Fun fact: The King Of Fighters '95 is the only game officially allows you to do Ryo's Ryuuko Ranbu mid air, you can do it in The King Of Fighters '94 but it was due to a glitch.
It's that loud sound which sounds like someone hitting the ground of a dojo very hard. It's in the older games and recent games but, I listed most of them. 0:08, 0:14, 0:26, 0:33, 0:48, 0:55, 1:07, 1:13, 1:27, 11:38, 11:45-11:47, 12:28, 12:42, 12:51-12:53, 13:02-13:05
I think it's because of the obvious fact that he is a complete rip off of Ryu from Street Fighter. At least in terms of appearance. Gameplay is obviously a little different, but I can see many people dismissing Ryo as a second-rate Ryu wannabe. Even I was guilty of having that mentality at some point.
The truth was the special that was the most difficult for me to do as a child, both in Art ot fighting and in KOF from 94 to 96, but now it is very simple hehe :3
Try doing it, casually / competitively 100%... As consistency as simple like any EASY commen projectile that can be performed, yeah real simply lol. Try KOF 02 or both Remixes after that, Ulm or Edition versions. 5% and life while max mode. Down, Down Forward, Forward + Hard Punch dote=Neutral, then light punch. Now if this can be done practically and inconsistently. Yeah good luck with that.
It was the most revolutionary move of its age. Not only for being a super in the early 90s. The looks, the fact its a low life move, and its not just a big fireball or a buffed Srk, etc. And most importantly its not an "automatic" move - its single hit that has to connect and then trigger a whole animation. That's important because Capcom was late to put supers in SF (2 years is a LOT in the 90s gaming scene) and even so, all their supers were just a cheap duplication of moves or a cheap buffed move, like Ryu and Ken supers. It took a while for Capcom to make interesting SF supers. Plus, skipping to nowadays... Looking how supers work in MK, TK, SC, DOA, and even SF (most of SF5), we can realize that most of the fg world became modeled by Ryuuko Ranbu. It's a plain hit that, if connected, triggers a whole elaborated animation.
@@carlosaugusto9821 It was ground breaking during it's time. I also realized that Art of Fighting relies on meter management to access more moves like KOF.
I remember the shock I experienced the first time this was done to me in the arcades in 1992, and the shock some other sucker experienced when I did it to them a day later.
@@mrbuttercup37You must have had no friends. Fighting games are meant to be played with others. Especially in an arcade center with people which is were these games originally came from (a public entertainment center.) Way to expose yourself.
@@LuminescentShineIt's true that I didn't have friends growing up. I don't have anything to hide. But it doesn't refute my point. There weren't any real arcades where I grew up either. In a lot of ways the arcade was just as isolating, because kids would just retreat into games to get away from their parents. And a lot of people never grew out of this and are living this way to this day. Are you one of these people?
It's a shame no later fgs picked that feature that was invented by SNK in 92 - just the year after the 1st SF2 release. Even all other SNK games. And that is shameful especially now in the 3d era, that is much easier to make it. AOF from 92 invented face bruises, weak poses (in low life your have a weak pose animation), crumple ko animations (with crouch hits), taunts, battle intros, meter, meter management, special ko animations (King's clothes ripped, later expanded) etc etc. There are many details that could be picked up to enhance the 2d fg experience, but the companies dont care. One exception is MK applying body modifications since MK9. That's a fg that is taking more advantage of the technology.
@@carlosaugusto9821 Well there was also the ill fated Tao Feng on the Xbox that also implemented this feature. If you've never heard of it, that's probably a good thing! 😂
This dude has and will always be one of my favorite videogame characters of all time... He's faster than Ryu, hits harder than Ken, and is cheaper than Akuma; just DEVASTATING when controlled by the hands of an expert!
Pegue os do KOF 94, 95 e Art Of Fighting 2! Ali que você sentia o *impacto* e a *força* dos golpes: os sons, o zoom, as câmeras lentas, as pausas. Desde KOF 96 que os golpes da perderam esse impacto (The King XIII ainda conseguiu algum, mas não como 94). Mesma coisa foi Samurai Shodown: o 2 era massa (pausas, sons, câmera lenta, LIFE. No IV parecia que tava cortando papel).
