400 down/-59
4+4/38/36
22 frames of fullbody invincibility, airborne 9-46

Tenchi Haouken: QCFx2 + P
Lvl 3 only: 3000, down/-30 block mid, parry high, not airblockable
4+28/4/42
32 frames of fullbody invincibility

Notes:
Does 80 points of dizzy, instant dizzy.