Ryo Sakazaki Redirecton Guide ver 0.3 11/04/2002 Unpublished work by Toxic (also know as Toxic Avanger) el_baron_toxico@hotmail.com ICQ number: 146473636 - Fixed some mistakes. This Guide must be only found in: www.gamefaqs.com http://cheats.de ----------------------------------------------------------------------- Index: ----------------------------------------------------------------------- 01.- Why? = Why have I planed this guide; Why do I believe that is necessary. 02.- Dictionary of the FAQ? = Legend of the FAQ. 03.- Moves = Moves of Ryo Sakazaki, tranlations found on the net; descriptions, striker actions; anything that I have seen helpful to basically play with the character. 04.- How to Redirect = This is the purpose of the guide; redirecting tips. 05.- Combos and Guard Damage = Info extracted from my Combo FAQ; added some descriptions. 06.- About Ryo = The latest Gossip about our AoF friend... Bio, seiyuu; Quotes; Speeches and such. 07.- Overall = Usual analisys of the guide, 08.- Thanks = Who made this possible (indirectly and directly). ----------------------------------------------------------------------- Why?: ----------------------------------------------------------------------- This guide is meant for the King of Fighters '2000 arcade game, all the info contained on it is properly copyrighted to me and the others indirect intelectual autors of the guide... By all means this is a guide that may provide some tips on playing with Ryo Sakazaki, but not in the original way that he could be played on '96~'99; no, this guide mainly focuses on the new feature that Ryo has obtained on this year... that's right; the "Parry" feature -well, in fact Ryo had these moves on '99, but they where not half as useful as here-. I call these moves "Re-Direction" because they are pretty much similar to the "Redirection" move of AoF 3; move that could be deadly on the right hands... anyway; I believe that these moves add A LOT to the character; not because they look good when performed; but because they can change the agressive AND defencive "faces" of the character... I will describe how do I believe that these moves are to be used... and I also believe that these moves takes skill and guts to use correctly; so, I here by have renamed these moves as redirection... well; in fact I am kind of traumatized with AoF 3 and can not avoid to make references of it. I -have- mainly created this guide to help both; KoF '2000 and KoF '2001 players; since the redirection system works in a similar way... and some day; when these stupid arcades bring the game and I can stop traveling 7 cities to play; maybe then I will work on a 2001 FAQ... WHO DO I FOOL??? My best shoot is playing the game on the soon to be PS2 and PC ports... I will explain my dilema.. to go there is like 12 credits; if I travel at night they would be like 16 credits... since you lose that much money you get discouraged to play oftenly. OF COURSE that AoF, KoF, FF, Ryo Sakazaki and any SNK character, situation, BGM or ANYTING mencioned here is copyright of SNK, now better know as SNK NEO GEO... please don't sue me; I will use my mental deseases as advantage and win. ----------------------------------------------------------------------- Dictionary of the FAQ: ----------------------------------------------------------------------- Well; I got my beloved simbology on moves, wich I have used since I started to write FAQs with my dearest AoF 3... if you can't read it do as any normal human being and adapt yourself to it; I think that is easy to understand. bk, up, fwd, dn = Back, Up, Foward or Down. ub, uf, df, db = Up-Back, Up-Foward, Down-Foward or Down-Back. A, B, C, D = Weak Punch, Weak Kick, Strong Punch or Strong Kick. Qcf, Qcb = Quarter Circle Foward or Quarter Circle Back. Hcf, Hcb = Half Circle Foward or Half Circle Back. Upc, Rup = Uppercut motion or Reverse Uppercut motion, also know as dp. cls = close standing attack. far = far standing attack. cr = crouching attack. Overhead = Attack that must be blocking standing. Sweep = Attack that must be blocked low. , = means that the move is a follow up from other move. ; = means that the moves are different from the prior ones * I will not review the basics features of the game; there are already many other FAQs focused on those issues; and of course, this guide is mainly based on more complicated issues; like redirecting. * ----------------------------------------------------------------------- Moves: ----------------------------------------------------------------------- I don't believe that I have to make a special stop on this character