Why were Fatal Fury Wild Ambition, NeoGeo Battle Coliseum (Buryoko Ranbu) and The King Of Fighters Maximum Impact 1 not included in this video?(Buriki One is understandable since it's rare af, but these two?)
Probably referring to the alternate version he had in NGBC which was done by using the controller to input the various attacks after the initial DM command. Been awhile since I listened to the Buriki One OST, but I’m fairly certain Ryo didn’t have to move in that game. Don’t recall a voice clip of it in his voice collection.
Fun Facts: Art of Fighting introduced taunts and Ryo was the first guest character in a fighting game; he was a secret boss in Fatal Fury Special. The next year Capcom put Akuma as a secret playable character in X-Men: Children of The Atom.
@@pakkuman1 The only practical solution is bring back Ex chars, the original "variations" (used in MK) that were invented by SNK in the 90s. Basically means the alternate version of one char is hidden in the same slot - it doesnt waste other slots like Ryu and E. Ryu in SF4. The char has a different moveset and supers. The last time SNK used the idea was in KoF 13, where you can pick Ex Kyo (based on the Nests Kyo), Ex Iori (classic Iori with flames) and Ex Takuma (Mr Karate).
@@carlosaugusto9821 That's true. I saw the stance change concept in a MUGEN version of Ryo, so I thought it seemed pretty cool. Though given the amount of production it'd take for a whole new animation set, it'd probably be easier to make those EX chars after all
Faltou o Ryo de Fatal Fury: Wild Ambition PS1, mais precisamente ao acertar o Adversário que tenha apenas 1%de HP de defesa mas que tome o golpe durante a defesa, a cena fica muito interessante
@@AshtheOne não sei qual versão de console vc testou, ou se foi em algum emulador, mas sim em um PS1 slim não lembro a versão, não tem slowdown nos primeiros 3 ou 7 Hits , mas sim no FAT o meu tinha slowdown nos primeiros Hits e eu gostava muito de fazer isso só para curtir esses combo em câmera lenta. E no emulador do ps1 epsxe para rolar slowdown, vai depender do plugin usado e placa do PC, hoje em dia no meu pc essa câmera lenta é só no primeiro hit também :(
I know man, when AOF first debuted, the storyline was supposed to be set in the 70's. 🤔 50 years later, and he still looks barely even 25... This guy is practically IMMORTAL!!!
The Gameboy version of KoF 95 sometimes did some weird graphical glitches when you did this move. This kind of super is my favorite. It’s just satisfying. I tend to play characters that utilize it, Ryo, Kim, Michelangelo, etc
I liked the concept in the input in KOF 01 and 02 (UM) like you had to input it the same way as the first Art of Fighting were it was also Ryo's debut game. (In KOF 00, instead was both punch buttons at the same time)
I'll never forget that some lil kid showed me how to do this in the first Art of Fighting. Of course after he hit me with it like 5 times because I didnt realize it was unblockable.
not to nitpick but where's Ryo's Ryuko Ranbu in his Mr. Karate guise from Fatal Fury Wild Ambition and KOF 2006? still an excellent video Ryuko Ranbu is my favorite SNK super
@@YoungLeosword Buster Wolf was invented in 99, and Shinkuu Hadouken in 94. Maybe you mixed it up with Power Geyser? That one was invented in 92, before SF. AOF and FF had supers before all Capcom fgs. SS added supers 1 year later SF, but it was a different meter. It was basically the Ultra meter from SF4. So SS2 from 94 already had another idea found in SF4.
@@carlosaugusto9821 Ah, I thought it had been included in some movesets during the Orochi saga. I may have been under the impression because of its inclusion in a small number of Terry summon tokens from AS, but I should try to remember that that isn’t a reliable reference by itself, hurr. X3
Vídeo muito bom, não sei se é muito exigência minha mas... Deveria ter o nome do jogo que ele está participando e o ano de lançamento. Mas repito, O VÍDEO ESTÁ MUITO BOM!
It's all fun and games until Ryo double squat
Or when he actually cancels a move to ryuuko ranbu: destroy (unblockable)
Double squat?
