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Ryo performs a jumping sideways karate chop. Good for staggers while on the offense, and pressure in the corner especially since you can cancel it on block and on hit. Ryo delays a powerful standing (but short ranged) back hand punch aimed at the torso. It's a great jump-in attack, and can cross-up as well.ĬD: 75 damage, whiff and hit cancel-able, hits mid. This is one of his longest ranged jumping normals. A long ranged flying kick that is aimed at a diagonal angle. A powerful diagonally downward aimed jumping punch. Similar to j.A where it can whiff on crouching opponents if performed too early in a jump or hop.
KOF 13 TIER LIST FULL
The hitbox is pointed down more diagonally than his j.A, which can be good for offensive hop pressure or full air to ground jump-ins. It can whiff on crouching opponents if performed early in the jump or hop. Good for air-to-air or even ground-to-air to interrupt regular and super jumping opponents. A wide ranged sweep that is cancel-able which makes it very safe to poke around with and to use in conjunction with his qcf+P or his df+B to cancel the recovery if it sweeps the opponent. 10 frames on block.Ĭr.D 80 damage, whiff/cancel-able, hits low. +2 frames on block.Ĭr.C 70 damage, cancel-able, hits mid. It also links into his d.C (crouching heavy punch). Great low poke, a good starter for his combos, and is safe on block. +2 frames on block.Ĭr.B 30 damage, chain-able, hits low. It is a bit safer on block than s.D but it's pushback is much more closer to the opponent.Ĭr.A 25 damage, chain/cancel-able, hits mid. Compared to his s.D, this punch is obviously needed to be activated up close, while s.D can be used far and up close. 7 frames on block.Ĭl.C 70 damage, cancel-able, hits mid. Even though it has negative frames on block, Ryo is pushed back a fair amount of distance to avoid many punishment attempts. It's whiff cancel-able properties makes it rather safe to throw out especially since his upper body is vulnerable during the animation. A great poke to use at close range and to start combos with. It has great horizontal range despite its animation. S.D 70 damage, whiff/cancel-able, hits mid.
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Also good for stopping incoming hops at a farther range than s.A. Nice ranged hook that has good damage and cancel-able properties. Neutral on block.įar C 80 damage, whiff/cancel-able, hits mid.
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A safe and quick front kick that is far range and cancel-able. If whiffs on crouching opponents by itself that aren't in block or hit stun. A safe and neutral positioning jab, that is good for stopping hops. S.A 25 damage, chain/cancel-able, hits mid. Has more combos that require both meter and drive than ones that don't.If you're prepared to zone against a non-fireball character, he's decent enough on point too. His screen-crossing combos might take some time to harness, but it's a great reason to utilize him as an anchor. It shouldn't be forgotten that his EX Ryukohranbu (qcf,hcb.AC) will whiff most projectiles in the game. He can do decently if up against a projectile-happy character, up to a certain point, but needs to close the distance as his Kohken (qcf.P) doesn't reach across the screen. The Jodanuke (f.B)/Gedanuke (df.B) parries give Ryo's defense a level up that allows for excellent punishes with good reads. He can be very beastily in the right hands, ending matches with fewer hits than most characters deal out, but he doesn't have as many long-string combos as many others as well. His normals are some of the most powerful and effective in the game, particularly st.C/D, especially D which makes for great follow-ups. Ryo as a somewhat heavy character throughout KOF who makes more use of defending/invading one position instead of constant movement, relies on powerful hits and zoning. Ryo Sakazaki Move List Video Quick Combo Reference 0 Stock, No Drive Gauge