CvS2: RyO isn’t half bad! Anyone else play as this odd shoto?
I tinkered around with Ryo a bit today, and i’ve found he’s a much more capable character than i first thought. Sure, he’s slower than the other shoto’s, but his unique moves and increased strength make him a force to be reckoned with! I can’t remember any great combos or anything, so can someone post them?
Anyways, here’s how i found myself using his special moves/supers. Oh yeah, and I use exclusively S-Groove.
QCF + P: Decent enough for a fireball, although the fact that he stands rather than kind of squats like the other shotos leaves him a bit open.
DP + P: OK, i just have to ask: is there ANY use for this move?
LOL, just kidding, holy crap is this a damn good move! Anti-air/poke/sneeze etc. Much better than in CvS, this move has SO MUCH priority! I have a hunch that it is even better than A/R/K/I/S’s uppercuts, am i right?
F, B, F + P: I only really used this to punish rolls, and occasionally out of a dodge. Can you combo into this?
DB, F + K: Never really used this. I’m assuming it travels over low fireballs? I never really have time to charge with Ryo anyways…
RDP + P: As with Haomaroh and Eagle’s attacks like this, i never really found much use for this. In fact, i find it worse than the other characters “diving” attacks, cause it’s a lot higher and slower. Why not just jump and use…
QCF + P (air): I like this move, but overuse can obviously lead to getting smacked. Its strength/weakness is that it doesn’t really affect Ryo’s jump arc, so if they block it, you’re right in their face. But if they can blow through it, with a super or something, then you’re more hooped than say, todo, who drops straight down.
HCB + P: Good damage, but i never really found a good use outside of combos. I would generally dodge >> dodge attack punch >> comboed into this. Great damage, but i could never do the jumping followup for some reason. All i ever got to hit was an air fireball once, and that was luck.
Dashing Super: Didn’t use this much, but only cause I kept getting the motion reversed sweat. Uh…how is it? I’m assuming you can combo into it, and that the lv3 has invincibility.
Fireball Super: Awesome, if only for the fact that it’s harder to get around than other super fireballs. However, it’s lower hits mean that another super fireball will blast through it and still hit you for a couple hit. Good to abuse at low life fullscreen though in S-Groove. Good for stopping ground-based rushdown, I suppose.
BIG Punch Super: I love this move, but I have to admit, I’m a sucker for Lv.3 only, one hit BIG moves like this and Haomaroh’s. Sigh, i wish it were unblockable. Anyways, basically no matter what, the big punch WILL be coming out, but obivoulsy there’s a lot of startup. I only really use this when I see an OBVIOUS dashing special/super from full screen, or at the start of an opponents jump. But all this is hard to time, and either of his supers is safer with regards to pre/post punishment.
Anyways, I know that there’s other Ryo users here: help a beginner? How do you suggest using him? I played him as a kind of strange rushdown, with lots of running-in jab DPs, super-jump air fireballs from far away, and attempted Zanretsuken/Kyokugen-ryuu Ren Bu Ken connections.