I'm seeing some bad information in this thread.
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?
Getting in is almost NEVER hard for Ryougi. No matter what moon it is. Her normals are so good that you pretty much ARE zoning with them. They come out fast and have good range. It's pretty easy to get in. Nero? Well, you have to block him a bit, but a dash 5BB will will clash against his spacing tools like 6C (though 5B beats a lot, but it also extends his hitbox(!!!) unlike your knives. Ryougi can stay at a distance very safely and really wait to see what people are going to do. All Ryougis play very similarly. Pressure pressure pressure.
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...
236C isn't safe. in fact, on the first few frames they can mash 2A and hit you out of it if you're the one under pressure. I'll do it if they're jumping in at me on oki or something like that.
For the approach there's a few options:
623 series (c and h): loses out to projectiles and reach but beats shield bunker/counter (and guard if C).
No... Just no... You only get a combo off certain distance or counter hit (for the B version), but both versions are - on block. Never use them like that. Your dash is good enough.
jump in with j.b/c: probably the better option, loses to anti-air. Strongest in F (godly j.b), weakest in C.
j.b with C-Ryougi is pretty good. Good distance, comes out fairly quickly and can hit behind her allowing her some of her mixups. All Ryougis have great air normals.
dash in with 5/6c: I haven't really tried this much so I'm unsure of how effective it is.
With C? No... Don't do it, especially not 6C.
421 series (c only): Not really the best choice since you can't cancel it if you see an attack coming at you but I use it because I like to be gimmicky. 421c is the best of them.
They are gimmick attacks which are beaten by dodge. You can use it against f moon characters though. Shield works against it, but for the B and C version, you can jump cancel them on hit/block/shield.
For getting out of the corner I prefer either jumping out or 2b/c (b for priority, c for just getting out of the corner since it moves forward so much).
2B is way too slow... For getting out of the corner, I block until there is a good opening. Usually force myself out of the corner with 5B (with C-Ryougi)
Ryougi has no good reversal. She has to block, you need to block and figure out ways to get out of pressure (since no character's pressure is impossible to get out of). You just have to make smart decisions, and mashing 2A CAN work, but it should be rarely done. I'm a fan of doing shield 236C (since I'm not too good at EX Shielding yet). Though a universal shield option is ex shield 5A. (Though 5A sucks with Ryougi, so I'm thinking maybe 5B?)
The way that I play Ryougi in half is to play air footsies until I can push them to the corner. Sometimes I'll even sacrifice a potential air combo into j.236B and then followup with IAD j.C. The combos I use also vary from midscreen to corner; I don't really throw the knife unless I'm sure I can get it back (e.g. really far away); during corner combos; or close to killing them. Most of my pokes include 2A, 5B, j.B and j.C. Outside of her normals, I somewhat rarely tend to use the 236A series, 214A, or 623A every once in a while. 22A (ground) and 22B (air) are the only specials I use primarily for offense, with the rekka series on standby if they're close to being guard crushed.
That's pretty true to what you should be doing. The corner is Ryougi's best friend if you're facing it, especially H Ryougi. Though she can do loops from anywhere on screen. The last 214X of the rekka series can also be super cancelled, so a good way to end a blockstring is with that low kick into 22C. Really good for a mixup there too. Mixup as in attack/throw. Yes, ground throw is legit for Ryougi since it has some retarded properties to where you can't mash out of it unless it's a reversal. I now primarily use my knife for A. Pressure. Or B. Comboing my opponent from one corner to the other.
236C isn't a bad idea, since it's safe and pushes out...but it's not invincible on startup, meaning it can get beaten out by meaties. I tend to use 236C on particular combo enders for tech punishes. If you like using EX moves to get out of stuff, I'd recommend j.236C or her Arc Drive.
^this. j.236C is a reversal which you are invincible through. Also no landing animation. Arc drive is REALLY risky due to start up. Ryougi's best option on wakeup is to block, but for getting out of mid pressure, I'd say j.236C is legit. I should run that a lot more honestly.
For defense, I try to input 5A whenever I smell a sandoori, j.236B_j.236C for wakeup (if they're approaching via air) and the occasional 421B parry for ground based rush ins. 5D shield counter for predictable jump ins and 214D shield bunker for blockstring pressure are the other things I fall back on in a pinch. I always try to hover between 80~150% meter, since one simple combo or blockstring can rebuild 100% meter easily.
Only comment on this chunk is that a good sandoori will beat 5A. If your 5A is working, it's probably because the person you're facing doesn't have the timing of the mixup on Ryougi down. It's different for her since she gets up a LOT faster than everyone else.
One thing I try to do whenever I'm in midscreen pressure is to backstep in between strings. If I'm in the corner, I'll look for 5A or 2A whiff cancels and punish with 5BB. If they get pushed out but don't cancel with 5A or 2A, I'll jump back and then land with j.C if they charge in or jump out and dash away if possible.
yeah backdash is pretty standard on most characters. It's good for Ryougi too.
I hardly use throws at all, but might incorporate them in the future after a corner air throw.
Nah corner air throw isn't that good. It's good in pressure if you know your enemy is scared and is waiting for you to exhaust your resources.
Some general comments (this is coming from a C-Ryougi perspective)
Don't whiff moves. Ryougi's moves have some of the WORST recovery. Very easy to punish her B and C moves after they whiff.
your anti airs = 5B/5C/5D
5B is a godlike poke. It has everything you could ask for in an attack (except for + frames). It has clash and a huge hitbox. It's a great poke/anti air. 5C has a GREAT hit box as well. Comes out considerably slower than 5B, but still works with better hitboxes and keeps the clash frame (Though 5BB also has clash frames) 5D is a universal punish for obvious jump-ins. I shouldn't have to explain this.
Ground pokes = 2A/5B
Yes, these two are just about all you need for ground pokes. 2A is short ranged, but your quick low option, and 5B is a great spacing tool which can combo like 5BB 2C 5C at full range. Also 5B catches jump outs. use the followup for launcher properties for easy air combos, keeping your opponent afraid to jump out.
You can freestyle your pressure, but remember that C moves have more blockstun, 2C is good for catching backdashes. 2A2A2B2C is a decent stagger blockstring. well 2B pretty much auto staggers due to startup and 2C also staggers, but can combo from 2B so it's easy to hitconfirm into a 5BB, 5C, or 6C for launching.
6[C] is funny. Why? Well it's 6C is a low, and 6[C] is unblockable. Most people's reactions to charged moves are to start walking backwards (cause it's the normal reaction for high moves) and if you half charge you still hit them low. It's quite funny... The 214C followup is VERY good for oki mixups.
Either way.
This should be everyone's strategy. Drop C, play H.