Ryo Character guide for King of fighters 2002
 By Aofan
 E-mail:[email protected]
        [email protected]

V 1.0 Still not complete, but almost there...


***** Contents *****

1-Ryo who ?
2-Starting
2-Some notes and changes
3-Short Move list
4-Move analysis
5-Combos
6-Character analysis and strategy
7-Important Matchs
8-Thanks

*** Ryo who ? ***

Just in case you don't know Ryo is the son of Takuma Sakazaki, and master
of Kyokugenryu Karate and he's  in KOF since 94'. Yes he's that character
at Whip's side that nobody plays. Like some other characters in KOF, Ryo is a
character spoiled each year a little more, this year not being a exception.
He's a good character but not too good for beginners, but it's a fun
character to play and very hard to defeat if you use the right strategy.
I'll not put here a lot of bioinfo cause you can find it in other places
and you probably alerady knows everything about him.

*** Starting ***

About the guide I'm too lazy to explain the game system and everything,
so I'm assuming you know everything about KOF 2002 system.(I'll not
explain things like what is an overhead, how to guardcancel attack, etc.)

*** Some notes and changes ***

There's now some minor changes in Ryo sprite this year, he looks like
in AOF2 now, but with none improvement in his gameplay. He lost some
moves like his qcb + A/C move and his tenchi haou ken DM. The wire
effect of the zanretsuken also is gone. His Kohou now have that
waaaaaaay more invincible frames and it's a better wake up and antiair
move, though, recover slow now. His Ryuko Rambu Dm have godly priority
now and is a overall better move than in 2001.

*** Short move list ***

Command moves:

f + A          Hyouchuu Wari(overhead)
f + B          Joudan Uke   (parry)
df + B         Gedan Uke    (parry)

Special moves

qcf + P        Kohou Ken
qcf + K        Mouko Rajin Setsu(overhead)
f,b,f + P      Zanretsu Ken(autoguard)
f,d,df + P     Kohou
hcb + K        Hien Shippuu Kyaku

DMs

f,hcf + P      Haou Shoukou Ken
qcf,hcb + P    Ryuuko Ranbu
qcf + C,A      Ryuuko Ranbu(Unblockable, only as SDM)
qcf,qcf + AC   Tenchi Haou Ken(Auto dizzy, only as HSDM)

*** Move analysis ***

I'll use now stars for rating the moves and comment them. 1 or 2 stars
means a less usefull move while 5 stars means a very usefull move and there
it goes. Well, you probably already read a guide this way...

***** Normal moves *****

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  Move                        Rating
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  Far A                       ***

Good poke, comboable into b hien shippuu kyaku. Use it when your opponent
miss something near of you and you don't have time to get very near and
combo(you will probably want to use the CD instead). It does a little
more damage than the far B, but have less range. Some small guys(Choi) can
duck it.

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  Move                        Rating
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  Far B                       ***

The animation is again like in 98 but a little slower. A good poke.
Better range than far A. Annoy the enemy with this. Don't mind being called
cheaply cause they are probably using a stronger character than Ryo, so,
take all advantages you can when needed.

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  Move                        Rating
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  Far C                       ***

Unlike 2001 version of this move, it doesn't have a huge lag anymore.
Have decent speed priority, but there's no much use for this. It will
not win against good far pokes, like Joe's far D, Iori's far C, so
watch out.

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  Move                        Rating
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  Far D                       **

Not much use for this. This can be a good antiair if your opponent
doesn't have good priority in the air, but you will trade hits most of the
time. It's good to stop hops near of you. but again your CD can do the
same. This moves takes some time to get in it's max range, and you can get
hit during the whole animation(really slow), so it's not usefull as a poke
cause you will probably get hit by a sweep. Though it have surprising
range.

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  Move                        Rating
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  Near A                      **

Good for some combos, cause it can be repeated into itself and it's
cancelable. But the only move Ryo have to combo from light attacks is
the hien shippuu kyaku, so when you're near it's better try to combo
with strong attacks. Use as poke when near. You can repeat 3 times before
they fall out of range. It also does a little more damage than near B.
And also like the far A, looks like smalls guys can duck it.

