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| |frameAdv= | | |frameAdv= |
| |invuln= | | |invuln= |
| |description=* Ryougi's second set of counters. If an enemy hitbox of the corresponding guard properties connects with the counter trigger box, she catches the enemy and throws them behind her into hard knockdown if they are close enough. | | |description=* Ryougi's second set of counters. If an enemy hitbox of the corresponding guard properties connects with the counter trigger box, she catches the enemy and throws them behind her into hard knockdown if they are close enough. Unlike the 623X series, 421A/B recovers quite quickly, though using them is still a risk, and unlike 623X and 421C, you cannot reliably combo off of these unless you are cornered AND spend meter for 236C. Just stick with 623A/B for the most part. |
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| '''A:''' Counters high/mid-hitting attacks. | | '''A:''' Counters high/mid-hitting attacks. |
Revision as of 22:13, 3 July 2021
Character Page Progress
This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.
In Progress |
To-do
|
- General Gameplan:
- Do your best to describe how to play this character, change or add subsections based on what you would write as a guide.
- Combos:
- Add damage, meter gain/given numbers and video links to combos.
|
- Players to watch/ask
- If you know any players in particular that can be helpful for learning this character, please add them with, if possible a way to contact them (such as a Discord handle) and a name that can be searched in the match video database.
- Overview/General Gameplan:
- Add a short summary of this character with a list of strengths and weaknesses
|
Additional Resources
F-Ryougi Match Video Database
Horokei's F-Ryougi BnB Guide
Players to watch/ask
JP:
NA:
EU:
Overview
Strengths / Weaknesses
Strengths
|
- Amazing mobility
- Good grounded buttons with big range
- Great air to air game
- Gains access to some of the best AAD and LA's in the game during Blood Heat
- Pretty good midscreen okizeme
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Weaknesses
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- Poor linear pressure
- Poor frame advantage
- Lacks any true reversal options
- Lacks an air to ground move
- Grounded buttons have long recovery
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General Gameplan
work in progress
Neutral
Your attacks have extremely long range, so use that to your advantage. At mid distance, F-Ryougi is extremely strong. Your long range pokes means that the enemy can't do much if they don't want to have their move stuffed. At long range, your dash 3C allows you to quickly punish from across the screen, same as knife. j.B gives you great control in air to air. j.C is amazing against anyone who's above you. None of your air attacks have good angles towards the ground, however, so try to stay on the ground unless you're approaching with an instant air dash.
Pressure
If you get the enemy to block an attack, make them block more. Although almost every attack is negative on block, the pushback and long range means that you're almost always safe. Plus, F-Ryougi does significant guard damage. Rekkas are safe outside of the first hit and 236C ender. 22A allows you to reset. 3C lets you get back in if you push yourself too far. 5[C] is very slow, but having it shielded turns into rock paper scissors, since F-Ryougi can cancel into 623 series which allows a followup combo should you guess correctly. Against Half Moon characters, there's no guess game involved, so them shielding your 5[C] nets you free damage.
Off of hard knockdown like A rekka ender, you can set up safe jump. F-Ryougi doesn't have any special mixups, but she can do things like neutral jump into drift and corner airdash mixups just fine.
Okizeme
TBD
Defense
When you're getting pressured, there's not much you can do. If you know what they're going to use next and you know that you can time a 236C perfectly so that its active frames fall perfectly within 236C's invulnerability frames, you can give it a try. That's really silly, though, and will probably end up with eating 5k damage. So just block. Block a lot. You have no real reversals and you're full moon, so you can't H-Bunker or easily Heat as a reversal. A good part of F-Ryougi is making sure that you don't get forced into the corner.
Combos
Combo Notation Help
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Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.
For more information, see Glossary and Controls.
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X > Y
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X input is cancelled into Y.
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X > delay Y
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Must wait for a short period before cancelling X input into Y.
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X, Y
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X input is linked into Y, meaning Y is done after X's recovery period.
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X+Y
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Buttons X and Y must be input simultaneously.
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X/Y
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Either the X or Y input can be used.
