++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------F A Q------------------------------------------------------------ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------------ | GAME | The King of Fighters 2003 ------------------ | SYSTEM | Arcade ------------------ | AUTHOR | Jack Lance ------------------ | E-MAIL | semperfry@hotmail.com ------------------ | VERSION | 0.4 ------------------ | FAQ | Ryo Sakazaki ------------------ ------------------------------------------------------------------------ ?2003-2004, Jack Lance. All rights reserved. This document is Copyright 2003-2004, Jack Lance. It is protected by US Copyright Law, and the Berne Copyright Convention of 1976. This material may not be used for profitable purposes. Reproduction, partial or integral, of this document without permission of the author's is illegal and strictly prohibited. All infomation contained within this FAQ regarding on how to play a character within the game is merely personal advice offered by the author. The author is not responsible for the success and failure of the readers performance within the game upon using the desired character. The King of Fighters 2003 and all moves, characters, fictional story and universe belong to ?2003, SNK PLAYMORE CORPORATION. ------------------------------------------------------------------------ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------C O N T A C T I N F O M A T I O N------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Do not try to put me on your MSN contact list. I will only end up blocking you. You can email me to contribute infomation relating to the FAQ, feedback or to discuss confusion with the advice I've offered. My email is mentioned above at the beginning of the FAQ. I do not read emails without a subject or ones that don't have either King of Fighters in them. Emails which are unrelated to FAQ or the gameplay of The King of Fighters universe will be deleted. I only accept emails in english. Use proper english. I do not comprehend "leet speek" or any other alternative form of english. Send me an email. That's all. No files, hypertext language or any other. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------A U T H O R ' S M E S S A G E----------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ This FAQ is incomplete. Infomation displayed may be incorrect and submitted to change at any time. There is also additional infomation which has not be displayed as of yet. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------V E R S I O N C H A N G E S------------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ---<0.4>---------------------------------------------------------------- *Fixed several mistakes where I didn't change the numeric into common. *Removed Hyouchuu Wari Trap from offensive tactics because it was too impractical. *Added additional infomation and disgarded useless infomation in the General Tactics Example. *Added game play explanation for Ryo. *Added new weakness. *Fixed several grammatical errors. *Removed most of the Versus Characters section for being inadequate. Left two characters to follow up with next update. *Added hypertext link to 880 KB Real Player footage of how to play Ryo in Resources section as well as added descriptions. *Added section search system. ---<0.3>---------------------------------------------------------------- *Changed descriptive command language from numeric to common initials. As well as added additional descriptions. *Placed back the cB, cC combo after figuring out how to do it again. *Added Duo Lon to Versus Characters, as well as spaces for other characters. *Changed infomation on Gedan Uke to being able to block all low attacks. *When into detail with Normal Moves as well as adding additional. *Added infomation on a super cancel move informed by Judge Mental. ---<0.2>---------------------------------------------------------------- *Changed overall layout of FAQ. *Made descriptions much more informative as well as added additional descriptions. Discarded infomation that was useless. *Added list of resources infomation was obtained. *Changed several mistakes. *Gave concepts of the character's gameplay. