The general consensus for using Ryougi is to get in, pressure with blockstrings, and hopefully get a combo for big damage (as if thats not the goal with every character... )
However, half the battle is "getting in" in the first place. This can tend to be a bit difficult with zoning characters like Nero or characters who can easily pressure you into a defensive stance like Akiha. In these cases, how would a Ryougi player successfully run the match in their favor? Without much of a fallback defensive tactic, I find it difficult to get out of corner traps/pressure. Sometimes, on whiff reaction, I'll 236C to get out of a corner, which, i know is terrible . Lack of consistent, competent human play is seriously detrimental to learning...
So, how do you all play Ryougi? I figured since, overall throughout the moons, she doesn't change drastically as compared to other characters, i would open up a new thread for it. Seems like most other moon-specific threads are mostly about combos, blockstrings and various pokes but nothing comprehensive as far as how she should generally be played, especially against difficult matchups.
*note* if there are important tidbits from other threads that could go in here, feel free to repost them here for those of us who would like to go over strategy without wading through other things.
This is some stuff I do/I've noticed while playing Ryougi. Keep in mind that I play H-Ryougi, so a good chunk of this might not apply to C or F.
I generally use her long range to play footsies. My standard pokes are 2a and 5b. I find that Ryougi's ground to air attacks are pretty weak. As are her air to ground attacks. Best ground to air attack is probably 5a/5a6a, though its use is limited. Best air to ground attack is probably j.b or j.c (depends on positioning). It's general better to just go air to air/ground to ground against the opponent.
When I manage to get my opponent in a block string, I use 2a (whiff), 3c (unique to H-Ryougi), 421c (unique to H and F-Ryougi) and 22a to reset pressure. Ryougi doesn't have the greatest mix-up game, so I usually just mix in frame traps and anti-jump out attacks in my strings to punish people who try to jump out during the gaps.
Since H-Ryougi does a lot of guard damage, I will occasionally go for guard crushes, but if I'm playing against a C or F moon character, ex-guarding makes it very difficult (I'll guard crush unexpectedly, and land a hit confirm when I can't gatling any more).
On random hit confirms, I just go into some simple air combo. If I get a ground hit confirm midscreen, I will generally try to go for the damaging 623b loop. If I can land a corner BnB, I usually try to go for the oki setup in the corner, which leads to the fairly ambiguous roll mix up, or some sort of sandoori mix up. Depending on the the character/player/hp of the character I'm playing against, I might also go for the more damaging corner combo with weaker oki options.
Since Ryougi has no reversal, I basically have to guess/shield bunker to get out of pressure. Backdashing can be used to get out of pressure, or get a better position. Blocking is top tier. Since Ryougi has no health, try not to guess wrong. A full BnB from an opponent causes me to lose 50% of my health, if not more. Meter is reserved for shield bunker and heat so that I can regain health (to possibly live through more than 2 full combos) and for auto-burst.
Ryougi's BnBs gain you around 80-100 meter. Ryougi's character specific 2a 2c 3c combo can be used to gain even more meter. When doing her 2a 2c 3c loop combo, end the combo before 23 hits, as your opponent starts getting significant meter gain.
While in heat, her arc drive setups can be used to build hype.