Wonderful World/Ryuza

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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: 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 very 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 size of his body plus the recovery of some of his buttons and moves makes him an easy target to combo. 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. Ryuza has a little bit of everything in his kit--big hitboxes, a strong reversal (623S/HS/O), projectiles (236P/K/O), long range pokes (5S/5HS), and lockdown (236K). This lets him adapt to mostly any situation without much trouble and gives him a broad variety of options at any given moment.
  • Meter-efficient conversions thanks to his Original Ability. The changes granted to his special moves by his Original Ability allow Ryuza to extend his combos and even his pressure for the same cost as a BRK, and synchronize well with his already high base damage.
  • Generally flat matchup spread. Ryuza can fight most other characters without having to worry too much about getting walled out in a bad matchup.
  • Needs meter for strong mixup options. A lot of Ryuza's setups are dependent on using his boosted Skills to set up his mix, as he doesn't have a lot of options for that on his own. He can still play a strong game without it, but the gap it leaves in his capabilities is noticeable when you don't have meter to work with.
  • Big-bodied. Ryuza is relatively easy to land combos on due to his large size relative to the rest of the cast, which means overextending with his bigger or slower buttons can make it a lot easier for him to get punished for mistakes.

Movelist

Original Ability
Hissatsu / 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

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 5O 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
WW Ryuza 5P.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
11 - 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
16 - 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.

cl.5S
cl.5S
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
38 - - - - - 2 - -

-

5S
f.5S
WW Ryuza 5S.png
Damage Guard Startup Active Recovery Cancel Type Attack Level Grounded Frame Advantage Aerial Frame Advantage
39 - 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
49 - 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
9 - 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
12 - 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
30 - 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
28 - 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
11 - 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
13 - 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
31 - 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
45 - 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
55 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
85 - 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
105 - 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 45 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 13x4 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 72 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 50 - 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 77 - 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 45 - 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 55 - 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 85 - 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 105 - 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 79 - 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 45 - 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 145 - 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
225 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


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Ryuza
Duna
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Corona
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