Wonderful World/Ryuza: Difference between revisions

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[[File:portraitRyuza.JPEG|<center><font size="4"><b>Ryuza Lengrand</b></font></center>|frame|right]]
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[[image:WanWan_Ryuza_Profile.JPEG|<center><font size="4"><b>Ryuza Lengrand<br><small><small>リュウザ・ラングラン</small></small></b></font></center>
'''Age:''' 22
<br>
'''Occupation:''' Knight
<br>
'''Height:''' 197cm
<br>
'''Weight:''' 73 kg
<br> <!--DO NOT ADD THE THREE SIZES OF ANY OF THE FEMME CHARACTERS FROM THE PROFILES, THAT SHIT'S WEIRD.-->
'''Likes:''' Collecting weapons, researching magic
<br>
'''Dislikes:''' Office work
<br>
'''Values:''' The Knights of Eimer
<br>
'''Weapon:''' A sword called "Black Wolf Fang", and black flames|frame|right]]


==Profile==
== Character Specific Data ==
*'''Full Name''': Ryuza Lengrand (リュウザ=ラングラン)
*'''Age''': 22
*'''Occupation''': Knight
*'''Height''': 179cm
*'''Weight''': 73kg
*'''Interests''': Collecting Weapons, Researching Magic.
*'''Dislikes''': Office Job.
*'''Values''': Fellow Knights.
*'''Weapon''': Giant Sword and Black Flames


==Special Skills==
'''Health''': -
All of Ryuza's Original Actions act essentially as EX moves.  Similar to a Skill Break, using one of his EX moves will put your meter gain on cooldown.


==Gameplan==
== Playstyle ==
Ryuza, as of patch 0.938 is a shoto, one of the more flexible characters in the game, with no bad matchups. He has really good pressure, gigantic hitboxes, and more than enough damage to come by. His special character ability allows him to enhance any one of his specials for 50 meter.


===Neutral Game===
Ryuza is a basic shoto-type character, with strong pressure, big hitboxes, reasonable pokes, and good damage. His Original Action keeps him just as well-rounded by letting him burn meter to do even better versions of his special moves. While this means that he generally has a pretty good time with most matchups he has to face, he also doesn't excel in any particular area--other characters can outmatch him in their specialties, and he also needs meter to set up pressure. That said, he's a solid pick for a first-timer if none of the other characters sit right with you.
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in.  If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.


Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.
{{ProConTable|width=50
 
|pros=
===Pressuring===
* '''Powerful all-rounder,''' with a little bit of everything in his kit--big hitboxes, a strong reversal (623P), projectiles, pokes (5S/5HS), and lockdown (236K).
Ryuza's pressure game is really simple, and it doesn't really need to be anything more.  His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much.  Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.
* '''Meter-efficient conversions thanks to his Original Action,''' allowing him to extend his combos and even his pressure.
 
* '''Generally flat matchup spread,''' allowing him to fight most other characters without having to worry too much about getting into a bad matchup.
====Jump Cancels====
|cons=
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S.  On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.
* '''Needs meter for mixup,''' since it's based in having his Original Action available.
* '''Can be outmatched in various categories''' by other characters who do his individual things better.
* '''Slower buttons have longer recovery''' and tend to be a bit slow, making them more dangerous to whiff..
}}


====Dark Flame Pressure====
== Movelist ==
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in.  Depending on how they answer you should adjust accordingly.  236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked.  Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).
 
===Okizeme===
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.


With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.
{| class="wikitable"
|-
| colspan=2 style="background:#B0B0B0" | '''Special Skills'''
|-
| Sure Kill / 必殺 || Use {{#invoke:InputsWanWan|toIcons|5O}} to execute any special move (costs 50% of the Skill Gauge)
|-  
| colspan=2 style="background:#B0B0B0" | '''Skills'''
|-
| Kokuen / 黒炎 || {{#invoke:InputsWanWan|toIcons|236P/K}}
|-
| Hitenshou / 飛天焼 || {{#invoke:InputsWanWan|toIcons|623S/HS}} (air OK)
|-
| Urahiten / 裏飛天 || {{#invoke:InputsWanWan|toIcons|421S/HS}}
|-
| Yasouken / 夜葬剣 || {{#invoke:InputsWanWan|toIcons|214P/K}}
|-
| colspan=2 style="background:#B0B0B0" | '''Finishing Skills (cost 100% of the Skill Gauge)'''
|-
| Makoku / 魔刻 || {{#invoke:InputsWanWan|toIcons|2146HS}}
|-  
|}


