The Ryuuko Ranbu (
While Ryo Sakazaki was the first playable character to have used it, it was invented by his father, Takuma Sakazaki.
There have been multiple variations across the King of Fighters series:
Ryuuko Ranbu (
All appearances | + or ( OK) |
Description[]
The user dashes forwards via leaping at the opponent in a long stride, just after striking a pose (normally from bracing themselves with their forearms as if to block an attack).
If they make contact with the opponent, they'll attack with high-speed kata (form) of punches and kicks, before ending with a Kohou, as per standard. The ending attack for the stronger variants (especially in later games) varies between users; such as Ryo doing a small upper and backhanding the foe before throwing out his Haoh Shoukou Ken, Robert striking with a Gen'ei Kyaku before launching a flying kick, Takuma hopping back before launching multiple Haoh Shikou Ken, to name a few examples.
Strategy[]
Originally, in its debut, the user and its victim before the finisher occurs, normally remain still during the barrage of attacks. Though in most games in The King of Fighters series as of KOF '96, the attacker often pushes the victim back during the said barrage (this stop being a trend in KOF XII onwards).
Though notably before KOF '99, akin to other ranbus of its time, the user will continuously attack with their sequence even if the initial dash is blocked. This often results in the ranbu unlike others such as the Illusion Dance or Kin 1211 Shiki Yaotome which get cut short at the start if they're blocked, to either deal a decent amount of chip damage to the defender, or if said defender gets careless and drops their guard, continue with the ranbu either way to still lock them in the sequence (akin to how the Zanretsuken and Gen'ei Kyaku tend to function). Even then, this often can result in the attacker getting punished easily should the blows all be blocked and/or escaped via Guard Cancel Evading.
Gallery[]
Ryo[]
Robert[]
Takuma[]
Marco[]
Mr. Karate[]
Mr. Karate II[]
Geki Ryuuko Ranbu (
All appearances | + ・ |
Description[]
Ryo does an even quicker Ryuuko Ranbu, ending with an energy-laced spinning Kohou.
Compared to its Retsu counterpart, this version is completely unblockable while still dealing the same damage with the same exact animation, but the input must be buffered/chained-into off of a cancel-able attack.
Strategy[]
To be added later...
Retsu Ryuuko Ranbu (
All appearances | + |
Description[]
Ryo does an even quicker Ryuuko Ranbu, ending with an energy-laced spinning Kohou.
Strategy[]
To be added later...
Zetsu Ryuuko Ranbu (
All appearances | + |
Description[]
Robert does an even faster Ryuuko Ranbu, including a Gen'ei Kyaku and ending with an Uraken into a spinning Ryuuga (akin to the Haiga Ryuu).
Strategy[]
To be added later...
Metsu Ryuuko Ranbu (
All appearances | + |
Description[]
Robert jumps at the opponent and rushes them down with a long kata, ending with a Haoh Shoukou Ken in the shape of a tiger.
Strategy[]
To be added later...
Chou! Ryuuko Ranbu (ちょう!・
All appearances | + |
Description[]
In its original incarnation, Yuri does an even quicker Ryuuko Ranbu, incorporating an Enyoku and ending with a Yuri Chou Upper into a Shin! Chou Upper.
In The King of Fighters XIV and onwards, the attack is more cinematic and spaced out, with Yuri taunting her opponent after only a few hits at a time - giving a peace sign after the first third of the combo, slaps her butt twice in the second, then winds her arm up for a Chou Upper before giving a thumbs-up at the end as her opponent falls back down.
Strategy[]
To be added later...Trivia[]
- Though later games instead make the attack be cut short like most other ranbu autocombos if the dash is blocked. The animations for the ranbu of course often are tweaked as per game/installment. As for the sequences, here are the known animations below for each character:
- Ryo:
- Regular version:
- MAX version:
- Far standing [2x]
- Far standing
- Close standing
- Far standing
- Far standing
- Kohou startup into Flameless Ko-Ou Ken animation
- Blow Back Attack
- Far standing
- Close standing
- Hyouchuu Wari input
- Close standing
- Crouching
- Kohou
- Blow Back Attack
- Haoh Shoukou Ken
- Robert:
- Regular version:
- MAX version:
- The ending pose Yuri gives at the end of Chou! Ryuuko Ranbu is homage to her victory art in The King of Fighters XIII.
See Also[]
- Hien Hou'ou Kyaku - Yuri's version of this move
- Illusion Dance - King's version of this type of attack
- Deadly Rave - Geese and Rock's version of this move, whom the former directly modeled it after when he observed it for himself.
- Hou'ou Kyaku - Kim's version of this type of attack
Mr. Karate's Move List | |
---|---|
Throws | Tomoe Nage • Oosotogeri • Ippon Seoi |
Command Moves | Kawara Wari • Kisha • Hisha Otoshi • Keima Uchi • Yoke Kougeki • Ducking Kougeki • Body Blow • Low Kick • Akumetsu Rekkyaku • Resshou Ken • Kyokugen Rasen Ken • Sokutou Geri • Seiken Sandan Tsuki |
Special Moves | Ko-Ou Ken • Kohou • Hien Shippuu Kyaku • Zanretsuken • Shouran Kyaku • Shin Kijingeki • Spiritbuilder • Haoh Shoukou Ken • Kyokugen Kohou • Hakyokujin |
Super Special Moves | Haoh Shoukou Ken • Ryuuko Ranbu • Kyokugen Kohou |
Exceed | Haoh Shoukou Ken • Ryuuko Ranbu |
Neo Max Super Special Moves | Kishin Sanga Geki |
Yuri's Move List | |
---|---|
Throws | Silent Nage • Tsubame Otoshi • Oni Harite |
Command Moves | Enyoku • Senkai Kyaku • Shien • Shouyoku • Yuriori • Yuri Raijin Kyaku |
Special Moves | Ko-Ou Ken • Haoh Shoukou Ken • Kuuga (Yuri Chou Upper) • Saiha • Hien Senpuu Ken • Raiou Ken • Hien Senpuu Kyaku • Hyakuretsu Binta • Houyoku • Yuri Super Slash |
Super Special Moves | Hien Houou Kyaku • Haoh Shoukou Ken • Shin! Chou Upper • Hien Rekkou • Yuri Chou Tsubamemai • Chou Saiha |
MAX2 | Ee! Hien Houou Kyaku • Chou! Ryuuko Ranbu |
Leader Super Special Moves | Denjin Haoh Shoukou Ken • Hien Houou Kyaku |
Neo Max Super Special Moves | Haoh Raiou Ken |
Climax Super Special Moves | Chou! Ryuuko Ranbu |