normal moves, do I? Fast crouching B; crouching C with high priority; in air C is better than D; specially on a short jump... the only thing I feel that I must mention is that since his low defence is dn + B; his crouching B must be df or db + B; also his CD attack can be interrupted with command moves; unlike many other CDs. - Grappling Techniques: Tani Otoshi (Valley Drop) C throw (when close, bk or fwd + C) * Ryo will knock down is enemy using his body. Tomoe Nage (Overhead Judo Throw) D throw (when close, bk or fwd + D) * Ryo will throw the enemy to the other side using his leg. - Command Moves: Hyouchuu Wari (Ice Pillar Splitter) fwd + A * This move is an overhead; if you cancel into it it will no longer act as an overhead; but unlike many others chained moves; you will not be able to interrupt this move when it is chained; also note that this move is quick enough to combo from strong attacks, but not from light attacks. Joudan Uke (Upper Undertaking) fwd + B * Ryo will rise his hand defending high and some mids attacks, produces no damage, cancelable on counter mode. Gedan Uke (Lower Undertaking) dn + B * Ryo will lower his hand defending low and some mids attacks; makes no damage, cancelable on counter mode. - Special Moves: Ko'ou Ken (Tiger Gleam Fist) Qcf + P * Ryo will throw a energy ball that has little range... C version does more damage; but A version is more safe, comes out faster and and does not make Ryo advance foward... but that does not mean that Ryo is left open after the C version, cancelable on counter mode. Zanretsu Ken (Momentary Violence Fist) fwd, bk, fwd + P * Ryo will block with his elbow for a moment and then will hit several times with his other hand... if the enemy recieves any of these hits they will be "dragged in" and recieve more attacks finishing with an uppercut... this move hits 13 times; has autoguard and does good damage; it does no damage when blocked and have somewhat poor priority. Kohou (Tiger Cannon Gale Fist) Qcb + P * This is a very good move; but is so hard to use that it loses some of it usefulness... using this Ryo will turn back giving one step back; after a moment (a second or so) Ryo will go foward with a 2 hitting punch; Why is so good; I heard you ask?, well, Ryo has MAJOR priority when he is turned back; so is hard to hit him; the two hits does a LOT of damage, even more on a counter hit, this move damages the Guard A LOT and after the two hits you can put another moves, like Qcf + A or run with a cr C comboed into Hcb + D... I have dodged throws and attacks with that step behind; and then hitted the enemy with the rest of the move; but it is a task very hard to accomplish... I mainly use it to break the guard and then attack; but is better if the first hit break the guard and the second one hits, in that way the enemy is left way open, while Ryo has his back towards the enemy that attack does not make damage, but can be canceled on counter mode; also either of the other 2 hits can also be canceled on counter mode. Kohou Shippuu Ken (Tiger Cannon) Upc + P * Defesive move; standar Uppercut move, like a shoryuken... A version hits one and C versions hits twice... well; A version may hit twice on a counter hit; C version has more priority; but it does not work that well on standing enemies, it might leave them standing and you may be left vulnerable... A version is better for standing enemies; and the fact that C version has more priority than A version it does not mean that the A version is not enough to defend yourself, first hit cancelable on counter mode (C version recomended). Hien Shippuu Kyaku (Flying Gale Kick) Hcb + K * Ryo throws himself foward with a flying kick(s); I mostly use this move to surprise my enemy; because it has good range, speed, priority & damage... the drawback that might held you is that you are left open after this; no matter what version do you use -note that B version can hit up two twice while D version may hit 3 times- If you are not feeling lucky or the constant turtling of the enemy does not allow you to surprise him save this move for combos; this move is quick enough to combo from a light attack or a strong attack. Mouko: Raijin Setsu (Wild Tiger: Thunder God's Arm) Qcf + K * Haaa... the beauty; this move is an overhead and has a good recovery time and range... one good thing is that it can easily evade low and mid attacks; but the best thing is that it can dodge almost any fireball on the game and punish the enemy with good damage; you have more chances of inputing this move than jump against a fireball... is good for poking; but if you enemy is