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X~Y
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This notation has two meanings.
- Use attack X with Y follow-up input.
- Input X then within a few frames, input Y. Usually used for option selects.
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X(w)
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X input must not hit the opponent (Whiff).
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j.X
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X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.
Applies to all air chain sections:
- Assume a forward jump cancel if no direction is given.
- Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
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sj.X
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X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
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dj.X
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X input is done after a double jump.
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sdj.X
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X input is done after a double super jump.
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tk.X
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Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
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(X)
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X is optional. Typically the combo will be easier if omitted.
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[X]
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Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
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]X[
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Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
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{X}
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Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
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X(N)
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Attack "X" should only hit N times.
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(XYZ)xN
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XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
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(XYZ^)
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A pre-existing combo labelled XYZ is inserted here for shortening purposes.
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CH
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The first attack must be a Counter Hit.
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Air CH
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The first attack must be a Counter Hit on an airborne opponent.
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66
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Performs a ground forward dash.
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j.66
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Performs an aerial forward dash, used as a cancel for certain characters' air strings.
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IAD/IABD
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Performs an Instant AirDash.
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AT
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Performs an Air Throw. (j.6/4A+D)
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IH
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Performs an Initiative Heat.
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AD
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Performs an Arc Drive.
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AAD
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Performs an Another Arc Drive.
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Most j.236B enders can be switched for an airthrow. End in j.236B for extra damage and meter charge time. End in airthrow for okizeme. Let j.B hit once if you plan on ending with air throw. When doing 236A236[A]236A midscreen on an airborne opponent, enter the last 236A in reverse (214A), as 236[A] will cross under temporarily. In the corner, enter 236A normally.
Normal Combos
Condition
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Notation
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Damage vs V.Sion
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Notes
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Midscreen, Standard
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- (2A) > 5B > 2B > 5C > 236B~236B~236B, 2A/2B > 5C > j.BC > dj.BC > dj.236B
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4766
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Meter Gained: 97.6 |
Meter Given (vs C-Moon): 32.5 |
Standard midscreen bread and butter combo from close distances. Use 2A instead of 2B when you're especially close for a slightly easier link. |
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Corner
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- (2A) > 5B > 2B > 5C > 236B~236B~236B, 2A/2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
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5090
|
|
Meter Gained: 108.9 |
Meter Given (vs C-Moon): 36.3 |
Corner combo from close distances. Use 2A instead of 2B when you're especially close for a slightly easier link. |
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Far, Has Knife
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- (2A) > 5B > 2B > 2C > 3C > 22A, 2B > 5C > j.BC > dj.BC > dj.236B
