Wonderful World/Ryuza: Difference between revisions
Zero-Sennin (talk | contribs) |
(Discovered how to view damage values, so I thought I'd lend a helping hand. If I got something wrong, contact me so I can correct it.) |
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Revision as of 22:35, 22 February 2023
Character Specific Data
- Health: 800
- Starting Guts Correction: 45%
- Guts Correction: 69%
- Total Effective Health: 962
- Weight: Heavy
- Shave Rate: 25%
- Combo Correction Value: 4%
Playstyle
Ryuza is a basic shoto-type character, with strong pressure, big hitboxes, reasonable pokes, and good damage. His Original Ability 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, he needs meter to set up mixups, and the recovery of some of his buttons and moves is long enough to punish him for whiffing. That said, he's a solid pick for a first-timer if none of the other characters sit right with you.
Strengths | Weaknesses |
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Movelist
Original Ability Overview
Ryuza's Original Ability gives all of his Skills the ability to essentially become EX moves. By executing any of his Skills and using as the last input instead of the regular input for that move (eg, 236O instead of 236P or 236K), Ryuza will burn 50% of his Skill Gauge to 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 a cooldown for a short period of time.
Normal Moves
5P
5P
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5K
5K
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cl.5S
cl.5S
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5S
f.5S
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5HS
5HS
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2P
2P
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2K
2K
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2S
2S
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2HS
2HS
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j.P
j.P
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j.K
j.K
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j.S
j.S
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j.HS
j.HS
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Universal Moves
6HS
Throw
Air Throw
Skills
236P/K
623S/HS
421S/HS
214P/K
Finishing Skills
2146HS
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 |
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O Button | SP Button | Hidden | |