quick you may endure heavy damage because this move can be easily uppercuted or being hit by high priority attacks, moves or DMs/SDMs, but if your enemy has slow reflexes, well; use and abuse. - Desperation Moves: Tenchi Haou Ken (Heaven and Earth Surpreme King Fist) Qcf, Qcf + P * Interesting move; it is quick, yet is hard to landle... you may have noticed that this move does like 10% of damage (pitiful for a DM or even a Special move)... but on counter hit this move may give a bitching 45% damage (50% or more on some cases)... your best bet is use this simultaneosly to a short jump... you will surely trade hits; but since short jumps attacks always produce a counter when knocked out off; guess who takes more damage?... also some Upc may leave the enemy on counter (if you block K's A UPC do this as soon as you move and you may get a counter hit... yummy); Of course, since it is quick you can get a counter hit on fast & high priority moves; with anticipation, of course, comes out rather quickly on counter mode. Haou Shoukou Ken (Heaven and Earth Surpreme King Fist) fwd, Hcf + P * Traveling proyectile; this move dispels most; if not all of the normal proyectiles; A version is comboable and C version travels quicker than the A version... if you perform the C version of this move at full screen or somewhat far when the enemy is throwing a fireball they will recieve the blast; unless a striker gets on the way, comes out slow as hell on counter mode. Ryuuko Ranbu (Dragon / Tiger Boisterous Dance) Qcf, Hcb + P * This move has no priority at all; and since it does so big damage you may want to combo it... you can combo it from strong attacks; but you must be quick enough to perform it... this does more damage than the Hou Shoukou Ken; so that is what you may want to combo this one; though the fwd, Hcf + A is very easy to perform, if you can not get this one is still decent damage... if this move is blocked, you are done for, comes out at similar speed on counter mode. - MAX Desperation Moves: Haou Shoukou Ken (Surpreme King Flying Roaring Fist) fwd, Hcf + AC * Just like the C version of the DM move... hits five times; it may even dispel DM fireballs and can hit the enemy even of they summond a striker to defend theirselves when the miss and attack... I will only use this if I REALLY need the damage; because it takes 3 bars and the damage -compared with the normal one- is like 15& superior; I'd say it does not worth those two extra bars... Ryuuko Ranbu (Dragon / Tiger Boisterous Dance) Qcf + AC * A more slow version of the normal Ryuuko Ranbu... the thing is that this move has MAJOR invincibility at the beggining and even better priority while traveling... if you want to dodge and enemy attack this is a good choice; but the enemy attack must be be somewhat slow or with normal speed; if you try to dodge quick attacks like most A or B the enemy may have time to block it... if this move is blocked, you better to pray to your God(s). - Striker Actions: Ryo Sakazaki: Kuuchuu Ko'ou Ken (Mid-Air Tiger Gleam Fist) = He comes from the edge of the screen and shoots is good old air fire ball; it can hit air enemies or grounded enemies. It doesn't matter where you are, Ryo will always shoot the fireball in the same direction.... but it is hard for it to miss... note that when it hits you can only hit the enemy for a brief time, this is a projectile. Another Striker: Kaede: Kasshin: Fukuryuu (Revived Spirits: Lying Dragon) = He comes in with his rolling move (East Wind Wallop (Shinmei TabaKaze)) and then he strikes with his Revived Spirits: Lying Dragon (Kasshin FukuRyuu); it does not matter where you are or where the enemy is; Kaede will always roll the same distance and shoot his attacks... he can hit air bounced enemies and I he can hit grounded enemies, this is a projectile. Maniac Striker: G.Mantle: ???(unknown name of the striker action) = He is known as Mask in other games; he will come next to you and then throws flowers on the floor; the flowers hit 3 times. This action can hit air bounced enemies or grounded enemies; but just like Ryo's fire ball; you can only hit the enemy on a brief time; but in exchange; they will always leave the enemy vulnerable; unlike Ryo's fireball; that must be "well summoned" to do so. Note that; this character was used for TVs comertials of SNK when the company launched the Neo Geo in order to get the system well know to the public... Nifty!, this is a projectile. ----------------------------------------------------------------------- How to Redirect: ----------------------------------------------------------------------- Well; Performing