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3791
|
|
Meter Gained: 90.4 |
Meter Given (vs C-Moon): 30.1 |
When you're too far to use the rekka launcher combo but you have your knife. Do 5B or 5C instead of the 2B > 5C after 22A for a bit less damage if you aren't able to delay the 2B consistently. |
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Far, Corner, Has Knife
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- (2A) > 5B > 2B > 2C > 3C > 22A, 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
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4146
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Meter Gained: 101.7 |
Meter Given (vs C-Moon): 33.9 |
Corner version of the above. |
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Far, Knifeless
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- (2A) > 5B > 2B > 2C > 3C > 236A~236[A]~236A
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3030
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Meter Gained: 51.7 |
Meter Given (vs C-Moon): 17.2 |
When you have no knife and you're too far to use the rekka launcher combo. |
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Midscreen, Overhead, Has Knife
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- 4C > 22A, 2C > 3C > 236A~236[A]~236A
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2310
|
|
Meter Gained: 55.8 |
Meter Given (vs C-Moon): 18.6 |
Overhead starter into hard knockdown for okizeme. |
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Midscreen, Overhead, Has Knife
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- 4C > 22A, 2B > 5C > j.BC > dj.BC > dj.236B
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2621
|
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Meter Gained: 69.7 |
Meter Given (vs C-Moon): 23.2 |
Overhead starter into wallslam for damage and meter charge time. Do 5B or 5C instead of 2B > 5C if you can't do it reliably. |
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Corner, Overhead, Has Knife
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- 4C > 22A, 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
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2968
|
|
Meter Gained: 81.0 |
Meter Given (vs C-Moon): 24.2 |
Corner version of the above. |
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Midscreen, Overhead, Knifeless
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|
1765
|
|
Meter Gained: 31.0 |
Meter Given (vs C-Moon): 10.3 |
Knifeless overhead starter into hard knockdown for okizeme. |
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Counter/AirThrow, Knifeless
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- (Raw AT/Shield Counter/Air CH) > 2B > 5C > j.BC > dj.BC > dj.236B
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2953 / 2111 / 3561
|
|
Meter Gained: 54.0 / 57.5 / 57.1 |
Meter Given (vs C-Moon): 17.1 / 19.5 / 19.0 |
Change 2B > 5C to 5B if you can't time it right. Values are for raw AT, shield counter, and CH 5A, respectively. |
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Counter, Knifeless, Corner
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- (Shield Counter/Air CH) > 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B
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2511 / 4252
|
|
Meter Gained: 69.7 / 68.4 |
Meter Given (vs C-Moon): 23.2 / 22.8 |
Corner version of the above. Does not work from Raw AT because Raw AT uses up two wallbounces. Values are for shield counter and CH 5A, respectively. |
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Counter/AirThrow, Knifeless
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- (Raw AT/Shield Counter/Air CH) > 3C > 236A~236[A]~236A
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2401 / 1483 / 2232
|
|
Meter Gained: 31.9 / 36.4 / 35.1 |
Meter Given (vs C-Moon): 11.7 / 12.1 / 11.7 |
Conversion into hard knockdown for okizeme. Values are for raw AT, shield counter, and CH 5A, respectively. |
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Metered Combos
Condition
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Notation
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Damage vs V.Sion
|
Notes
|
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Midscreen, Has Knife 100% meter
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- (Launcher) > j.BC > dj.BC > dj.22C, 2C > 3C > 236A~236[A]~236A
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4917
|
|
Meter Gained: 94.1 |
Meter Given (vs C-Moon): 40.1 |
For okizeme off of an air combo. Cancel j.B after the first hit. |
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Anywhere 100% meter
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- (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > 8j.C, 5B > j.BC > dj.BC > dj.236B
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
(Video) |
Neutral jump cancel the 214C and delay the j.C as late as possible so that your 5B will connect. |
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Anywhere 100% meter
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- (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), dl.2B > 5C > j.BC > dj.BC > dj.236B
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4678
|
|
Meter Gained: 69.4 |
Meter Given (vs C-Moon): 34.5 |
Slightly easier version. Slightly delay 2B after j.B(w). |
|
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Corner 100% meter
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- (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), dl.2B > 5C > TK j.236B, j.BC > dj.BC > dj.236B