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  Move                        Rating
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  Near B                      *

Standard light attack, can be canceled but not repeated, unlike the
near A. But i think guys like Choi or Chin can't duck it.

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  Move                        Rating
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  Near C                      *****

Good move, you will use this a lot. This move not only have good priority
(not as Kyo sC), have a biiiiiig cancelable frame(unlike Kyo sC, where
you need to cancel in the very beggining). It make up for Ryo lack of a
cancelable command attack, being very easy to combo his DMs from this move.
You can even link it from your crB or crA, but it needs timing, you're better
using crC instead.

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  Move                        Rating
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  Near D                      *****

Almost the same as near C. It's up to you which use.

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  Move                        Rating
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  CD                          ****

A very good move. You can cancel into any moves, including into Ryo's
command moves. If it hits as a counter, you can juggle with the Raijin
Setsu, or the Kohouken if the opponent is in the corner. It stops some
hop ins and jumps, unless you're fighting a godly air character, like
Mai or Leona. It's fast, have a good recovery and a decent range. Good
poke too. Be careful, cause you can be sweeped out of it very easy.

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  Move                        Rating
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  Cr A                        *
Almost the same as near a, nothing special in this move. Can be
canceled and repeated. The range is fair short, you have better moves to
use.

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  Move                        Rating
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  Cr B                        *****

Fast light attack, good range. Can be repeated but not canceled. Link
it into a crC for a good combo if you're very near, or if you're a little
far , link it into some sA and combo into hien shippuu kyaku.

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  Move                        Rating
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  Cr C                        *****

This is one of the moves you will use more with Ryo. It have priority
like Kyo sC(but a little bad to cancel too), and beat anything near of
you, coming from the ground or from the air. Unlike many people think or
do, this move shouldn't be used as a everytime anti-air cause you can end
trading or missing hits(and eating a big combo) and Ryo have better moves
for antiair. This move is best when used on a opponent on the ground
cause:

1. You can combo it into another moves, like his Dms.
2. This move, unlike many crC in the game, have a good horizontal range(not
that good).
3. This move beats almost anything, including most sweeps(not Leona of
course)

About the reason n1, you can say "But it's too hard to cancel that move in
a dm". Well, it would be if you try on the common way, but a good thing
with 2002 is: Almost all shortcuts for command are very easy now(But a
bad thing is that now you get some moves when trying to get others). An
example of shortcut: When you supercancel the Kohou into ryuko rambu, you
don't do f, d, df + C and qcf, Hcb + A. You do f, qcf + C, then Hcb + C.
This is a shortcut. There's a way i'm using to cancel the crC into Ryo's
Dms and it's just spliting the command in two parts. Example: To cancel
the DM Ryuko Rambu from Ryo's crC, you would do this:
qcf, df, crC, db, b + A. It works always. Or:
crC, hcb + A. Easy, but sometimes fail. The old 97-98 Shortcut.
You can ask now, why try it ? Well, since Ryo's DMs do a lot of damage,
wouldn't hurt, and if you fail you will not be open after the crC, so why
not  try it ? Let's take a gameplay example of how it would be usefull
You're fighting a no-grab opponent, and he blocks a raijinsetsu. He have
two options, attack or block. You have three, the crC into Ko'uken, the
weak Kohou, or block. The kohou is a little risk, so you would do the crC
into Ko'uken and it will probably hit the opponent if he try to attack
and if he blocks you're safe. How to take more damage if the opponent try
to atack you?
Well, when recovering from the Raijin setsu, do f, b, db, crC, qcf + A,
and you'll get a HSKK DM, instead of the ko'uken, for more damage, and
you're probably safe if the opponent block. Believe me it can make you win
battles.

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  Move                        Rating
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  Cr D                        *

Standard sweep, cancelable, not good range, not good priority. You
shouldn't use this.