the command of the "redirection" is easy; but performing the "redirection" and being in an advantage position is hard; but is well look by the others players; in fact, down here Ryo players are well looked by most players; because no one plays with him... execpt his '98 "shoto" version... anyway here it goes. IMPORTANT NOTE: note that there are attacks that can be high redirected; other attacks that can be low redirected and some attacks that can be redirected either way; also remind that you can redirect some moves that are unblockable; like some unblockable DM or a unblockable striker. - fwd + B high redirection... How to use? To taunt. To fill power bar. To block. To block & interrupt. I will place my attention on the last 2 ones; the first two are easy to apply... when you input the command Ryo will quickly raise his hand to end up in a "martial arts" pose... just while Ryo is raising his hand you can interrupt this move... unlike KoF '2001; you have not to succesfully block a move in orther to interrupt it...anyway; since the time to interrupt is so darn short; your best bet of moves are the Upc + punch; the Hcb + Kick; the Qcb + Punch and the fwd, bk, fwd + Punch... all other moves are almost impossible to trigger on that time (it's like 0.5 second)... but when the move guards an attack you have more time to input a move becuase the fight kind of "paralises" for a bit (another 0.5 second, I'd say); so you have time to input harder commands, like the Qcf, Hcb + A; wich I have managed to do. Now; that is one part -how to interrupt the moves- now you must learn what moves or when would be advisable to redirect and interrupt... if you are playing against one scrub Iori, Ralf or Mary you may have a huge fest... because most scrubs use pokes or jumps like crazy because they fear that you may get to close to them (personality problems; I guess) I have seen many Ralfs that just keep at far distance with his far C and or CD attacks... if they are predictable enough you can redirect the attack and interrupt it on the Hcb + D; or I have seen many Mary players -that when things look tough- they just jump foward and back with D... since that D is insanely prioritary it may just knock out your Upc; you are better off by redirecting the kick and then Upc her... same with Iori; but remeber that you must "read" the intentions of your enemy to successfully use this; if you perform a redirection and miss you might just see a "big one" comming... Let us evaluate another case: lets say that the enemy does a Upc and fails or get blocked and he have a Joe or an Another Iori as striker... what might he do??? I bet Ryo Sakazaki's black shirt and a pounce in the eye that he will throw the striker; so you do CD and fwd + B... if done correctly the CD will hit the enemy and the Fwd + B will block the striker; looking incredible stylish; of course if the enemy calls the striker to early you will have not a chance to do this; or depending on the striker you may need to use the dn + B redirection. Also note that redirecting has different timmings according to the attack... while most normal attacks need little or no anticipation; some fireballs like Athena's Psycho ball or attacks like Kensou's Qcb + C need a lot of anticipation; so you can not interrupt your redirection into any move... in the fireball case I advice redirect to look cool or use the Qcf + Kick... on the other case I advice to block... because redirection has some vulnerability time at the end; if you redirect an attack that is too quick or with too quick recovery you may get yourself open... since time does not allow me to list redirection timming for all the attacks on the game you must learn with practice and experience... but that is the most fun part of it; also, redirecting with A LOT of anticpation some moves may allow Ryo to give a cr C into a move before the opposition can recover. Depending on how you use this; Ryo may have better or worst recovery time than the simple act of blocking; on this move Ryo does not give a step foward. - dn + B low redirection... How to use?? To taunt. To fill power bar. To block. Well; the only way to use this redirection is to block an attack and block it with HUGE anticipation; so you may hit the enemy... note that this redirection comes out a little bit faster than the high one and it recovers more quickly; has almost none vulnerability time; note that on this move Ryo will give a step foward; while the other redirection Ryo keep his position. - Redirecting on counter mode: Let us not forget that on countermode you can super cancel