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Corner version of the above. |
|
|
Anywhere 100% meter
|
- (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), 2C > 3C > 236A~236[A]~236A
|
4559
|
|
Meter Gained: 63.5 |
Meter Given (vs C-Moon): 29.9 |
(Video) |
For hard knockdown. |
|
|
Anywhere 100% meter
|
- (2A) > 5B > 2B > 5C > 3C > 236A~236[A]~236A > 236C > j.BC > dj.BC > dj.236B
|
4791
|
|
Meter Gained: 68.4 |
Meter Given (vs C-Moon): 41.7 |
For some extra damage off of 236A rekka ender. You can do similar combos from 236C off of any hard knockdown. |
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|
Anywhere 100% meter
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- (Rekka x2)~214A > 236C > j.BC > dj.BC > dj.236B
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???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
For if your first two rekkas are blocked but you land the low rekka. |
|
|
Initiative Heat Combos
Condition
|
Notation
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Damage vs V.Sion
|
Notes
|
|
Anywhere MAX mode
|
- (2A) > 5B > 2B > 5C > 236B~236B~236C > IH j.BC > dj.BC > dj.236C
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Does around 6k. |
|
|
Corner MAX mode
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- (2A) > 5B > 2B > 5C > 236B~236B~236C > IH 214A, 5A > 5C > TK j.236B, j.B > delay j.C, j.BC > dj.BC > j.236C
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
For mad hype near the corner. |
|
|
Swag Combos
Condition
|
Notation
|
Damage vs V.Sion
|
Notes
|
|
Anywhere, Has Knife
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- (2A) > 5B > 2B > 5C > 3C > TK j.236B, 5A > 22A, TK j.236B, j.AC > dj.BC > dj.236B
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Delay the 5A. Replacement for (2A) > 5B > 2B > 5C > 3C > 22A, 2B > 5C > TK j.236B, j.AC > dj.BC > dj.236B |
|
|
Anywhere, Knifeless
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- 5B > 2B > 5C > 3C > TK j.236B, 5A > 5C > 214C > j.B(whiff), 2C > 3C > 236A~236[A]~236A
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Delay the 5A. Replacement for (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > j.B(w), 2C > 3C > 236A~236[A]~236A. Actually better if the opponent reduces reasonably well and is reasonably easy for a bnb. |
|
|
Anywhere, Has Knife
|
- 5B > 2B > 5C > 236B~236B~236C > 214C > 8j.C > j.22B, 2B > 5C > j.236B, j.AC > j.B(2)C > j.236B
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Delay the first j.C. Knife version of (2A) > 5B > 2B > 5C > 236B~236B~236C > 214C > 8j.C, 5B > j.BC > dj.BC > dj.236B |
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|
Anywhere 100% meter
|
- 5AA > 5B > 2B > 5C > 3C > TK j.236C, 5A > 2C > 236A~236A~236A, 5A > 2C > 3C > 236A~236[A]~236A
|
???
|
|
Meter Gained: ??? |
Meter Given (vs C-Moon): ??? |
Impossible swaaaaaaaag. Loop 5A 2C rekkas on some characters for more swaaaaaaaag. Burs. |
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|
Move Descriptions
Frame Data Help
|
Header
|
Tooltip
|
Move Box Colors
|
Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.
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Damage
|
Base damage done by this attack.
(X) denotes combined and scaled damage tested against standing V. Sion.
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Red Damage
|
Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.
(X) denotes combined damage.
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Proration
|
The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.
X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.
|
Circuit
|
Meter gained by this attack on hit.
(X%) denotes combined meter gain.
-X% denotes a meter cost.
|
Cancel
|
Actions this move can be cancelled into.
SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.
|
Guard
|
The way this move must be blocked.
L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.
|
Startup
|
Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
|
Active
|
The amount of frames that this move will have a hitbox.
(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.
|
Recovery
|
Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
|
Advantage
|
The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).
If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.
|
Invul
|
Lists any defensive properties this move has.
X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.
Invicibility:
- Strike = Strike invincible.
- Throw = Throw invincible.
Hurtbox-Based Properties:
- Full = No hurtboxes are present.
- High = Upper body lacks a hurtbox.
- Low = Lower body lacks a hurtbox.
Miscellaneous Properties
- Clash = Frames in which clash boxes are active.
- Reflect = Frames in which projectile-reflecting boxes are active.
- Super Armor = Frames in which the character can take hits without going into hit stun.
|
Normal Moves
Standing Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
202
|
75% (O)
|
-SE-, -N-, -SP-, -EX-, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
3
|
9
|
0
|
3.15%
|
-
|
Her fastest normal. Air unblockable. The range is not much for a F-Ryougi move, but it's still decent. If you really need to, you can use it as an emergency anti-air, but you'll probably get beat out. Good for frame traps and throw setups.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
303
|
85% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3
|
22
|
-10
|
4.5%
|
Clash 9-11
|
Big poke that's good at catching jumpers. Air unblockable. Clashes. Just like 2B, don't whiff this. Can be crouched under at the extreme range. As long as you don't whiff, it's pretty safe.