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------T A B L E O F C O N T E N T S---------------------------------- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Press CTRL+F and type in the numbers to find the section for quick reference. -=[MOVELIST]=- [-1-] THROWS COMMAND MOVES SPECIAL MOVES DESPERATION MOVES LEADER DESPERATION MOVE -=[NORMAL MOVES]=- [-2-] AGAINST AIR ATTACKS KEEP AWAY POKES JUMPING IN CROSSOVERS -=[DESCRIPTION]=- [-3-] GAMEPLAY EXPLANATION (Currently Unavailble) STRENGTHS WEAKNESSES -=[GENERAL MATCH SCENARIO]=- [-4-] EXAMPLE ADDITIONAL NOTES -=[GENERAL TACTICS]=- [-4-] PRACTICAL NORMAL COMBO PUNISHING COMBO WAYS TO COMBO OFFENSIVE TACTICS DEFENSIVE TACTICS DESPERATION MOVES/LEADER DESPERATION MOVES WITHOUT COMBO -=[VERSUS CHARACTERS]=- [-6-] Duo Lon (Currently Unavailble) Benimaru (Currently Unavailble) -=[TAG TACTICS]=- [-7-] TAGGING PARTNER IN (Currently Unavailble) BEING TAGGED IN (Currently Unavailble) -=[RESOURCES]=- LINKS ------------------------------------------------------------------------ A - Light Punch B - Light Kick C - Strong Punch D - Strong Kick c - Crouch f - Forward b - Back dp - Dragon Punch (623 in numeric.) rdp - Reverse Dragon Punch (421 in numeric.) qcf - Quarter Circle Forward qcb - Quarter Circle Back hcf - Half Circle Forward hcb - Half Circle Back CD While Blocking - Guard Cancel (Requires one power stock.) AB - Roll AB Forward or Back while Blocking - Roll Cancel (Requires one power stock.) Start - Taunt (Increases both opponent and your power gauge by a fifth) BC - Tag in Character Above CD - Tag in Character Below qcf + BC - Attack Opponent and Tag in Character Above (Requires one power stock.) qcf + CD - Attack Opponent and Tag in Character Below (Requires one power stock.) *All commands presented are based on your character facing right. Any situation presented that places the character on the left should still be considered as if on the right side. ------------------------------------------------------------------------ M O V E L I S T [-1-] ------------------------------------------------------------------------ |==================================|===================================| | N A M E | C O M M A N D | |==================================|===================================| [THROWS] |==================================|===================================| | Tani Otoshi | b + C/f + C (Close.) | | Tomoe Nage | b + D/f + D (Close.) | |==================================|===================================| [COMMAND MOVES] |==================================|===================================| | Hyouchuu Wari | f + A | | Joudan Uke | f + B | | Gedan Uke | df + B | |==================================|===================================| |======================================================================| |*Hyouchuu Wari hits high. Can be comboed off a close strong attack. | | Can link to special moves afterwards. When comboed it doesn't act as | | a high hitter. When used by itself it cannot link to special moves. | |*Joudan Uke blocks striking attacks of normal, special or projectile. | | Does not block grapple moves or desperation moves. Only blocks | | attacks to the upper body. Can perform any special move or | | desperation move once opponent makes contact with the block. Tick | | damage is still taken when performing the block. | |*Gedan Uke has same properties of Joudan Uke except blocks against | | any attacks to the lower body. | |======================================================================| [SPECIAL MOVES] |==================================|===================================| | Ko Ou Ken | qcf + A/C | | Kohou Shippu Ken | qcb + A/C | | Kohou | dp + A/C | | Zanretsu Ken | fbf + A/C | | Mouko Raijin Setsu | qcf + B/D | | Hien Shippu Kyaku | hcb + B/D | |==================================|===================================| |======================================================================| |*Zanretsu Ken sucks in any normal attack made by the opponent towards | | Ryo's arms. | |*Mouko Raijin Setsu hits high | |======================================================================| [DESPERATION MOVES] |==================================|===================================| | Haoh Shou Ko Ken | fhcf + A/C | | Ryuuko Ranbu | qcfhcb + A/C | |==================================|===================================| |*Haoh Shou Ko Ken cancels out any special move projectile that makes | | contact with it and continues to travel towards the opponent. Haoh | | Shou Ko Ken is unable to bypass other Haoh Shou Ko Ken's or any other| | desperation move that produces a field of energy to block it like | | Benimaru's Raikouken. | |======================================================================| [LEADER DESPERATION MOVE] |==================================|===================================| | Tenchi Haoh Ken | qcfqcf + AC | |==================================|===================================| |==================================|===================================| |*Tenchi Haoh Ken stuns the opponent for several seconds when hit. | |======================================================================| ------------------------------------------------------------------------ N O R M A L M O V E S [-2-] ------------------------------------------------------------------------ --------------------------------------------------- Early Normal Jump B Early Normal Jump C Early Normal