623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents.  Just do a meaty 2K or 2S or something.  IAD j.S isn't a bad option.  Blocking reversals is also a good option.
== Special Skills Overview ==


j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways.  If you do a short dash then f.5S most characters will have to backdash or airblock it.  You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.
All of Ryuza's Original Actions act essentially as EX moves. By executing any of his Skills and using {{#invoke:InputsWanWan|toIcons|5O}} as the last input instead of the regular one, Ryuza will burn 50% of his Skill Gauge and do an enhanced version of that Skill. Similar to a Skill Break, using one of his Skills in this manner will put your meter gain on cooldown.


==Normal Moves==
== Normal Moves ==
====== <font style="visibility:hidden" size="0">5P</font> ======
====== <font style="visibility:hidden" size="0">5P</font> ======
{{MoveData
{{MoveData
Line 57: Line 79:
  |GFA=-5
  |GFA=-5
  |AFA=-5
  |AFA=-5
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8)
  |description=Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8).
  }}
  }}
}}
}}
Line 187: Line 209:
}}
}}


====== <font style="visibility:hidden" size="0">jP</font> ======
====== <font style="visibility:hidden" size="0">j.P</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_jP.png
|image=WW_Ryuza_jP.png
|caption=
|caption=
|name=jP
|name=j.P
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 201: Line 223:
  |GFA=0
  |GFA=0
  |AFA=0
  |AFA=0
  |description=Standard, fast air jab. Good as a jump-in
  |description=Standard, fast air jab. Good as a jump-in.
  }}
  }}
}}
}}


====== <font style="visibility:hidden" size="0">jK</font> ======
====== <font style="visibility:hidden" size="0">j.K</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_jK.png
|image=WW_Ryuza_jK.png
|caption=
|caption=
|name=jK
|name=j.K
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 223: Line 245:
}}
}}


====== <font style="visibility:hidden" size="0">jS</font> ======
====== <font style="visibility:hidden" size="0">j.S</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_jS.png
|image=WW_Ryuza_jS.png
|caption=
|caption=
|name=jS
|name=j.S
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 241: Line 263:
}}
}}


====== <font style="visibility:hidden" size="0">jHS</font> ======
====== <font style="visibility:hidden" size="0">j.HS</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_jHS.png
|image=WW_Ryuza_jHS.png
|caption=
|caption=
|name=jHS
|name=j.HS
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 259: Line 281:
}}
}}


==Command Moves==
== Universal Moves ==
 
====== <font style="visibility:hidden" size="0">6HS</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_6HS.png
|image=WW_Ryuza_6HS.png
|input={{#invoke:InputsWanWan|toIcons|6HS}}
|caption=
|caption=
|name=6HS
|name= Just Break
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |damage=
  |damage=
|guard=High
  |startup=41
  |startup=41
  |active=
  |active=-
  |recovery=
  |recovery=-
  |level=
|canceltype=foobar
  |level=-
  |GFA=-9
  |GFA=-9
  |AFA=-9
  |AFA=-9
Line 277: Line 304:
}}
}}


==Special Moves==
====== <font style="visibility:hidden" size="0">Throw</font> ======
====== <font style="visibility:hidden" size="0">Dark Flame</font> ======
{{MoveData
|image=WanWan_CharaName_Throw.PNG
|input=When close, {{#invoke:InputsWanWan|toIcons|4/6HS}}
|caption=
|name= Throw
|data=
{{AttackData-WW
|damage=
|guard=
|startup=1
|active=-
|recovery=-
|canceltype=-
|level=1
|GFA=?
|AFA=?
|description= Ryuza grabs the opponent and gives them a flame choke.
}}
}}
 
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=WanWan_CharaName_AirThrow.PNG
|input= {{#invoke:InputsWanWan|toIcons|j4/6HS}} when close
|caption=
|name= Air Throw
|data=
{{AttackData-WW
|damage=
|guard=
|startup=1
|active=-
|recovery=-
|canceltype=-
|level=1
|GFA=?
|AFA=?
|description= An air version of the ground throw.
}}
}}
 