|
|
|
5C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
850
|
505
|
100%
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
5
|
17
|
-4
|
6.3%
|
Clash 14-18
|
5[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
3030
|
100%
|
(N), (SP), (EX), (J)
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
30
|
5
|
25
|
-
|
13.5%
|
Clash 31-35
|
Definitely don't whiff this. Air unblockable. Clashes. Long range like her other normals. Longer, even. If you don't whiff, it's STILL pretty safe. Charged Unblockable! Use it once in a while to keep the enemy on their feet.
|
|
Crouching Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
300
|
151
|
75% (O)
|
N, SP, EX, (J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
5
|
3
|
17
|
-8
|
2.7%
|
-
|
A lot of range for a 2A. It doesn't cancel to itself, however. Hits mid. If this gets blocked at close range, it's actually safer on block to continue into rekka. At most ranges, though, it's fairly safe on block since most moves that are fast enough can't reach.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
353
|
90% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
17
|
-6
|
4.5%
|
-
|
Great range and good start up. Good poke. Hits low. If you whiff, you're stuck with an extended hitbox for a good while. If you make contact, it's pretty safe.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
505
|
55% (O)
|
N, SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
2
|
28
|
-12
|
8.1%
|
-
|
Mostly blockstring/combo filler before you use 3C. Hard knockdown. Move you forward. At long range, though, this is pretty safe as long as you don't whiff.
|
|
Aerial Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350
|
151
|
75% (O)
|
N, SP, EX, J
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
3
|
-
|
-
|
3.15%
|
-
|
Okay for when they're above you. Can't cancel into itself.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
350*2 (621)
|
151*2 (267)
|
80% (O)
|
N, SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6
|
2 (4) 2
|
-
|
-
|
3.15%*2 (6.3%)
|
-
|
Amazing air to air move. It's fast, it's got a great hitbox, and it's long enough to easy combo after. It's a two hitter, but you'll cancel the second hit into j.C a lot of the time during combos 'cause the second hit adds minimal damage (maybe 250 if you get both second hits in an air combo) and risks them getting too high for your combo ender to connect.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
404
|
90% (O)
|
SP, EX, J
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
3
|
-
|
-
|
8.1%
|
-
|
Hitbox goes really high. If anyone is above you, you'll probably beat them out. Good for approaches with iAD.
|
|
Command Normals
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
707
|
65% (O)
|
SP, EX, (J)
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
9
|
24
|
-15
|
8.1%
|
-
|
Great move, but don't end on it in blockstrings. Moves you in real close. Plus, huge amounts of active frames. Definitely not safe on block unless you start it from far away. If you do it from that far, though, people can react and punish you. If you see them using something that takes a while, you can dash in and 3C for a fairly quick full screen punish.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
800
|
606
|
45% (O)
|
SP, EX
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
1
|
35
|
-9
|
7.2%
|
-
|
Her only normal overhead. Not safe on block. Only really combo into rekka and 22A/C.
|
|
Universal Mechanics
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1010
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
2
|
1
|
20
|
13 ~ 18
|
13.5%
|
-
|
Ryougi pins the opponent to the ground then stabs them in the chest.
|
|
Raw Raw Combo Ender Combo Ender
|
Raw / Combo Ender
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600 (1408) 1000
|
(888) 808
|
35% 100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1
|
1
|
12
|
- 4 ~ 9
|
0.0% 9.0%
|
-
|
Has completely different animations for whether this is done raw or during a combo. For the former, Ryougi will launch the opponent diagonally downward then slice them, resulting in a ground bounce. For the latter, she will drop the opponent straight below her then stab them like in her ground throw.
|
|
|
Standing
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
45%
|
(SP), (EX), (J)
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
18
|
-4
|
4.5%
|
-
|
Same animation as H-Moon 5A6A.
|
Aerial
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500 (345)
|
202
|
45%
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
4
|
-
|
16 (Max)
|
4.5%
|
-
|
Same animation as C-Moon j.C.
|
|
|
Bunker
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
25
|
4
|
19
|
-5
|
0.0% (-50.0% in blockstun)
|
Clash 1-10
|
(Clash)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
500
|
202
|
100%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
7
|
4
|
19
|
-5
|
0.0%/-50.0%
|
Strike 1-7
|
A standing-height slash.