Jump D Jump B Jump C Crouching C ------------------------------------------------------- Crouching/Standing A Crouching/Standing B Standing C ------------------------------------------------------------ Normal Jump C Short Jump C ------------------------------------------------------------ Jump C ------------------------------------------------------ Crouch D ------------------------------------------------------------------------ D E S C R I P T I O N [-3-] ------------------------------------------------------------------------ -------------------------------------------------- If I were to describe Ryo the best you can come up with is somewhat of an interceptor/smotherer. A steam roller if you will. When playing Ryo your entire goal revolves around relying on your high priority moves to prevent your opponent from attacking or getting past you. If your opponent jumps you intercept them by using either a crouch C or a early jump C/D to knock them back, as they land you proceed to smother them with with your combo into qcf + A. Once you have performed your offense you continue to stay in one spot, waiting for your opponent to attack so you can intercept him once more. ------------------------------------------------------------- *Highly prioritized moves. *Simple yet damaging combos. *Has excellent defense against attacks. ------------------------------------------------------------ *Has trouble playing against characters with longer range then he does. *Limited amount of attacks and is predictable. *Difficulty against projectile users. ------------------------------------------------------------------------ G E N E R A L M A T C H S C E N A R I O [-4-] ------------------------------------------------------------------------ --------------------------------------------------------------- [1] Defense. The match begins and your first plan is to punish your opponent for attacking. The first thing you should do is hold your joystick to the 1 position, and keep your finger over the C button. The reason for doing this is you want to utilze the Ryo's 2C as as well as block just in case your opponent attacks you before you can pull it out. It is a safety measure. If your opponent attacks you before you can do anything at least you would automatically be in block. Whether your opponent dashes head on, jumps in or rolls towards you, you will be in an excellent situation to deal with any of these attacks without any trouble. The reason for this is Ryo's powerful C. If your opponent jumps at you, perform a 2C and you will knock your opponent out with an anti air. If your opponent dashes head on at you perform a 2C and turn it into a combo of 2C, 236 + A. If your opponent attempts to roll towards you in an attempt to throw you wait for the rolling sprite to end and perform a 2C, 236 + A. As you can see it is very simple. Out of all the three possible ways your opponent can attack you can end up performing one move for all of them. Whatever attack you prevent the opponent will end up being knocked back to where they came, in front of you once more. If you ended up performing a 2C to knock your opponent from the air, your opponent would end up landing in front of you, rush forward and perform the 2B, 2C, 236 + A combo. You will either end up knocking your opponent down with a successful hit or push your opponent back. There are really only two things that your opponent will do when you have successfully punished every attack. They will either attack you again and again with their stubborness or decide to wait you out. Any tactic when repeated over and over again will become predictable and no doubt your opponent will find a way around your brick wall tactic. There are weaknesses to this defensive strategy and you will notice the signs of your opponent figuring out soon on. Ryo's crouch C is godly but it goes out from a 12 o'clock to a 2 o'clock position, your opponent will attempt to jump over your crouch C with either just a jump or a crossover, or decide to short jump in front of you just out of the crouch C range so that you end up pulling it out and leaving an opening, or just crouch two or one body spaces away in front of you and wait for that opening. If your opponent is jumping over you and you find you're missing your crouch C you will have to rely on intercepting air to air instead of your crouch C. Either jump forward with an early anti air normal move to meet the opponent or jump back and intercept. When dealing with opponents who wait in front of you the best way to dealwith them is perform either a standing or crouch B to poke them. Poke once to keep your opponent at bay because your pokes come out fast but do not recovery as such. Then proceed to either jump back for some room or proceed with offense. [2] Offense. This is the part where the "steam