== Skills ==
====== <font style="visibility:hidden" size="0">236P/K</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_236P.png
|image=WW_Ryuza_236P.png
Line 288: Line 357:
|image4=WW_Ryuza_236O2.png
|image4=WW_Ryuza_236O2.png
|caption4=236O Part 2
|caption4=236O Part 2
|name=Dark Flame
|name=Kokuen<br><small>黒炎</small>
|input=236X
|input= {{#invoke:InputsWanWan|toIcons|236P/K}}
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |version=P
  |version=P
  |damage=
  |damage=
|guard=Mid
  |startup=17
  |startup=17
  |active=
  |active=-
  |recovery=
  |recovery=-
  |level=
|canceltype=foobarbar
  |GFA=-28 Point blank
  |level=1
  |AFA=
  |GFA=-28 (point-blank)
  |AFA=?
  |description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.
  |description=Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.
  }}
  }}
Line 306: Line 377:
  |version=K
  |version=K
  |damage=
  |damage=
|guard=Mid
  |startup=44
  |startup=44
  |active=
  |active=-
  |recovery=
  |recovery=-
  |level=
|canceltype=foobarbar
  |GFA=-14 - +31
  |level=1
  |GFA= -14 to +31
  |AFA=Varies
  |AFA=Varies
  |description=Slow startup, and limited range.  However it's massive frame advantage on block, making it useful in oki and corner pressure.  Also note the chip damage from this move can add up.
  |description=Slow startup, and limited range.  However it's massive frame advantage on block, making it useful in oki and corner pressure.  Also note the chip damage from this move can add up.
Line 318: Line 391:
  |version=O
  |version=O
  |damage=
  |damage=
|guard=Mid
  |startup=15
  |startup=15
  |active=
  |active=-
  |recovery=
  |recovery=-
  |level=
|canceltype=foobarbar
  |GFA=+37
  |level=1
  |GFA= +37
  |AFA=
  |AFA=
  |description=Starts up fast like the P version and travels the whole screen but faster.  When it connects it will explode for multiple hits creating frame advantage.  Very easy to use this move for continuing blockstrings and combos.
  |description=Starts up fast like the P version and travels the whole screen but faster.  When it connects it will explode for multiple hits creating frame advantage.  Very easy to use this move for continuing blockstrings and combos.
Line 328: Line 403:
}}
}}


====== <font style="visibility:hidden" size="0">Heavenly Flying Rook</font> ======
====== <font style="visibility:hidden" size="0">623S/HS</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_623S.png
|image=WW_Ryuza_623S.png
Line 338: Line 413:
|image4=WW_Ryuza_623O.png
|image4=WW_Ryuza_623O.png
|caption4=623O
|caption4=623O
|name=Heavenly Flying Rook
|name=Hitenshou<br><small>飛天焼</small>
|input=623X
|input={{#invoke:InputsWanWan|toIcons|623S/HS}}
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 378: Line 453:
}}
}}


====== <font style="visibility:hidden" size="0">Lower Rook Heaven</font> ======
====== <font style="visibility:hidden" size="0">421S/HS</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_421S.png
|image=WW_Ryuza_421S.png
Line 386: Line 461:
|image3=WW_Ryuza_421O.png
|image3=WW_Ryuza_421O.png
|caption3=421O
|caption3=421O
|name=Lower Rook Heaven
|name=Urahiten<br><small>裏飛天</small>
|input=421X
|input={{#invoke:InputsWanWan|toIcons|421S/HS}}
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 426: Line 501:
}}
}}


====== <font style="visibility:hidden" size="0">Night Burial Edge</font> ======
====== <font style="visibility:hidden" size="0">214P/K</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_214.png
|image=WW_Ryuza_214.png
Line 436: Line 511:
|image4=WW_Ryuza_214O.png
|image4=WW_Ryuza_214O.png
|caption4=214O
|caption4=214O
|name=Night Burial Edge
|name=Yasouken<br><small>夜葬剣</small>
|input=214X
|input={{#invoke:InputsWanWan|toIcons|214P/K}}
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
Line 475: Line 550:
  }}
  }}
}}
}}
 