both; the high and low defences and also you MUST interrupt them on their last frames; those who can not be normally interrupted. - Overall: I advice not to redirect all the time (unless you are practicing it); I just recommend to redirect on those key moments when it can change the outcome of the match or redirect only when the opposition gets predictable... of you become predictable Ryo will be put out of comision in no time... though there it may seem to be more cons than pros on redirecting; I still use it whenever I got a chance to do so and advice you to do so. ----------------------------------------------------------------------- Combos and Guard Damage: ----------------------------------------------------------------------- All of this info will be found in my KoF '2000 combo FAQ... but here I have tried to add some explanations and comments. Guard Damage Data: cr C = 14 % cls D = 14 % far D = 14 % High jumping D = 10 % Fwd + A = 11 % Qcf + A/C = 11 % Qcb + A/C = 11 & (each hit) Note that the enemy "Heals" a 2 percent with any second that goes by and he is not being attacked (no matter if blocked or hitted); also note that 100% is guard crush... the other moves also do damage to the guard; but they might seem pitiful compared with these ones. * Remember that Ryo's cr B is db or df + B, because dn is his redirection move. Independent low combos: - cr B; cr A; far A; Hcb + B (1 hit). Must be done quickly. - cr B; cr A; Upc + A. Must be done insanely quickly. - cr B; cr A; Qcf x 2 + A. Just to show off; no true use. - cr B; cr C; Qcf + C. The good old KoF '94 combo... needs timming. - cr B; cls C; Qcf, Hcb + A. Needs EXCESIVE timming. Normal combos: - cls D; fwd, bk, fwd + C. Nothing in particular. - cls C; Hcb + D. Easy as pie. - Qcb + C; Qcf + A. Needs timming... the hard part is getting the Qcb + C to connect. - Qcb + C; Hcb + D. Same as the previous one. - cls C; fwd, Hcf + A. Piece of cake. - cr C; Qcf, Hcb + A. Needs quick hands and a good arcade stick. - cls C; Qcf + AC. Easy... it may fail in some characters like Benimaru. Striker low combos: - cr B; cr A; far A; Hcb + B, call another K'; fwd, Hcf + A. The fwd, Hcf + A must hit right after the striker... call the striker as soon as you input the Hcb + B. - cr B; cr A; Hcb + B, call Mature & Vice; fwd, Hcf + A. Same as the previous one, call the striker as soon as you input the Hcb + B. - cr B; cr A; Upc + A, call Rugal; fwd, bk, fwd + A. For the Upc to connect, the cr B cr A must be chained fairly quickly; more quickly than the normal (remeber that you can chain it slowly and the chain will still hit)... call the striker as soon as you input the Upc. Striker combos: - cls C; fwd, bk, fwd + C, call Robert; Fwd, Hcf + C. * The enemy touches the ground; but they are not able to roll recover from the combo; if you do it right, that is... call the striker just when the enemy is comming out of the "critical hit" that the last hit of the Zanretsu ken produces. - cls D, call Rocky; Qcf, Hcb + A; striker hits; fwd, bk, fwd + C. Call the striker between the cls and the Ryuuko Ranbu... needs cold blood and quickness. - cls C; fwd + A, call King; far A; Upc + A (2 hits); Qcf x 2 + A. Easy... approach a little to the enemy to make the Upc hits twice; call the striker as soon as you input the fwd + A. - cls C; fwd + A, call King; fwd, Hcf + A; fwd, bk, fwd + C. * Easy... needs nothing in particular call the striker as soon as you input the fwd + A. - Qcb + A; cr C; Hcb + D (2 hits), call Mature & Vice; fwd, bk; fwd + A. You must run after the the Qcb + A... but do not run next to the enemy; just run and stop when the enemy within is in range of the cr C, call the striker as soon as you input the Hcb + D. * fwd, Hcf + A or C may be either normal or Max version. * Counter mode combos: - cr B; cr C; Qcf + C; Qcf x 2 + C. Sometimes is hard to cancel the Qcf + C. - cr B; cls A; fwd, bk; fwd + A, call Iori; Qcf + A; Qcf x 2 + A. You must call Iori before the last hit of the Zanretsu ken - cls C, call Vanessa; Qcf + C, Fwd, Hcf + A. Call Vanessa between the cls C and Qcf + C, then cancel it on the fwd, Hcb + A... kind of worthless; but good to show off. - jumping C, call Goenitz; cr C; Qcf + C, Qcf x 2 + C; striker hits; Qcf + A; Qcf x 2 + C. Exhibition combo ;)... just do it quick and in the corner; the enemy should touch the ground but is not able to roll recover from this... or the enemy may not touch the ground at all. Corner combos: - cls C; Hcb + D, call Eiji; fwd, bk, fwd + C, call Eiji; Qcf, Hcb + A. The enemy can touch the ground but must be able to recover... the first Eiji is to be called