@@asho3894 the command input of the move results in him ducking twice before performing the move
@@eligriswald7827 ooh now i get it
@ wtf is that
Fun fact: The King Of Fighters '95 is the only game officially allows you to do Ryo's Ryuuko Ranbu mid air, you can do it in The King Of Fighters '94 but it was due to a glitch.
Whoa
Which is deeply missed since that time. Along with the long range fireball and air fireball.
@@carlosaugusto9821 I can do without it. I just wished he got his command grab back and had faster hops.
What about fatal fury wild ambitions? I do recall being able to do ryuuko and haoshokoken in air.
@@KryptonianLuis He can do Haou Shoukou Ken mid air, but not Ryuuko Ranbu.
Ryuko Ranbu certainly is one of the most memorable super special moves in fighting games.
Because it was pretty much the first super special move in the history of fighting games. No other game had it before Art of Fighting 1.
@@gamblerfls Exactly.
And don't forget it, dweebenheimer! :)
Kim is cool too
ULTRAAAAAAAA!!!!!!
Man...90s KOFs were truly something special... amazing.
I like the 98 Ultimate Match Version.. feels well rounded..
98' imo is one of the greatest fighting ever put together
KOF 98 on the Dreamcast was peak
Look at the sprite work on Art of Fighting 3 though, oh my goodness. That shit's smooth.
😉👍
Motion Capture.
@@RafaelAlCid To be specific, it's actually Rotoscope.
Loved AOF3
The OG Super Movie in combat games. Even after seeing it for almost 30 years, it still looks cool seeing Ryo pummel his opponent with it.
I also like that in KOF XIII and onwards, Ryo's MAX Ryuuko Ranbu has him finishing with Haoh Sho Ko Ken.
Basically SNK moves in general look sicker than most stuff out now even if you go back to 92
Which is the way that Takuma finishes his ranbu so is a neat detail@@Chrisy45054
El sonido final del especial es lo más llamativo. Ese eco que casi siempre lo ha acompañado en todas las participaciones de Ryo.
el art of fighting 2 el mejor feeling y la expresion de ryo cuando da el ultimo golpe
THAT AOF SOUND.
You know the one.
Best sound effect in fighting games.
My friends and I call it "el tablazo"
Love it
can you tell me where it appears? I'm not super big on fighting games
It's that loud sound which sounds like someone hitting the ground of a dojo very hard. It's in the older games and recent games but, I listed most of them.
0:08, 0:14, 0:26, 0:33, 0:48, 0:55, 1:07, 1:13, 1:27, 11:38, 11:45-11:47, 12:28, 12:42, 12:51-12:53, 13:02-13:05
This move was so OP I used to flex with this one, letting the enemy hit me so I can do this special move in Art Of Fighting, good old times.
Aof3 still looks amazing even to this day. Props to the development team
I agree with you, it is still today one of the most beautiful 2D video games in history.
Thats the beauty of rotoscoping
When done correctly It ages beautifuly
Yep reminds me of Last Blade's graphics.
Welcome to 90's quality
@@xm_heecka.laddder.job_mx5962 I was there actually.
WTF!! What a awesome video. Impressive. Ryo is my favorite character on KOF. Best combo ever!!
Ryo is criminally underrated.
Gladly he's very trendy in XV, mostly for his jump B
Yes he is.
yes indeed
@@EmmanuelGS78is his jump b really good? I mean I know it crosses up, but is it that useful?
I think it's because of the obvious fact that he is a complete rip off of Ryu from Street Fighter. At least in terms of appearance. Gameplay is obviously a little different, but I can see many people dismissing Ryo as a second-rate Ryu wannabe. Even I was guilty of having that mentality at some point.
The truth was the special that was the most difficult for me to do as a child, both in Art ot fighting and in KOF from 94 to 96, but now it is very simple hehe :3
Try doing it, casually / competitively 100%... As consistency as simple like any EASY commen projectile that can be performed, yeah real simply lol. Try KOF 02 or both Remixes after that, Ulm or Edition versions. 5% and life while max mode. Down, Down Forward, Forward + Hard Punch dote=Neutral, then light punch.
Now if this can be done practically and inconsistently. Yeah good luck with that.