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  Move                        Rating
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  jA                          *

Don't use this. I don't use.

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  Move                        Rating
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  jB                          **

Well, it's just good to beat some opponents air to air. You can use this
to start combos, but you're better using jC or jD.

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  Move                        Rating
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  jC                          *****
Decent to jump ins. Better than jD, to fight in the air but worst to
start combos. It doesn't mean you can't, though. It does more guard
damage than jump D also.

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  Move                        Rating
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  jD                          ***

Decent move too. Most Ryo players don't like this move, but it's
perfect to start combos. It lacks in priority, cause any crC can beat it,
and worst, some smart player can duck and start a low chain, but if you
know the time for using this, can be very useful.

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  Move                        Rating
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  jCD                         ****

Good move. Not that good to beat other jCDs, you will trade or lose most
of the time, unless you jump very early. Ryo's is not that good in the
air, so just jump when you know you can to avoid such situations.

***** Command moves *****

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  Move                 Move name                    Rating
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  f + A                Hyouchuu Wari(overhead)      ****

An standard overhead. You can combo from strong attacks. Unlike many
other moves like this, you can't chain it into other moves, unless you're
in max mode. Good recovery , a good option to combo from a sC and be
very safe after it. You still can do the old overhead trick from 97(If you
combo it from a sC, it will not act as overhead, but if you wait till the
final frames of the sC it will not do combo, but still act as overhead).
It's the only Ryo move that doesn't knock down. You should use this always
when your opponent enter the defensive. Since most player have the pattern
of crouch blocking, you can take lots of life using this move. When they
start blocking it, change to a low move.

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  Move                 Move name                    Rating
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  f + B                Joudan Uke   (parry)         **
  df + B               Gedan Uke    (parry)

The first version guard against mid and high, as some special moves and
DMs, and the second version against low and some mid attacks.  The
highparry it's a little slower than the lowparry and both can be canceled
if autoguard is triggered. I don't use this that much, unless my opponent
gets too predictable with far normals, pokes or fireballs. As antiair
cancel it into b hienshippuu kyaku or kohou only. If you guard a farC or
alikes, your best option is the ryuko rambu, or hien shippuu kyaku
if you don't have stock. This moves don't raise stock, like in KOF99-00.
You still receive guard damage when using this moves. This moves can give
you a victory or make you lose badly. Just use this to look cool or to
make people think you are good.

***** Special moves *****

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  Move                 Move name                    Rating
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  qcf + P              Kohou Ken                    ****

This is not a good move to use alone or to keep the opponent far. It's
good almost only in combos. The A version have better recovery, but still
a not too good poke. The good thing is that this move have a great
vertical range and stops hops and some jumps.(but don't use it as
antiair) Have good damage, plus it's hard to roll to evade it. C version is
good
to get somewhat near the opponent, but if you use it too near, you will
get yourself open to a combo. You can play some sort of "zoning" with
this, but the problem with this move it's his recovery. Though, the only
ways your opponent have to evade it it's rolling or shadow jumping to your
back. In both situations you will end up in a big problem and eating a big
combo, so always when playing based on this fireball, try to figure when
the opponent will try or can do either. If it's a roll happy player, he'll
not give you big trouble, but grapplers can be dangerous.

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  Move                 Move name                    Rating
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  qcf + K              Mouko Rajin Setsu(overhead)  ***

A good move overall. An overhead, good recovery but low priority. Your
opponent can beat it with a crC, antiair, or worst, DM you. Characters
like Clark can grab you if you land to near. Good damage as counter, it's
a good move to punish fireballers. It will also evade low and mid atacks
cause it have some invincibility frames in the very beggining. As most of
Ryo's moves, you need to know when to use it, or you're done. When
blocked, some fast moves, and some rush DMs, like Joe's or Iori's will hit
you.