== Finishing Skills ==
==Finishing Moves==
====== <font style="visibility:hidden" size="0">2146HS</font> ======
{{MoveData
{{MoveData
|image=WW_Ryuza_2146HS.png
|image=WW_Ryuza_2146HS.png
|caption=
|caption=
|name=Demon Scratch
|name=Makoku<br><small>魔刻</small>
|input=2146HS
|input= {{#invoke:InputsWanWan|toIcons|2146HS}}
|data=
|data=
  {{AttackData-WW
  {{AttackData-WW
  |version=
  |version=
  |damage=
  |damage=
  |startup=15(?)
|guard=Mid
  |active=
  |startup=15
  |recovery=
  |active=-
  |level=
  |recovery=-
|canceltype=-
  |level=1
  |GFA=-22
  |GFA=-22
  |AFA=
  |AFA=?
  |description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds.  
  |description=Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds.  
  }}
  }}
}}
}}
== Gameplan & Strategy==


==Combos==
===Neutral Game===
===BnBs===
f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in.  If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.
====Meterless====
*xx > 214P / 214K
:214P in the corner, 214K for midscreenThey both set up an OTG or meaty 236K (performed by taking a step back first).
*Throw / 214P / 214O > Air Combo
:Near Wall. Depending on the distance, you either want to start out with 5P, f.5S, or j.P (going by increasing distance from the wall).
*421S > 2S 5HS 6HS > Air Combo<br>
:Far positioning.
*421S > 2S 5HS > 236K > 421HS > Followup
:Near positioning.
*Starter > Dash > 5HS 6HS > Air Combo
:Midscreen, Damage Followup
*Starter > 5HS > 214P (Wallbounce) > Air Combo
:Midscreen, Wall Bounce Followup
*Starter > Dash > 5S 5HS > 623HS
:Midscreen, Oki Followup
*Starter > 5HS > 6HS > Air Combo
:Corner, Damage Followup
*Starter > Dash > 5HS > 421S > (2S) > 623HS
:Corner, Oki Followup
*Some Launcher / Wallbounce > (j.P) j.S > dj9.(j.P) j.S j.HS > j.623HS
:Air Combo


====Meter Required====
Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DPTry not to let them get so close you don't have time to get out a DP.
*623O > Air Combo / 623HS
*xx > 214P / 214K > BRK > f.5S 5HS > 236K > 421HS > Followup
:50% Meter: this is how Ryuza goes into most of his big damage combos, 214K midscreen and 214P corner (extra damage).
*xx > f.5S / 5HS / some ground normal that's not 6HS > 2146HS
:100% Meter: Ryuza's super is a really great combo tool when you have it, adds on great damage to the end of longer combosHowever it is not really worth the meter unless you will end the round with it.


===OTGs===
===Pressuring===
*2K 5S 214P
Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.
:Carries towards the corner a fair bit, allows you to DP techs
*2K cl.5S(f.5S) 5HS > IAD
*2K (cl.5S) 5HS > 236K
*2K cl.5S (f.5S) 5HS > 2146HS


====Post OTG Game====
====Jump Cancels====
Midscreen Ryuza can't really do too much against techs, fortunately if you use his 214P OTG combined with a dash you can get them pretty damn near the corner if you aren't there already.
Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you.  You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S.  On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.


OTGing builds you meter which you need to do big damage and strong pressure, so getting respect to do OTGs off your smaller combos is importantOne simple solution is to buffer a DP after your OTG and do a 623S on reaction to the tech sound (don't press anything if they did not tech, IAD or go into some sort of oki instead)Once tagged by the 623S further 623S attempts won't really be as effective, so you should jump and get ready to force them to block in the air with a j.S.
====Dark Flame Pressure====
This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back inDepending on how they answer you should adjust accordingly236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked.  Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).


His other post OTG options are pretty basic. His only air unblockable is his DP so it can be hard for Ryuza to punish chicken blocking near the ground.  Doesn't mean they are bad options.
===Okizeme===
214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.