@@kingsdream7876 the ranbu motion is mad easy, also nobody’s gonna do that ranbu HSDM in ‘02 UM, not practical enough.
I remember this being very hard when I was young 😂 what’s the command for this?
I love this super. It's one of the reasons why I mained him.
It was the most revolutionary move of its age. Not only for being a super in the early 90s. The looks, the fact its a low life move, and its not just a big fireball or a buffed Srk, etc.
And most importantly its not an "automatic" move - its single hit that has to connect and then trigger a whole animation. That's important because Capcom was late to put supers in SF (2 years is a LOT in the 90s gaming scene) and even so, all their supers were just a cheap duplication of moves or a cheap buffed move, like Ryu and Ken supers. It took a while for Capcom to make interesting SF supers.
Plus, skipping to nowadays... Looking how supers work in MK, TK, SC, DOA, and even SF (most of SF5), we can realize that most of the fg world became modeled by Ryuuko Ranbu. It's a plain hit that, if connected, triggers a whole elaborated animation.
Same, he’s been my main since day 1
@@carlosaugusto9821 It was ground breaking during it's time. I also realized that Art of Fighting relies on meter management to access more moves like KOF.
@@CoachMike87 Same. I use him in every game he is in. Except Fatal Fury Special because is a secret character and getting to him is very difficult.
@@carlosaugusto9821 This is really amazing! That's why we have to respect AOF, it's so legendary and was so revolutionary.
Ryo is one of my favorites KOF characters. Good video!
Chang🤪
I remember the shock I experienced the first time this was done to me in the arcades in 1992, and the shock some other sucker experienced when I did it to them a day later.
First supers in fg history, along with FF2 that came out in the same year... 92, just the year later the 1st SF2 release.
Awesome memory!
Damn, Ryo was in so many goddamn games.
Well, he is a protagonist and KoF is a crossover game.
This video is missing at least 5 games that Ryo was in
Lets agree we all had one hell of a childhood!
Would not trade it for the world
locked away in a room playing video games alone... ok
@@mrbuttercup37You must have had no friends. Fighting games are meant to be played with others. Especially in an arcade center with people which is were these games originally came from (a public entertainment center.) Way to expose yourself.
@@LuminescentShineIt's true that I didn't have friends growing up. I don't have anything to hide. But it doesn't refute my point. There weren't any real arcades where I grew up either. In a lot of ways the arcade was just as isolating, because kids would just retreat into games to get away from their parents. And a lot of people never grew out of this and are living this way to this day. Are you one of these people?
The man returns
also; happy to also see an evolution video of this move show it KO as well
I love the battle damage shown on the face in the earlier games. Wish they continued that.
It's a shame no later fgs picked that feature that was invented by SNK in 92 - just the year after the 1st SF2 release. Even all other SNK games. And that is shameful especially now in the 3d era, that is much easier to make it.
AOF from 92 invented face bruises, weak poses (in low life your have a weak pose animation), crumple ko animations (with crouch hits), taunts, battle intros, meter, meter management, special ko animations (King's clothes ripped, later expanded) etc etc.
There are many details that could be picked up to enhance the 2d fg experience, but the companies dont care. One exception is MK applying body modifications since MK9. That's a fg that is taking more advantage of the technology.
@@carlosaugusto9821 Well there was also the ill fated Tao Feng on the Xbox that also implemented this feature. If you've never heard of it, that's probably a good thing! 😂
Up to this day, I believe only MK features battle damage since the reboot. SF6 will supposedly do as well.
Now crapcom is gonna do that in sf6
@@hugejackedman3447The game isn't as terrible as you make it out to be. But it is definitely janky
This dude has and will always be one of my favorite videogame characters of all time... He's faster than Ryu, hits harder than Ken, and is cheaper than Akuma; just DEVASTATING when controlled by the hands of an expert!
Com certeza, o melhor especial do Ryo ė o da KOF 97. Os gritos " ora, ora, oraaa" transmitem uma empolgação contagiante. 😆
famoso "mata cachorro"
kkkkkkkkkk
Pegue os do KOF 94, 95 e Art Of Fighting 2!
Ali que você sentia o *impacto* e a *força* dos golpes: os sons, o zoom, as câmeras lentas, as pausas.