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  Move                 Move name                    Rating
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  f,b,f + P            Zanretsu Ken(autoguard)      **

I don't use this move that much(and you shouldn't also), but if your
opponent is poking you to much, try it. I would choose the parry instead,
but this move is less risk in case you miss. And also there's a chance of
the opponent geting hit while trying to hit you in this move, but you
shouldn't count with that. Unlike Robert Geneikyaku, it's easy to hit him
out of it. This move do good damage, so try it in a combo.

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  Move                 Move name                    Rating
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  f,d,df + P           Kohou                        **

Ryo's best antiair, move improved, when compared with the old
one(though, I still prefer the old style) . A version can trade if you
don't time it well, but C verson win against almost everything.
Supercancelable in the first hit, use C version to combo into ryuko
rambu. Both versions have invincibility, but C is better. The problems
with this move is on the fact that now it's guaranted big damage if
blocked. Unlike the old version, you will always eat a big combo after
whiff this. And looks like it's harder now to this move hit twice in
counter hit, so the damage don't worth the risk. And unlike Robert's
Ryuuga it will never hit twice if not counter, making it too counter
hit dependent. Don't use this too much.

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  Move                 Move name                    Rating
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  hcb + K              Hien Shippuu Kyaku           no stars

NEVER USE THIS MOVE. It's such a trash useless. I don't know why SNK gave
this move to Ryo or why this move still here after 7 years... This move
is the one who should be removed, not the moves Ryo loses year after year.
First of all, weak and strong versions leaves you wide open. Second, the
damage it's not decent. To do full damage, you need to be very near, and
comboing from a strong attack, it will only hit twice, unless in the
corner or against a big guys, and even if the three kicks hits the
opponents, the damage still not that bigger than the ko'ken. Do as I say,
never use it. Well, if you know some other use for this tell me.

***** DMs *****

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  Move                 Move name                    Rating
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  f,hcf + P            Haou Shoukou Ken             ****

This move will negate normal projectiles and still hiting the opponent
for good damage. It's a good move against fireballers, like Athena or
Iori. A version is comboable from strong attacks. A version comes out
faster but travel slower than C version, and C version is tooooo fast.
It's hard to jump over A version unless you're Benimaru, Choi, or some
others that jumps high. It's hard to roll it too. You can do mind games
with this move(Well, if you have a lot of stocks you don't mind to use).
Do it from full screen and the opponent will probably get hit while trying
to jump or roll. Use it to combo from a strong attack. It's the best use
for this.

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  Move                 Move name                    Rating
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  qcf,hcb + P          Ryuuko Ranbu                 ***

This move is really something. Ryo doesn't have a invincible startup like
Takuma or Robert when charging the move, but when he's traveling, almost
nothing can beat him(For sure Leona's V-slasher can). It'll beat anything
coming from the air, evade most fireballs, beat most moves, well, you
should use it as antiair, to punish mistakes, as everything. And more,
this move deal very good damage even alone, and it's one of the more
damaging DMs in 2002(if not the most damagind DM). So if your opponent
do a mistake, or attack with any move(from the air or from the ground),
do this move and you will win for very good damage(40% or a little more).
And if comboed from a sC  it'll do 50% of damage already. Abuse it with
care, cause if this move is blocked you're done. Due to the slow startup,
the lack in invincibility, the recovery and the complex command, it will
not be usefull in high level of gameplay, and it's a little hard to
combo.

With this move you can evade the fireball of:

Robert:yes
Iori:no
Kusanagi:no
Athena:yes
Kenzou:yes
Mai:yes
K':not sure
Joe:yes
ShermieOrochi:yes
Mature:no

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  Move                 Move name                    Rating
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  qcf + C,A            Ryuuko Ranbu(Unblockable,    no stars
                     only as SDM)

Well, what i can say ?
It's a SDM.
It's unblockable.
it's useless.
I can't do it.
Since the normal Ryuko rambu takes almost 50% of damage, and it's done
easy, this move is useless, plus it's hard to do. I know it's
unblockable, but still useless to me. If you know how you can do this
move in a easier way, tell me, please.