==Videos==
With 214P ender in the corner, the opponent will be pushed out slightly.  If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.
*[https://www.youtube.com/watch?v=Z6tEipNMdTM Ryuza Combos (2010)]
 
*[https://www.youtube.com/watch?v=qpSRkqNF_Zo Wonderful World: Ryuza Full Corner Carry Combo (2012)]
623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents.  Just do a meaty 2K or 2S or something.  IAD j.S isn't a bad option. Blocking reversals is also a good option.
*[https://www.youtube.com/watch?v=8Y4XvD8Ceiw Ryuza Basic Combo (Ver 0.83) (2015)]
 
j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways.  If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.
 
== Combos ==
 
== Videos ==
 
== External Links ==
 
== Colors ==


==Colors==
{{Colors-WW
{{Colors-WW
|Character=WW_Ryuza
|Character=WanWan_CharaName_Color_
}}
}}
==External Links==
*[https://www55.atwiki.jp/ainefill_oinusama/pages/27.html Ryuza's Frame Data at the Japanese Wiki]


{{WW}}
{{WW}}


[[Category:Wonderful World]]
[[Category:Wonderful World]]

Revision as of 21:49, 3 December 2022

Ryuza Lengrand
リュウザ・ラングラン
Age: 22
Occupation: Knight
Height: 197cm
Weight: 73 kg
Likes: Collecting weapons, researching magic
Dislikes: Office work
Values: The Knights of Eimer
Weapon: A sword called "Black Wolf Fang", and black flames

Character Specific Data

Health: -

Playstyle

Ryuza is a basic shoto-type character, with strong pressure, big hitboxes, reasonable pokes, and good damage. His Original Action keeps him just as well-rounded by letting him burn meter to do even better versions of his special moves. While this means that he generally has a pretty good time with most matchups he has to face, he also doesn't excel in any particular area--other characters can outmatch him in their specialties, and he also needs meter to set up pressure. That said, he's a solid pick for a first-timer if none of the other characters sit right with you.


Strengths Weaknesses
  • Powerful all-rounder, with a little bit of everything in his kit--big hitboxes, a strong reversal (623P), projectiles, pokes (5S/5HS), and lockdown (236K).
  • Meter-efficient conversions thanks to his Original Action, allowing him to extend his combos and even his pressure.
  • Generally flat matchup spread, allowing him to fight most other characters without having to worry too much about getting into a bad matchup.
  • Needs meter for mixup, since it's based in having his Original Action available.
  • Can be outmatched in various categories by other characters who do his individual things better.
  • Slower buttons have longer recovery and tend to be a bit slow, making them more dangerous to whiff..

Movelist

Special Skills
Sure Kill / 必殺 Use 5O to execute any special move (costs 50% of the Skill Gauge)
Skills
Kokuen / 黒炎 236+P / K
Hitenshou / 飛天焼 623+S / HS (air OK)
Urahiten / 裏飛天 421+S / HS
Yasouken / 夜葬剣 214+P / K
Finishing Skills (cost 100% of the Skill Gauge)
Makoku / 魔刻 2146+HS

Special Skills Overview

All of Ryuza's Original Actions act essentially as EX moves. By executing any of his Skills and using 5O as the last input instead of the regular one, Ryuza will burn 50% of his Skill Gauge and do an enhanced version of that Skill. Similar to a Skill Break, using one of his Skills in this manner will put your meter gain on cooldown.

Normal Moves

5P
5P
WW Ryuza 5P.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 8 5 25 - 1 -5 -5

Standard jab. Startup looks slow, but Wonderful World is a 100FPS game, in a 60FPS this would be a standard 4F jab ((60/100)*8).

5K
5K
WW Ryuza 5K.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 12 10 20 - 1 -5 -5

Good poke that makes your hurtbox a bit smaller horizontally, and hits a bit high up in the air. Good pressure tool.

5S
f.5S
WW Ryuza 5S.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 17 3 47 - 2 -20 -20

Your best grounded antiair. Fast and reliable, but pretty unsafe on whiff.

5HS
5HS
WW Ryuza 5HS.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 19 3 50 - 2 -15 -25

Solid horizontal reach and reaches a bit high up too. Good for footsies and combos.

2P
2P
WW Ryuza 2P.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 7 5 18 - 1 +2 +2

Another standard jab. This one is better as it is +2 on block, leading to some good stagger pressure.