Desde KOF 96 que os golpes da perderam esse impacto (The King XIII ainda conseguiu algum, mas não como 94).
Mesma coisa foi Samurai Shodown: o 2 era massa (pausas, sons, câmera lenta, LIFE. No IV parecia que tava cortando papel).
Why were Fatal Fury Wild Ambition, NeoGeo Battle Coliseum (Buryoko Ranbu) and The King Of Fighters Maximum Impact 1 not included in this video?(Buriki One is understandable since it's rare af, but these two?)
I dont remenber if he was capable to do it in Buriki one
Probably referring to the alternate version he had in NGBC which was done by using the controller to input the various attacks after the initial DM command.
Been awhile since I listened to the Buriki One OST, but I’m fairly certain Ryo didn’t have to move in that game. Don’t recall a voice clip of it in his voice collection.
@@000mjd He has one in Buriki One, that's why he has "Buryoko Ranbu"(the Deadly Rave-like move) in NGBC.
Maximum Impact 1 was labeled "Neowave" for some reason.
@@SUPERSONICGIRLIFY It was Neowave, this video didn't include Maximum Impact 1.
'94 and '95 are my favorite. Solid and rapidfire punches.
It's even faster on neo geo battle coliseum
Woah, a Ryo Sakazaki video is about to do 1 million views...😲
Fun Facts: Art of Fighting introduced taunts and Ryo was the first guest character in a fighting game; he was a secret boss in Fatal Fury Special. The next year Capcom put Akuma as a secret playable character in X-Men: Children of The Atom.
i love that sweet knock sound
Ryuko Ranbu, the ultimate technique of Sakazaki family.
What can I say, this guy aged well 🥰✨
Dude this vid is so cool. I'm using for my video game as inspiration.
i always liked the uppercut finisher more than the fire ball one more honestly
x2
There’s a variant where the finishing blow is an uppercut followed by a straight followed by TODOME DA. :3
The reason i started playing KoF since KoF 94 came out. Was so obsessed with that Super
Something about Ryo’s wide stance looks much more cooler than his current closed stance.
I wish they'd incorporate both so that Ryo could changes stances mid-fight, maybe gain access to modified specials/supers based on past games.
@@pakkuman1 The only practical solution is bring back Ex chars, the original "variations" (used in MK) that were invented by SNK in the 90s.
Basically means the alternate version of one char is hidden in the same slot - it doesnt waste other slots like Ryu and E. Ryu in SF4. The char has a different moveset and supers.
The last time SNK used the idea was in KoF 13, where you can pick Ex Kyo (based on the Nests Kyo), Ex Iori (classic Iori with flames) and Ex Takuma (Mr Karate).
@@carlosaugusto9821 That's true. I saw the stance change concept in a MUGEN version of Ryo, so I thought it seemed pretty cool. Though given the amount of production it'd take for a whole new animation set, it'd probably be easier to make those EX chars after all
They could've used both as his idle animation. Missed opportunity.
@@pakkuman1 This is a great idea
Ryo looks like a Dragon Ball character more than DB characters itself!
In KOF 15 his hair looks like a super saiyan 2 haircut and his body and face make him look like a fist of the north star character.
@@sladejosephwilson2300He is a Kenshiro clone
I think he looks like a mix of both Ken and Ryu.
@@rodrigosalvez250He is a homage to Ryu made by the creator, also took inspiration from Ken, Kenshiro, some Jo Jo, and DBZ
@@OtomoTenziHe took inspiration from ither fighters and anime
Faltou o Ryo de Fatal Fury: Wild Ambition PS1, mais precisamente ao acertar o Adversário que tenha apenas 1%de HP de defesa mas que tome o golpe durante a defesa, a cena fica muito interessante
Eu fiz aqui e a única coisa que muda é a explosão no primeiro hit.
@@AshtheOne não sei qual versão de console vc testou, ou se foi em algum emulador, mas sim em um PS1 slim não lembro a versão, não tem slowdown nos primeiros 3 ou 7 Hits , mas sim no FAT o meu tinha slowdown nos primeiros Hits e eu gostava muito de fazer isso só para curtir esses combo em câmera lenta.