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  Move                 Move name                    Rating
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  qcf,qcf + AC         Tenchi Haou Ken(Auto         **
                     dizzy, only as HSDM)

This move is really good, but to cause a lot of damage you will need at
least 3 stocks. And since you need to be low in life to do it, it becomes
less usefull than it would be. You need to be in max mode to do it, so
it's better cancel it from your fA in a combo(but to do it you will need
to be out of the max mode. Cancel your fA into max mode and do the DM.
It will take 3 stocks). This move always dizzy the opponent.

***** Combos *****

Important combos

crB, sA, sA, Hcb + B
crB, crC, qcf + A/C (care with C version)
crB, crC, f + A
crB, crC, qcf, hcb + A (if you're not that fast, try the shortcuts)
crB, crC, f, hcf + A (same as above)
sC, qcf + A/C
sC, f + A
sC, f, b, f + A
sC, qcf, hcb + A
sC, f, hcf + A (easiest DM combo with him)

Max mode combos:

Ryo is not that good in max mode, so I don't think you should go into it
in battle, just to have some fun.

In max mode you can cancel:

f + A          Hyouchuu Wari
f,b,f + P      Zanretsu Ken(13hit)
f,d,df + P     Kohou(1sthit)

C, f + A, hcb + D Very basic
C, f, b, f + C, qcf + D
C, f, d, df + C, qcf, hcb + A (supercancel combo)
C, f, d, df + C, hcb + D

As you can see, everything is very basic, if you have something better,
send to me and i'll add it here and give the credit for you.

***** Character analysis and general strategy *****

Well, seeing Ryo's moves, you can see that the effective range for him is
very close. Few characters can beat you once you're near, but sometimes will
be very hard to get close some opponents, cause none of Ryo moves are
really safe, so you have to use them with care. Even his fireball is slow
enough to give the opponent the chance to punish you. So you're better
always waiting to see what he likes to do. If you already fought that
opponent it's easier to predict what they will do, or even seeing the
character they are playing. If someone picks Kenzou or Chang, you know how
they play, right ? So you have most of the time to base your gameplay in
your opponent gameplay. If kenzou is throwing his fireball, try to
antecipate it and punish him with the haou sho kou ken or the Raijin setzu.
Chang jump CD all the time ? Your Kohou, the ryuko Rambu and the parrys are
your options. Being poked ? Parry or Zanretsuken. If you want a more
offensive gameplay, first you need to see with who you're fighting against,
cause against some characters, a offensive tirade it's almost impossible,
due to Ryo's lack in air priority and offensive moves. Against characters
like Leona, whip, and Billy try the offensive only if somehow you get very
near. Take care with the hops and don't abuse them. To jump in, use the jump
CD the most, and try the C or D, if you think you can start a combo(just
when you know it's going to hit). When you're near, crC into ko'uken and
your CD are your best options of pokes. If your opponent likes to try
crossups, crC is your safest option.


***** Pros and cons *****

Pros:

Ryo is fast, a decent combo character, offensive and defensive(but IMO
you should always be offensive) and have a close range fireball(that you
should learn how to use).

Cons:

Ryo doesn't have good range in his normal moves, his special moves are
from semi usefull to useless, his more damaging combos are hard and very
useless in high level of gameplay.

***** Playing Ryo *****

There are 3 ways that I think Ryo can be effective: Offensive, defensive
and the fireball game. You should always play the fireball game and use
the others against some characters where the fireball game doesn't work
well. In this case, you should play a more reactive mode, where Ryo is
decent also.
When playing the fireball game, your main goal is pressuring the opponent
and drive him to the corner. The fireball hit and knocks them down, and
when they are recovering, you can combo to push them a little more to the
corner. Use the CD guard cancel if you need, but always try to put them
in the corner. Never let them push you to the corner(Even at cost of many
stocks). Once they are in the corner, poke them and try to force
mistakes. If they start trying to roll or super jump to avoid possible
fireballs, just wait. The good players will not do this of course, so use
this to judge the type of player you're playing against. The masters and
experts will be smart enough to know when to block and when to attack.
The turtles will be in the corner fast, or even losing before geting
there.