roller" effect takes place. Your opponent has stopped attacking and now waits for you to attack. Jump in with a C and perform your 2C, 236 + A. Again either blocked or successful hit you will end up pushing the opponent back. One thing I must point out is the purpose of jumping in with an aerial C. The C has high priority as explained before and can be used as a reliable air to air move. When jumping in make sure your line of sight is between Ryo in the air and your opponent who is on the ground. So if your opponent were to perform an early jump move in order to counter your jump in you would be able to react quickly by pressing C just as they come up to reach you. Chances are you will both end up knocking out each other or you'll hit your opponent before your opponent hits you. There are really only four straight forward and safe ways Ryo can attack. There is the combo that can hit high which is a jump in and cC, qcf + A. A low hitter which is cB, cC, qcf + A. And then there are the alternative tactics of mind games. A jump in to hit high, a cB, cC, qcf + A to hit low, depending on how close you can land to your opponent with the cB. A jump in, cB, an early jump C over your opponent to prevent them from jumping, landing behind opponent and do cB, cC, qcf + A. As you can see Ryo's gameplay is very simple. As far as predictability is concerned the opponent knows that you rely heavily on your combos in order to win. Ryo has plenty of attack strings which can be whiffed out in order to throw the opponent off guard but they are not abusable and really can only be relied once in a blue moon. Ryo's entire purpose is to make the cC, qcf + A hit. The four ways listed above are the only guarenteed ways to make it connect. [4] Being unpredictable with offense. Simple tactics early in the match will give your opponent the comfortable idea that you can only resort to a concrete playing style in order to win. With this in your opponent's mind your opponent will continue to deal with the same situation over and over again and sooner or later figure out a way around it. In terms of offense your opponent will always expect you to perform the cC, qcf + A combo. In order to defend against such a combo your opponent will simply block until the combo is over and go on the attack once the qcf + A animation has ended. To sum it all up it's a "I hit you then, you hit me then I hit you again" situation. To fix this you change your combo from the cC, qcf + A into a C, f + A. Your opponent will notice the change in attack and no less deal with it the same way. Wait for the 6 + A animation to end and jump in. When your opponent starts getting comfortable with this, this is the time you start setting up traps. After performing C, f + A your opponent will jump. The f + A doesn't combo anything after it. However it does link itself with special moves afterwards, meaning it won't connect but it will come out fast as if it were a combo. After the f + A perform either a fhcb + A if you have a power stock. Chances are if your opponent is jumpy your opponent will get hit. There are other attack strings listed below. The concept of Ryo's attack tactics should never ever be abused unless the opponent your playing is utterly drunk or has the inability to learn from mistakes. Attack strings should be used as an optional playing style to take the opponent's mindset off for a second. ------------------------------------------------------ [1] Absolute no no's. *Never use Ko Ou Ken by itself. Only in a combo. *Never perform Ko Ou Ken after a Hyouchuu Wari. *Do not abuse the Mouko Raijin Setsu. It is slow and can be seen coming from a mile away. Only use it against projectiles and only use it rarely. *Do not abuse the Uke blocks. They should only be used to get your LDM to hit the opponent. The price that is payed for an unsuccessful Uke is very high. This move should only be used once in a blue moon. At time your better off not using it. *Do not abuse the Kohou Shippu Ken. Do not use it against opponents who know have been attempting to perform crossovers on you throughout the entire match. *Never use Hien Shippu Kyaku unless you want to finish off an opponent with tick damage. [2] What is to be expected. *Your opponent will either roll, jump in or dash at you. No matter what advance your opponent makes you will always find that you will rely on your strong punch. If your opponent either jumps or dashes at you, you can perform a crouching strong punch. If your opponent decides to roll you can immediately press the strong punch button while they're close to throw. ------------------------------------------------------------------------ G E N E R A L T A C T I C S [-5-] ------------------------------------------------------------------------ All the playing tactics listed below are general tactics which