|
|
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
2
|
29
|
-
|
uses all
|
Full 1-18
|
Hitbox covers Ryougi completely.
|
|
|
Ground
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
10
|
20
|
-
|
removes all
|
Full 1-39
|
Air
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
100
|
0
|
100%
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
11
|
10
|
15
|
-
|
removes all
|
Strike 1-30
|
Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.
|
|
Special Moves
Grounded Specials
A/B A/B ~236X/[X] ~236X/[X] ~214X ~214X ~236A (Ender) ~236A (Ender) ~236B (Ender) ~236B (Ender) ~236C/[C] (Ender) ~236C/[C] (Ender) ~214D/X (Ender) ~214D/X (Ender)
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
555
|
80% (O)
|
-CH-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
9
|
4
|
21
|
-7
|
6.75%
|
-
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
750
|
555
|
80% (O)
|
-CH-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
3
|
33
|
-18
|
6.75%
|
-
|
- Ryougi's rekka series. Very useful for just about everything.
A: Rekka starter. Ryougi moves forward and slashes. Not safe on block.
B: Same as A version, except moves Ryougi farther. Also a bit slower. Even less safe on block.
|
~236X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
900
|
757
|
80% (O)
|
-CH-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
4
|
16
|
-2
|
8.1%
|
-
|
~236[X]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
606
|
80% (O)
|
-CH-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
18
|
3
|
15
|
-1
|
10.8%
|
-
|
~214X
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
909
|
75% (O)
|
-CH-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26 ~ 23
|
3
|
19
|
-7
|
10.8%
|
-
|
~214D
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450
|
353
|
100% (O)
|
-EX-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
3
|
22
|
-7
|
4.05%
|
-
|
236X: Just another slash. Safe on block.
236[X]: Just another slash. Won't combo on standing target from rekka starter. Use this on falling enemies, though, 'cause it will combo after those. Also use this in blockstrings once in a while to make frame traps. Safe on block.
214X: Overhead. Doesn't combo from rekka starter. Not safe on block.
214D: Ends the rekka. Hits low. Hard knockdown. Can be EX canceled. Not safe on block.
|
236A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
700
|
404
|
50% (O)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8 ~ 4
|
4
|
20
|
-6
|
6.3%
|
-
|
236B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
808
|
40% (M)
|
-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
12 ~ 8
|
6
|
24
|
-12
|
10.8%
|
-
|
236C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1010
|
100%
|
-EX-
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20 ~ 16
|
10
|
16
|
-10
|
13.5%
|
-
|
236[C]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
3030
|
100%
|
-EX-
|
U / LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
36 ~ 32
|
10
|
16
|
-8
|
13.5%
|
-
|
214X/D
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
450
|
353
|
50% (O)
|
-
|
L
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
8
|
3
|
28
|
-13
|
4.05%
|
-
|
236A: HARD knockdown. Use this when you want oki. If you're using this on a falling enemy midscreen, enter the 236 in reverse (214) because the rekka extender will cross under. Safe on block.
236B: Launcher. You can 2A/2B after this for combos. You use this for your bread and butter. Generally safe on block, but can be punished by extremely fast and long range moves like C-Ciel 236C.
236C: Stab through. Deals high damage and can be canceled into 214C for a combo if you're too far for the rekka launcher to hit, netting you good damage and a side switch. Unsafe on block, and will side switch on block at point blank.
236[C]: Unblockable (First 2 active frames). Obviously won't combo from rekka extenders. Don't hold this half way. This isn't Warc's 5{B}. If this gets blocked half charged, you eat 5k damage. Use this in blockstrings sometimes. It's got decent speed. If they get wise and start not respecting, you should just stop doing this move instead of trying to half charge it to catch them.