*** The fireball game ***

It's a basic mid range battle. In middle range(like almost 1/2 screen
away) you should use the fireball often. It will hit the opponent very
often if they like to hop jump, and soon they will not be trying to hop
that much. But don't use it all the time, cause just one time they pass
it, you will eat big damage. If they start trying to roll or super jump
a possible fireball, punish them. Hop in is this distance also. If they
are waiting for some fireball, you will get them on surprise and push
them little more to the corner and do some guard damage. On the defensive,
be ready to pull out crC, the Kohou or even the ryuuko rambu DM on a
possible hop in, but you should focus more on the offensive in this
range. If your opponent gets a little more close and try to hop, your
stand D works well, but only in the right distance. You should learn by
experience. In this range, you can also mix your fireball with run-ins.
I do recomend run and do your overhead or get near and poke with down A.
But doing that you will change your focus in a more close range battle.

*** The offensive and defensive game ***

You should choose this type of gameplay if your opponent gets very near
often or if your fireball game doesn't work well with the character
you're playing against(like some grappler). In this range your down B
and stand B should be abused. Never stays blocking when close, cause you
will be pressured and pushed to the corner, being throwed or fooled by
mind games. Besides, if you stay blocking, you're raising the stock of the
opponent, and receiving guard crush damage. So if you can't take the
offensive when close, you should always poke them to get some distance or
backdash or jump to get time to breath. Then you should try to get on the
offensive again or start using the fireball game. Ryo's fireball is also
very good in close range, even better to poke then his far normals, though
is also a more risk. When close and in the offensive, abuse the C, Ko'ken
combo cause it's very safe, push them to the corner and it's also a setup
for a guessing game. If they block the combo, you can throw or don't
another ko'ken, and the only way to avoid is rolling or blocking. If they
try to attack or jump they will get hit. Also remember of using the crouch
C of Ryo when close. It will beat anything. If they are a little outside of
it's range, crouch B is also very good. Poke is a must with Ryo when close.
Most Ryo players here plays Ryo very different from me. They play more a
offensive game with jumps and combos. I don't think Ryo should be played
this way. Why ? First because Ryo's jump moves doesn't have priority to
fight with the most popular characters in the game. Second, because his
combos are not so flashy or damaging enough to make up for the damage you
receive in this type of gameplay. Third because Yashiro and some others
characters are already there for it, and, not only Yashiro(normal) is
very alike Ryo, but he's also better in combos and jumping.

*** Defending yourself from jumps in a defensive game ***

Well, everyone knows that there's no way of stay in the whole round on the
offensive, cause attacking everytime is a sure way to loose. So in
the moments you will need to be on the defensive, you need to be ready to
never let the opponent press you by hoping and comboing. I'm sure
everyone are thinking now in the Kohou, but you shouldn't use it too much.
Well, I never use it, to tell you the truth, but I do recomend using it in
high jumps or when the opponent hops from far. But the good players never
do it, so against them this is useless. The crouch C is your best option
against most characters, but with some like Leona or Choiit can fail... The
ramdom ko'ken you
should be throwing will do most of the work. Against high jumps, the ryuuko
rambu is very efficient, and there's no way it fails. If you don't trust
your eyes or think you're not fast enough, just block and CD counter, and
don't save your stocks. If you're thinking in just blocking til you have
an opening, be careful with low chains or throws after a fake jump.

*** When the opponent is getting up ***

Here are some options:

Stay close and use stand C into ko'ken
With some distance, mix the fA with your sweep.
Hop jump C, C, Ko'ken
Hop jump, a low chain or throw.
Cross up C(don't count with a combo after this)
Block if they want to whiff something.

Mix them and i'm sure you will cause some damage sometimes.

