Ryo Sakazaki Quick Combo Guide - The King of Fighters XIV (KOFXIV)

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The King of Fighters XIV
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Guide
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v1.12

Guide for Ryo's basic tools and combos to get you started playing The King of Fighters XIV. These combos may not be optimized, but range from beginner to intermediate in difficulty and should give you a head start in learning this character. Feedback and questions are welcome!

Please refrain from character requests. I will create a guide for the entire cast, but I will go at my own pace. Please understand.

Additional notes:

Ryo feels really... lacking in this game. But just like in XIII his level 2 ranbu super is absolutely monstrous, so little confirms are going to be your main goal, or those sweet corner combos with 3-5 bars.

You'll notice he doesn't really have any Max combos past 2 bars. That's because, quite frankly, his Climax is terrible; really hard to combo into, and not even that worth it if you do. So... yeah not many of those. Thankfully his 1 and 2 bar MAX combos hurt a ton.

I really want to emphasize that even though I show Ryo cancelling into super with dp C in this vid, you're probably going to be using qcf A as your special instead, so you can properly hit confirm into the super. Use dp C as a punish, that's it.

Transcript: http://pastebin.com/NGDaJ8hr

Notation:
P = Punch
K = Kick
A = Light Punch (Square)
B = Light Kick (X)
C = Heavy Punch (Triangle)
D = Heavy Kick (Circle)
st. = standing
cl. = close
cr. = crouching
j. = jumping
b, d, f = back, down, forward respectively
[n] = hold n direction for at least half a second
qcf = quarter circle forward (d, df, f)
qcb = quarter circle back (d, db, b)
hcf = half circle forward (b, db, d, df, f)
hcb = half circle back (f, df, d, db, b)
dp = dragon punch (f, d, df)
rdp = reverse dragon punch (b, d, db)
xx = cancel
arrow = do immediately after unless specified
- = follow up
(n) = cancel after nth hit of the move

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