both versions hit mid and causes soft knockdown.Ryo flys through the air in a flurry of kicks.C version is best used as a more damaging combo ender or way into super, but can be used sparingly in anti-air instances.C version hits twice, has a vertical reach that nearly hits the top of the screen and Ryo moves forward slightly before hitting.A version hits once and has a much shorter vertical reach.both versions are negative on block, C version much more so.both versions hit mid and cause soft knockdown.Ryo leaps into the air with the most classic expression of fighting: the dragon punch.C version is Ryo's harder hitting combo ender for a jumpin you've confirmed and a great way to space your opponent while advancing on them.C version is more negative on block, but it can be mitigated by spacing.C version is slower and moves Ryo forward toward the opponent.A version is one of Ryo's primary pressure and combo tools.A version is negative on block, but can be made safe by spacing.A version is faster and leaves Ryo stationary.both versions have a small hurtbox on Ryo's fist making it possible for opponents to hit Ryo out of the move if you are too predictable in applying it.both versions can be comboed into, hit mid, make the opponent fly into the air and cause soft knockdown.Ryo throws a puissant fist toward the opponent, creating a large burst of physical energy.it can be thrown be normal and command throws.it can still be hit by some of the slower sweeps in the game if mistimed.like the mid/high parry a wonderful move to make your opponent think twice from throwing out moves in block stun.parries low normals and low fireballs like Iori's.Ryo blasts a fist angled to the ground, parrying the opponents low attacks.it can be thrown out of the parry by normal and command throws.it can cancel normals into Ryo's parry from block stun allowing for blockstring mixups if you think your opponent will try to attack.this version will parry most mid fireballs like Athena's or Kensou's, but not low fireball like Iori's.
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#Ultimate combos kof 2002 full#
![ultimate combos kof 2002 ultimate combos kof 2002](https://i.ytimg.com/vi/dLDQv6fHJUM/maxresdefault.jpg)
It has nice ambiguous crossup properties. Hop neutral j.C is also the downward angled strike Forward/backward is a downward angled punch. j.C: neutral is a quick horizontal punch.
![ultimate combos kof 2002 ultimate combos kof 2002](https://i.ytimg.com/vi/mknmePWPrTo/mqdefault.jpg)
forward j.B will whiff on the smaller characters.because of the horizontal angle of forward j.B it has limited crossup possibilities.neutral j.B's downward angle allows it to hit on all character size classes.neutral j.A can hit crouching medium and large characters, but will whiff on small character like Yuri, Bao, Kula etc.These sometimes interact with character sizes differently locking or unlocking angles of attack. NOTE: all of Ryo's jumping normals have neutral and forward versions.many of Ryo's BnBs stem from his cr.A/B starters.all his crouching normals are safe to -1 on block.cr.C has a totally vertical hitbox that is useful as an ant-air.cr.A/B chain into themselves and each other.On smaller crouching opponents such as Chin or Bao it will whiff completely On crouching opponents it will it near the end of its active frames. s.D has a steep upward angle that makes it a decent anti-air tool.cl.D does good guard damage and is fast for a cl.D, slightly negative on block.cl.B is negative on block and best used within combos.