*** Wake ups ***

The only possible wake up move for Ryo is the Kohou. Use the weak version
when you think your opponent will attack. The strong version leaves you
open cause it doesn't knock down very often. I don't need to say that if
the opponent block or somehow avoid it you will be very sorry. If they
are very near, sometimes when you're getting up you can throw them.

*** Tips against:

Fireballers: Easiest opponent for Ryo. You have lots of options to beat
them. If your DM Ryuko Rambu can evade the fireball of your opponent, it's
even easier. Use the Raijin Setsu and HSKK(HAou sho kou ken) to punish
them, and when they start to fear throwing the fireball, you should take
the offensive and try to get near them. Most fireballers are not good in
close combat or at comboing(but this rule have it's exceptions) and guys
that likes playing fireballers are not good playing near, so when you get
near  you will probably win.

Grabers: Still not a problem for you. Most people think hard to fight
against them, but I don't have problem with any graber. You will jump a lot
against them, cause most grabers don't have good antiair moves, plus you
can't be grabed in the air. But care, jump in the right distance, always
making your jump CD have more priority. Once you're knocked down, it's all
a question of mind games. If you fail in see what he'll do, you'll be very
wounded, if you suceed, you'll probably have a chance to hit them, or even
combo hit them. If they like to jump, and you can't do a antiair in time,
always do a crC and you shouldn't care about trades. It'll make they
"fear" to jump, or at least, making they think twice before jumping.

Pokers: This is really a threat for you. Chang, Ralf, Choi, Leona, Yashiro
and any other character that likes to poke with safe moves, or worst poking
with like light-ranged atacks will make your life harder. Let's take the
example of Leona. She can stay crouched poking with crB all the time, and
there's nothing you can do against her. If you jump, you will eat a DM, a
crC or any antiair. If you do one of your moves, she still can block and
punish you after(it's a tip on how to defeat a Ryo player). And if she
push you to the corner it becomes even worst. The only advice I can give
for you is one: WAIT, WAIT. Your only chance is make them attack you. A
good thing is always drive guys like Billy or Leona to the corner but it's
easier said than done. The same goes for Chang(jump CD), ralph(C button),
etc.

Offensive and comboer: Every player you fight against will go sometime on
the offensive, being it a fireballer, graber, well everyone. But sometimes
you fight player that does just one thing. Jump and comboing. They don't
use fireball, counter, grab, nothing, they just jump and combo. This type
of player don't have pacience most of the time and never take the
defensive. Since they base their game on jumping, it's all a question of
waiting them and beat them out of it. See the section on how to defend
yourself against jumps. This type of player will use characters with good
air kicks, like Leona or Benimaru, so don't think in fight in the air with
them. And be carefull with crossups kicks, like Benimaru. Be carefull also
with your antiairs, cause if you make a mistake, this type of player are
good on comboing and will deal the more possible damage everytime. And
since they play too offensive, they always have stocks for combos.

Defensive: You will not find many of them, but when you find one all
defensive player, remember:
Don't jump out of te nothing. They will have a antiair or DM ready for it.  If
they turtle, get near and poke him with your B and crB, and try to make him
attack you.
Fake runs and fake jump sometimes to try make them whiff something, them
combo them.


***** Against Characters especific strategy *****


Character: Name of the character.

Type: Type of gameplay often used by players

Dificulty: *     Not a chalenge. Can be hard when played by good players,
but the character itself don't offers any trouble.
          **    Easy. Not a problem. As the first case, it's a
character that have nothing too abusable and needs a good player to give
some chalenge.
          ***   Normal. Can give you trouble with an average player.
          ****  Hard. Even scrubs will deal a lot of damage on you.
          ***** Very hard. Give two cheap partners for Ryo(Like Billy
or Choi) or you will be sorry.

What you will see very often: Moves and strategies more used by players.

Strategy: How to fight them.

Recomended characters to play against them: The character I do recommend
to play against.

To be continued...













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