2K
2K
WW Ryuza 2K.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 10 5 20 - 1 0 0

Solid pressure and meaty tool. It hits low, and is neutral on block.

2S
2S
WW Ryuza 2S.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 13 5 25 - 2 +3 -7

One of your best pressure tools. +3 on block, great vertical and horizontal reach, and good startup

2HS
2HS
WW Ryuza 2HS.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 16 3 36 - 2 -6 -14

Not very useful outside of combos or using the blockstun for special cancels. Use 2S instead.

j.P
j.P
WW Ryuza jP.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 8 5 20 - 1 0 0

Standard, fast air jab. Good as a jump-in.

j.K
j.K
WW Ryuza jK.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 12 5 28 - 1 -8 -8

Fast air kick with good reach.

j.S
j.S
WW Ryuza jS.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 17 3 44 - 2 -14 -24

Great jump-in with a crossup hitbox, and is double jump cancellable on block.

j.HS
j.HS
WW Ryuza jHS.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 19 3 46 - 2 -16 -26

Another solid jump-in and air-to-air, great hitbox to let the enemy just run into.

Universal Moves

6HS
Just Break
6+HS
WW Ryuza 6HS.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- High 41 - - foobar - -9 -9

Standard universal overhead, decent startup.

Throw
Throw
When close, 4 / 6+HS
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 1 - - - 1 ? ?

Ryuza grabs the opponent and gives them a flame choke.

Air Throw
Air Throw
In air, 4 / 6+HS when close
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- - 1 - - - 1 ? ?

An air version of the ground throw.

Skills

236P/K
Kokuen
黒炎

236+P / K
WW Ryuza 236P.png
236P
236P
WW Ryuza 236K.png
236K
236K
WW Ryuza 236P.png
236O Part 1
236O Part 1
WW Ryuza 236O2.png
236O Part 2
236O Part 2
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - Mid 17 - - foobarbar 1 -28 (point-blank) ?

Ryuza throws out a bunch of dark fire from his hands, start up and properties depend on which version used. P version travels the length of the screen. Safe, quick startup.

K - Mid 44 - - foobarbar 1 -14 to +31 Varies

Slow startup, and limited range. However it's massive frame advantage on block, making it useful in oki and corner pressure. Also note the chip damage from this move can add up.

O - Mid 15 - - foobarbar 1 +37 -

Starts up fast like the P version and travels the whole screen but faster. When it connects it will explode for multiple hits creating frame advantage. Very easy to use this move for continuing blockstrings and combos.

623S/HS
Hitenshou
飛天焼

623+S / HS
WW Ryuza 623S.png
623S
623S
WW Ryuza 623HS1.png
623HS Part 1
623HS Part 1
WW Ryuza 623HS2.png
623HS Part 2
623HS Part 2
WW Ryuza 623O.png
623O
623O
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
S - - 13 - -71 - - - -

Shoryuken type move, air ok. This is Ryuza's sole move for punishing chicken blocking. S version is invulnerable, unable to followup but a good reversal.

HS - - 7 - - - - -82 Air Unblockable

Not invulnerable, this is a combo move. Also be careful if you try using this as a chicken block punisher.

O - - 17 - - - - -26 Air Unblockable

Invulnerable and much better recovery than the S version (safe at most distances). You can followup with a 623HS or j.P into an air combo. This is the only version that can't be used in the air.

421S/HS
Urahiten
裏飛天

421+S / HS
WW Ryuza 421S.png
421S
421S
WW Ryuza 421HS.png
421HS
421HS
WW Ryuza 421O.png
421O
421O
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
S - - 42 - - - - -8 -

It's an overhead on a special input, not much to it. Launches on a successful hit to allow for a combo followup. He jumps when he does it so you can eat a lot of damage if you're hit out of the startup. Fastest version, this is the one you should actually use for catching people off guard. BRK during startup for overhead fakeouts.

HS - - 47 - - - - -3 -

Slower startup, but moves Ryuza forward more, and is safer on block. This is mostly a combo move because of it's stronger groundbounce. BRK during startup for overhead fakeouts.

O - - 38 - - - - +6 -

Faster and more combo potential than the HS version. It's also very safe on block.