214X/D: Low hit. Same as using 236A/B~214D. If you're using this on a falling enemy midscreen (why?), enter the 214 in reverse (236) because the rekka extender will cross under.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
400*7 (2107)
|
288*7 (1595)
|
80% (O)/(M)
|
(J)
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+6
|
62
|
25
|
-13
|
-100.0%
|
Full 1-6
|
Ryougi dashes in and does 6 rekka slashes in rapid succession followed by a jump cancellable B Ender. Most notable as her best OTG pickup after rekka hard knockdown. Due to hitgrab properties, all combos are burst safe after it hits. Starts off with 6 frames of invulnerability, so it's your only "reversal" type move. It's a terrible reversal, though. After that 6 frames wears off, you get a frame of you just running forward before you start attacking. A decent meaty can easy beat it out. Also, no invincibility any time after that. People who are careless on punishing this might get caught by the American reset, 'cause the last slash has a decent hitbox.
|
|
A/C A/C B B A/B Hit A/B Hit C Hit C Hit
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0
|
0
|
70%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
12
|
20
|
14 (Hit)
|
0.0%
|
-
|
- Ryougi's first set of counters. If an enemy hitbox of the corresponding guard properties connects with the counter trigger box, she catches the enemy and throws them behind her if they are close enough, leaving them standing. You can combo after A and B versions with a 5B, netting you the highest damage of any of Ryougi's counters
A: Counters high/mid-hitting attacks.
B: Counters low/mid-hitting attacks.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0
|
0
|
60%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
12
|
16
|
-
|
0.0%
|
-
|
Counters high/mid-hitting attacks, but throws them off their feet. Can combo with 2C after.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
959
|
(90% (M)), 85% (M)
|
-EX-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
24
|
4
|
20
|
-6
|
9.0%
|
-
|
- Ryougi's signature moonsault slashes.
Whiffs crouchers. Air unblockable. Wall slams. Sounds terrible and it really is. It's a gimmicky anti air at best. Can be EX cancelled, so you can do some gimmicks with it.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1200
|
1010
|
50% (O)
|
-EX-
|
H
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
26
|
3
|
24
|
-8
|
10.8%
|
-
|
Hits crouchers. Overhead. Air unblockable. Somewhat safe on block if spaced, can be 5A/2A punished. Can be EX cancelled. It's not a bad move to just throw out randomly once in a while.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1400
|
1010
|
50% (M)
|
N, SP, EX, J
|
LH
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+13
|
4
|
22
|
-9
|
-100.0%
|
Full 1
|
It hits practically everything in the air. In fact, you should be surprised when it whiffs and the enemy is in the air. Air unblockable. Can be air dash cancelled! You have free movement after this as if you just jumped off the ground. You can catch people with this if they aren't careful. This isn't invincible so it can still be beat out so don't just use it like an EX.
|
|
A A B/C B/C A/B Hit A/B Hit C Hit C Hit
|
A/B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
60%
|
(N), (SP), (EX), (J)
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
9
|
7
|
-
|
0.0%
|
-
|
- Ryougi's second set of counters. If an enemy hitbox of the corresponding guard properties connects with the counter trigger box, she catches the enemy and throws them behind her into hard knockdown if they are close enough. Unlike the 623X series, 421A/B recovers quite quickly, though using them is still a risk, and unlike 623X and 421C, you cannot reliably combo off of these unless you are cornered AND spend meter for 236C. Just stick with 623A/B for the most part.
A: Counters high/mid-hitting attacks.
B: Counters low/mid-hitting attacks.
|
C
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
0
|
0
|
45%
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
4
|
12
|
16
|
-
|
0.0%
|
-
|
Counters low/mid-hitting attacks, but throws them off their feet like 623C. Can combo with 2C after.
|
|
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
757
|
60% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
13
|
X
|
22
|
5
|
8.55%
|
-
|
- Ryougi throws a knife. This knife will bounce back before planting on the ground if it reaches the edge of the screen.