are applied to all characters in The King of Fighters 2003. "Character Specific" tactics are moves which are applied to the character's specific play. However other characters can adopt a simular concept with a different configuration. They should be used as individual references rather then material to cram for knowledge. Play the game and if you don't know how to counter a certain tactic used by your opponent, view it here, try out the advice offered. ----------------------------------------------- [A] cC, qcf + A [B] cB, cC, qcf + A ------------------------------------------------ cB, cC, qcf + C --------------------------------------------------------- [Jump Anticipate] Hyperjump C (You anticipate opponent jumping or opponent jumps. You immediately jump up and attack opponent air to air. You end up knocking opponent away and both land in front of each other.), [B] [Not Close To Combo] cB (You try to combo but you are not close enough. You try to get close. You poke opponent so opponent stays in one spot blocking.), Short Jump In/Cross Over/Dash, [A]/[B] [As Opponent Is Getting Up] Hyperjump D (Opponent is knocked down and is getting up. You anticipate opponent doing an anti air move while getting up. You jump over the move and are behind opponent.) [B] ----------------------------------------------------- [Mouko Raijin Setsu Trap] cB (Opponent blocks low.), cC, qcf + B (While the opponent is blocking the combo you hit high.) [Hyouchuu Wari Delay] Jump In, f + A, (Opponent usually blocks low during a combo. You hit opponent with a high attack.) [Bread And Butter Attack String] cB, cA, B/cD (The delay between light and strong attack causes the opponent to think there is an opening. You trip or hit the opponent.) [Turtle Attack Punisher] cB, 66/AB, Throw (Opponent is forced to block your pokes, while the opponent is playing defensive you get close and throw.) ----------------------------------------------------- [Turtling Trap] cB, cA, cB, B (You poke your opponent until there is some distance between the both of you. Your opponent jumps at you.), cC (When opponent jumps you use your anti air.) [Breathing Space Evasion] cB/B, Early Normal Jump Back C/D (You keep the opponent at bay with a poke. You use a prioritized move to counter the opponent from jumping or rushing in after you.) ------------------------------------------------------ [Mouko Raijin Setsu Cancel] cD (You hit the opponent low.), qcf + B (The Mouko Raijin Setsu hits the opponent high.) [Kohou Shippu Ken Cancel] cD (You perform a foot sweep at mid range, the opponent see's an opening and attempts to jump in.) , qcb + A (You hit the opponent with an anti air.) ------------------------------------------------ qcb + A dp + A -------------- [Uke Block] f + B (Your opponent attempts a jump in and you block the attack.), qcfqcf + AC (You parry it with your Joudan Uke and counter with a LDM.) [Hyouchuu Wari Trap] C, f + A (Opponent blocks combo and will think that the combo is finished and attempt to jump in.) fhcf + A (Opponent will be hit while jumping in.) [Draw In Trap] Early Normal Back Jump C, (You jump back and force the opponent to chase after you. You do an air to air normal move in case the opponent jumps after you prematurely.), fhcf + A (As the opponent jumps or rushes at you, you use a DM to knock the opponent back.) ------------------------------------------------------------------------ V E R S U S C H A R A C T E R S [-6-] ------------------------------------------------------------------------ --------------------------------------------------------------- Currently Unavailble -------------------------------------------------------------- Currently Unavailble ------------------------------------------------------------------------ T A G T A C T I C S [-7-] ------------------------------------------------------------------------ ---------------------------------------------------- Currently Unavailble ------------------------------------------------------- Currently Unavailble ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -------R E S O U R C E S------------------------------------------------ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --------------------------------------------------------------- http://myimages.fourvalve.com/jack_lance/Gp1VincentVSAugustineRound1.rm *880 KB Real Player file. Footage of how to play Ryo. ---------------------------------------------------------------- Judge Mental *For informing me of the qcb + A super cancel. ----------------------------------------------------------------- http://www.interq.or.jp/aquamarine/scarlet/kof2003/ryo.html *For further infomation on Ryo. Language is in Japanese. http://www.forumplanet.com/PlanetDreamcast/orochinagi/forum.asp?fid=6980 *Forum to read and discuss tactics on Ryo as well as other characters.