E no emulador do ps1 epsxe para rolar slowdown, vai depender do plugin usado e placa do PC, hoje em dia no meu pc essa câmera lenta é só no primeiro hit também :(
Funny how Ryo keeps getting younger in the later games after AOF. 🤣😂
KOF is a different timeline where aging barely happens for any character
@@sladejosephwilson2300save for specific exceptions, like Terry, Robert and Rock.
I know man, when AOF first debuted, the storyline was supposed to be set in the 70's. 🤔
50 years later, and he still looks barely even 25... This guy is practically IMMORTAL!!!
@@OtomoTenziKOF timeline. He looks older as Mr. Karate
@@LuminescentShine Yeargh, but his sister NEVER aged... 😝
We can never thank SnK enough for indirectly creating Dan, one of the best SF characters ever
1:24 Still the best sound of Ryuuko Ranbu for me. 😎😎😎
It sounds like sandals. It's great.
"Go home before you get hurt".
- Ryo 1995
After sending the opponent to the ER.
Maybe so you dont get hurt any further?
Wild ambition and Mr karate II versions on max impact 2 / reg A are missing
Nice GAME Video😉👍️✨龍虎乱舞!
I am ecstatic to see my favorite character Ryo's handwriting.
4:53 The spinning uppercut that lands hits on the rotation is epic!
*Hisshoooo... Buraiken!!!*
You forgot Fatal Fury Wild Ambition.
The Gameboy version of KoF 95 sometimes did some weird graphical glitches when you did this move.
This kind of super is my favorite. It’s just satisfying.
I tend to play characters that utilize it, Ryo, Kim, Michelangelo, etc
Ryo did Shinryureppa before SF6 Ken if you think about it.
My main since KOF 94’. Never gets old
I liked the concept in the input in KOF 01 and 02 (UM) like you had to input it the same way as the first Art of Fighting were it was also Ryo's debut game. (In KOF 00, instead was both punch buttons at the same time)
This is probably what akuma does under the shadows of the raging demon.
Art of fighting a true classic
This is art, I love how the beats sounded in kof 95
Ryô Sakazaki ! 😊
Hidden in Fatal Fury : Wild Ambition (japanese Playstation)
* September 1999
When I was a child I chose him because I thought he was a Dragon Ball character..
I'm still trying to execute the other Ranbu in 2002.
@Rellyali1987 yep
It has to be one of the hardest moves i’ve executed. It appeared multiple times too
@Samin Yashar Sam i was able to perform to just now thx
I love how SNK wasn't shy at all about saying "yeah, we're using SF2 as an inspiration"
SNK were mostly comprised of former capcom employees at the time
Ryo is legendary
I'll never forget that some lil kid showed me how to do this in the first Art of Fighting. Of course after he hit me with it like 5 times because I didnt realize it was unblockable.
Ryo has an unblockable version in KOF 2002 um
a simple down punch blocks the move. like fire balls. pre-parry.
08:29: The King Of Fighters : Maximum Impact
Which The King of Fighters Bosses Characters would you like to return as DLC Team in The King of Fighters XV for me Team Rugal and Team NESTS Bosses
I want Orochi, Orochi Iori and Orochi Leona
Art of Fighting 2 is still my all time favorite. Takuma was the shit!!
I wish they gave us another collection with all 3 games patched to have better hit detection and easier input reads.
All hail the original KING of fighters🙌
BRUTALITY !
The backgrounds in Capcom vs SNK 1 were so good, it's sad they went with the 3d background fad. At the time it seemed like a good idea.
Facts
KoF 97 were my favourite versions. KoF13 and recent one are fire too.
You also ate first Maximum Impact marker at 8:29.
You're missing the other Ryuko Ranbus from Buriki One & NGBC directional-input version.
As far as I know its extremely difficulty to find Buriki One. Isn't? He also missed the Fatal Fury Wild Ambition one.
not to nitpick
but where's Ryo's Ryuko Ranbu in his Mr. Karate guise from Fatal Fury Wild Ambition and KOF 2006?
still an excellent video
Ryuko Ranbu is my favorite SNK super
The first secret special in fighting games. 😊
Me encantó este video ojalá hagas más igual. Exelente tarde para todos
KOF Neowave is the best due to the pretty hit sparks and the classic "Ora ora ora ora!" from 97-2002.