Knife is thrown horizontally and lands midscreen. Useful for blockstrings and combos. Positive on block.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
757
|
60% (O)
|
-
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
16
|
17
|
18
|
-3
|
8.55%
|
-
|
Knife is thrown at a downward angle. Whiffs full screen. Lands where the knife hits unless if it hits the wall, in which case it lands midscreen. You can't combo after it. Hits low, though.
|
[B]
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1000
|
707
|
100%
|
-
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
33
|
9
|
24
|
0
|
9.0%
|
-
|
Knife is thrown at a more downward angle. You STILL can't combo after it. Plus, it hits the ground even closer. And it whiffs point blank. Hits low.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
757
|
50% (O)
|
-
|
LA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+5
|
17
|
34
|
-19
|
-100.0%
|
Full 1
|
Knife is thrown at an angle between A and B versions. Hits full screen. Lots of hitstun. Whiffs point blank. Hits low.
|
~22X (Pickup)
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
-
|
-
|
-
|
-
|
-
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
-
|
-
|
15
|
-
|
-
|
-
|
Ryougi picks up her knife. A/B/C versions are identical. It can works like a whiff cancel in blockstrings.
|
|
Aerial Specials
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1500
|
1414
|
75% (O)
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17
|
2
|
15
|
-17 (TK)
|
13.5%
|
-
|
- Ryougi slashes in a half circle around her.
This one has a small hitbox. It hits high, so you can TK it for blockstrings.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1600
|
1515
|
75% (O)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
10
|
2
|
3
|
-5 (TK)
|
14.4%
|
-
|
This one has a big hitbox. It doesn't hit high, but you can still TK it for variation. It's not like people can tell. It's safer than TK j.236A (but not safe). You're mostly going to use this for air to air or to end combos.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
2200
|
2020
|
40% (O)
|
-
|
HA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+9
|
2
|
6
|
-6 (TK)
|
-100.0%
|
Full 1-14
|
This one has a HUGE hitbox. Hits high. 1 frame more minus on TK than B version.
|
|
|
A / B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
757
|
90% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20 / 19
|
X
|
3
|
-
|
8.55%
|
-
|
Ryougi flips then throws the knife at a downward angle. A version goes forward, B goes backward.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
950
|
735
|
50% (M)
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
1+0
|
X
|
17
|
-
|
-100.0%
|
-
|
Ryougi flips backward and throws the knife straight forward. Air-untechable knockdown.
|
|
A/B A/B EX EX
|
A
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
757
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
20
|
2
|
7
|
9
|
7.7%
|
Full 1-3
|
- Ryougi air techs, then slashes. Doesn't hit high.
This one is slow.
|
B
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1100
|
757
|
50%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
15
|
2
|
15
|
1
|
7.7%
|
Full 1-3
|
This one is fast.
|
EX
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
1800
|
1212
|
75%
|
-
|
LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
6+6
|
2
|
15
|
-4
|
-100.0%
|
Full 1-14
|
This one has invulnerability frames.
|
|
Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
3500 (3080)
|
(4907)
|
100%
|
-
|
U, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
17+3
|
2 (35) 5
|
45
|
-31
|
removes all
|
Full 1-2, 17-70
|
Ryougi activates her Mystic Eyes and lunges forward. If they are in a throwable state after she activates her eyes (they won't be), this is unblockable. This is so slow that no one will ever get caught by it unless they're respecting you so much that they're not even considering jumping. It's easily dodged by jumping.
|
|
Another Arc Drive
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
5000 (4400)
|
(8179)
|
100%
|
-
|
U, LHA
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
3+20*
|
5
|
45
|
-31
|
removes all
|
Full 1-36
|
Ryougi freezes the opponent in place, seeing the lines of death and cutting them apart. Active on frame 1, it is an unblockable super that works as a grab/throw. You have to jump before the super flash, or you'll be caught by it. Can OTG and blow through projectiles. You can't dodge it, as dodge runs out of active frames before the appearance of the lines. Very strong reversal at the cost of BLOOD HEAT.
|
|
Last Arc
|
Damage
|
Red Damage
|
Proration
|
Cancel
|
Guard
|
7000
|
7070
|
N/A
|
-
|
U
|
First Active
|
Active
|
Recovery
|
Frame Adv
|
Circuit
|
Invuln
|
0
|
5
|
26
|
-
|
removes all
|
Full 1-8
|
This is what makes Ryougi in Blood Heat so menacing. No longer removes all red health, though, so it's not as overpowered.
|
|
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