214P/K
Yasouken
夜葬剣

214+P / K
WW Ryuza 214.png
214 Startup
214 Startup
WW Ryuza 214P.png
P Version
P Version
WW Ryuza 214K.png
K version
K version
WW Ryuza 214O.png
214O
214O
Version Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
P - - 20 - - - - -22 -

Ryuza Charges forward with his sword in front of him then slashes at his opponent. Last hit is mid. Wallslams, giving you knockdown in the corner, and distance dependant wallbounce combos when near it. Bad on block.

K - - 14 - - - - -10 -

Last hit is low. Knocks down anywhere on hit, but the final slash does less damage than the 214P. Bad on block.

O - - 10 - - - - -18 -

Fast charge reaching the end very quickly, and only the final slash actually comes out (1 hit). Can be made safe with the right spacing.

Finishing Skills

2146HS
Makoku
魔刻

2146+HS
WW Ryuza 2146HS.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
- Mid 15 - - - 1 -22 ?

Ryuza swings out with his sword, impales the opponent then swings them over in an explosion of dark flames. This move has a lot of range, and speed. It doesn't have a whole lot of raw damage, but it does just as much damage at the end of a combo as it would out in the open making it really good for ending rounds.

Gameplan & Strategy

Neutral Game

f.5S, j.S, and j.HS all have amazing range and should be used liberally so that your opponent will learn to respect the ranges Ryuza operates in. If you are having difficulty getting near you can toss out some 236P to build meter and restrict movement. Nothing too complex here, but don't forget that you want to use j.K or j.HS if they are above you in the air, j.S is for below you.

Ryuza has no real anti air normals... however f.5S can swat careless approaches out of the air easily, and not much will beat a DP. Try not to let them get so close you don't have time to get out a DP.

Pressuring

Ryuza's pressure game is really simple, and it doesn't really need to be anything more. His range lets him sit comfortably at a range where most (exceptions for characters like Lemius and Orphe) characters can't really do much. Like most characters his 2P is frame advantage, so make sure to use it for frame traps and tick throw setups.

Jump Cancels

Both Ryuza's f.5S and 5HS are jump cancelable, so later in your blockstrings you pretty much always have it available to you. You can jumpback, then delay an airdash back in, IAD, or simply jump over your opponent and crossup with a j.S. On taller characters you can also do a high j.S > j.HS on the way down to create stronger frame advantage.

Dark Flame Pressure

This is pretty straight forward, against a respectful opponent you can just cancel into 236K which will generate a ton of frame advantage and allow you to dash back in. Depending on how they answer you should adjust accordingly. 236P isn't really good to be used from close up, but when you are pushed out more and you toss it out you can create a frame trap by doing a f.5S after it is blocked. Of course if you have the meter to spare (whether or not you consider it worth it to use 50% meter to get close is up to you), you can always cancel into a 236O which is a pretty effective way to get back in (note that some chars have ways to escape it such as Duna 623K and Aiwhen's teleports).

Okizeme

214P or 214K Knockdown, then Meaty 236K is a very easy and simple way to force a block.

With 214P ender in the corner, the opponent will be pushed out slightly. If you mix up the distance you walk forward before an IAD you can create a hard to see crossup or no-crossup mixup.

623HS Knockdown: Not really enough time for a meaty 236K except for on respectful opponents. Just do a meaty 2K or 2S or something. IAD j.S isn't a bad option. Blocking reversals is also a good option.

j.623HS Knockdown: Not really the greatest situation ever, but not bad for Ryuza considering he has a ton of range anyways. If you do a short dash then f.5S most characters will have to backdash or airblock it. You sort of go straight into your further range pressure game here, probably why you should end your longer combos early at a grounded 623HS for more frame advantage.

Combos

Videos

External Links

Colors

P Button K Button S Button HS Button
O Button SP Button Hidden


General
Changes
FAQ
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Netplay
Mechanics
Characters
Ryuza
Duna
Lemius
Aiwhen
Corona
Sasari
Lunathia
Orphe
Cielo
Alicephia
Sabe
Neva
Lynia
Friede
Kiki
Chartette
Claudette
Shake
Fuga
Eldio
Etielle
Pale
Semnia
Rosalice
Magenda
Hinokage
Abeldy