Awesome!
Ryo was already doing Ultra Combos before Ultra Combos were even a thing
Plus, I’m pretty sure the Buster Wolf is older than the Shinku Hadouken. ^w^
SNK invented "ultras". Originally in FF you only used supers in low life. In SS, you fill your super bar only taking hits.
@@YoungLeosword Buster Wolf was invented in 99, and Shinkuu Hadouken in 94. Maybe you mixed it up with Power Geyser? That one was invented in 92, before SF.
AOF and FF had supers before all Capcom fgs. SS added supers 1 year later SF, but it was a different meter. It was basically the Ultra meter from SF4. So SS2 from 94 already had another idea found in SF4.
@@carlosaugusto9821
Ah, I thought it had been included in some movesets during the Orochi saga. I may have been under the impression because of its inclusion in a small number of Terry summon tokens from AS, but I should try to remember that that isn’t a reliable reference by itself, hurr. X3
🙋🏻♀️ Ryo KOF 94 Re-Bout, Ryo The King of Fighters All Star, Ryo Buriki One, Ryo The King of Fighters Arena. And more ....?
The more I started appreciating Ryo over the years, the more I couldn't effing stand CVS's version of him.
Yea Capcom definitely gimped him in the CvS games, part of me thinks it was done on purpose, lol.
Never knew Ryo was in Fatal Fury 2..
Is Fatal fury special, a upgrade version of Fatal fury 2
He is also in Fatal Fury Wild Ambition as Mr Karate 2
Beautiful... But... Where's the best "Ryo's Ryuko Rambu" from Fatal Fury Wild Ambition?
Art of fighting is the first game to ever create super moves/combos, otherwise titled desperation moves for that, fatal fury, and king of fighters.
2:13 eu gostava mais dessa posição de luta dele
Excelente 👏🏼👏🏼👏🏼
とっても良い動画ですね
These hands rated E for everyone
The second super special move (super) in Fighting games only after Hao Shokoken.
Kind of. But you don't have to unlock Ryuuko Ranbu. Ryo already has it. Hao Shokoken has to be unlocked if you complete the mini game.
Just realized this is basically where they got Michaelangelo's super from in Tournament Fighters...daaaaang and they got they're both orange lol
Ryo has The spirit of 🐲
11:22 Athena sounds like a squeaky toy 🤣
The best part doing and finishing the opponent in the capcom vs snk in the stage where you see takuma in the background and whole place collapse😅🤣
I love how Ryo changed the finisher from Kohou to Ha-oh Shoukouken in KOF XII onward.
Vídeo muito bom, não sei se é muito exigência minha mas... Deveria ter o nome do jogo que ele está participando e o ano de lançamento.
Mas repito, O VÍDEO ESTÁ MUITO BOM!
3:58 Sorry, *dweebenheimer?*
10:16 *AGAIN?*
KOF13 looks REALLY good
True, I also like the direction KOFXV is going in
miss Fatal Fury Wild Ambition example
Need to bring back that animated cinematic for his special move, but it'll be an ultimate.
0:58.
Lee's face revealed.
Wild ambition 🫠
This is where Akuma's Shun Goku Satsu came from.
I believe it. Capcom and SNK parodied each other for years, so I wouldn't be surprised.
Can you do Yuri next??? 🥺🙏💖💖💖
ゲームの歴史ってすごいですね。進化が分かるので素晴らしい事だと思います。今後も面白いゲームをやっていきたいです。キャラクターを作った人が素晴らしいと思っています。無二のキャラクターを作れる人は天才だと思っています。それを見てるだけでもゲームって面白いですね。流行り廃りがあるので残っているだけですごい事だったりします。
KOF2001のMAX版(相手の近くで↓↘→C・A)はコマンド投げ扱いなうえボタン操作の猶予が短すぎて(たしか1フレーム)出せたことない
弱斬烈拳(ワイヤーフレームダメージ)で跳ね返ってきたところに出すと連続技になるんだが出せてた人尊敬するわ
I also wanted you to include Buriki ONE's Ryutora Ranbu.
Ryo's head keeps getting smaller in every game now that's an evolution in it's own right