just as you input the Hcb + D; then walk back a bit and perform the zanretsu ken; then, when Ryo finishes the move call the other Eiji... the Ryuuko Ranbu is the hard part; it must be connected not just when Eiji hits, but before the enemy reachs the higher point of their knock down... if you so very little time to do so... if you are having troubles replace it with the fwd, Hcf + A. - cls D; Upc + A, call Rugal; fwd, Hcf + A; fwd, bk, fwd + A. Call the striker just when you do the Upc; the fwd, Hcf + A must hit between the first and second hit of the "Genocide Cutter"; so the enemy is juggled by the second hit for you to landle the rest of the combo. - cr B; cls A; Hcb + D, call Shermie; Qcf, Hcb + C. Easy as pie... call the striker as soon as you perform the Hcb + D. As in the combo FAQ; I have omited some combos; but nothing that you could not get for youself. ----------------------------------------------------------------------- About Ryo: ----------------------------------------------------------------------- This Bio has been constructed with info I found in AoF 2; FFS and KoF '2000 bios; so you may found some things that you don't know if you are a newer player of KoF, or even if you are an elder player... memory tends to fail; I know that better than anyone. Though Ryo has Tiger based moves and Tiger actitude (in phylosophy; the dragon is patience/wisdom and the Tiger is desire/passion... Ryo kind of rush himself; specially on AoF -no matter what his Quote on spanish 2k says-); but SNK has ALWAYS refered to him as a Dragon; even in AoF... I fail to understand. - Bio: The Unbeatable Dragon Style: Kyokugen-ryu Karate (Utmost Limit Style Karate) Birthdate: August 2 1973 (24 years old) Body: 179cms 75kgs Blood type: O Hobby: Sunday carpentry. Favourite Food: Rice cakes (Mochi), fermented soybeans (Natto) Mastered Sport: Sumo wrestling Favourite Music: "Can't decide" Favourite Things: Endeavor (Endeavour?), Disposition, Duty Important Values: Friends, (his) younger sister Origin: Japan (half american, mother side) Family: Takuma Sakazaki (father), Yuri Sakazaki (younger sis) Rival: Robert Garcia Treasured Item: The bike he found & restored and his horse "tatsumaki" (Tornado). - Speechs: Taunt : "Ora, Ora!" (Come on, come on!) Poses : "Osu!" (Karate salute) Lost : Kuzoooooo (Shit) Recovery Roll : Ootto (Wait a minute) Moves: + Ryuuko Ranbu Speech (Qcf, Hcb + P) Kyoukugen-ryuu Ougi! Ora! Ora! Ora! Moratta! Kyoukugen-style Secret Technique! Take this and this and this! I've done it/I've got you! + TenChi HaKouKen Speech (Qcf x 2 + P) Ichigeki Hissatsu! One-hit finish! The rest are either the move names or growls (I have seen several interpetations/translations for the move names and speechs... if you have doubts you should ask someone else... I just collect info). - Quotes: as usual the Japanese version has multiple quotes, while the other version suffer from one quote on Engrish or Zpanish. Victory Quotes: English: Kyokugen Karate is Peerless; you should know that by now. Spanish: Mi paciencia no tiene límites! Te enteraste demasiado tarde! Translated Spanish: My patience has no limits! You found it out too late! Losing Quotes: English: I let my guard down. But I'm not out yet. Spanish: Sí, bajé mi defensa... Pero no estoy vencido!! Translated Spansih: Yes, I let my guard down... But I am not defeated yet!! - Special Intros & Victories: Special Intro against: Robert, Yuri or Takuma. Special Victory Over: Yuri, Robert or Takuma - Seiyuu (Voice Actor): Ryo: Masaki Usui Kaede: Kouji Suitsu G.Mantle: Hiroyuki Harita ----------------------------------------------------------------------- Overall: ----------------------------------------------------------------------- Well; here it is my modest first release... I thought of this to be helpful on the redirection feature that this character has recieved... it is actually quite fun to successfully use it; it always get some good comments or things like 'whooooaa' when you stop a DM/SDM with them. ----------------------------------------------------------------------- Thanks: ----------------------------------------------------------------------- Jaleco: I need inspiration and the music of their SNES games can provide it. Galen Komatsu, Kao Megura and GunSmith: These are the main sources that I used for the Bios, Move Names and Character Speechs; the rest has been done by me, What? did I not worked that much?? Mad Man's Cafe: They have not kicked me out yet... *cheers* The Mad Juan: For being insane and making an Avatar for my friend The Droogo. Remember... "Hey!! You are not up to dodge ball!!"