Ryuuko Ranbu

Ryuuko Ranbu (lit. Dragon & Tiger Wild Dance) is a Super Special Move in the Art of Fighting, Fatal Fury and The King of Fighters series, serving as one of the signature attacks for practitioners of Kyokugenryu Karate, and is known as the style's one-and-only iconic ougi (奥義; secret skill).

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 a high-speed kata which is essentially an onslaught 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.

During the events of the second Art of Fighting game, Geese Howard in his younger years examined Ryo, Robert and Takuma in action using this deadly technique from behind the scenes. As a result, before he is confronted at his HQ, came up with his own variation, the Deadly Rave, to be used against his foes. Said variation of the Ryuuko Ranbu would be a mainstay in Geese's repertoire of moves through the years to come as one of his most iconic and unique takes on the technique.

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 Ya Otome 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.

Though later games instead make the attack be cut short like most other ranbus if the dash is blocked. The animations for the ranbu of course often are tweaked as per game/installment.