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The King of Fighters XV/Kyo Kusanagi/Combos: Difference between revisions

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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A > 3D (1)''' || 80 || Standard light starter. At point blank you can fit another 2B.
| '''2B > 2A > 3D (1)''' || 65 || Standard light starter. At point blank you can fit a 5B between 2B and 2A.
|-
|-
| '''cl.C/2C > 3D (1)''' || 98 || Standard heavy starter. Most consistent after a jump in.
| '''cl.C/2C > 3D (1)''' || 98 || Standard heavy starter. Most consistent after a jump in.
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'''General Notes'''
'''General Notes'''
* The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
* The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
* Kyo's super's can be held for more damage and sometimes more combo opportunities. if the '''[P]''' or '''[AC]''' is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.


===Rush Auto Combo===
===Rush Auto Combo===
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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || 187 || 0 || Rush combo ending in a special move.
|  cl.A > A > A > B (> A/B > A/B) || 187 || 0 || Rush combo ending in 236A, mash A or B after 236A to get 236P > K.
|-
|-
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|-
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super.
|  cl.A > A > A > D || 333 || 2 || Rush combo ending in a Max super.
|-
|-
|  cl.A > A > A > A || 421 || 3 || Rush combo ending in a Climax super.
|  cl.A > A > A > A || 438 || 3 || Rush combo ending in a Climax super.
|}
|}


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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B*2 > 2A > 236A ~ 236P ~ K || 197 || 200 || 25% || Anywhere || Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
| 2B*2 > 2A > 236A ~ 236P ~ K || 168 || 170 || 23% || Anywhere || Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
|-
|-
| '''Starter''' > 236D ~ K, {far 5C} > 236A ~ 63214P ~ 63214K || 260/291 || 260 || 40% || Anywhere || Optimal meterless anywhere combo. Whiff cancelling the far C helps Kyo get in range for the rekkas. You can also run before the 236A, but that's much harder. If you end up in the corner, make sure to skip the whiffed 5C.
| '''Starter''' > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P || 220/267 || 285/310 || 42%/45% || Anywhere || Go-to meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.
|-
|-
| '''Starter''' > 236D ~ K, {far 5C} > 236A ~ 236P ~ (delay) K || 231 || 280 || 35% || Anywhere || Ends in a soft knockdown and does less damage but can connect in situations where the above combo cannot, such as after cl.D > 6B.
| '''Starter''' > 236D ~ K, 63214K || 191/234 || 155/180 || 36%/39% || Anywhere || Sacrifices damage and corner carry for consistency and a hard knockdown(with an autotimed safejump if followed immediately by a Hyper Jump!).
|-
|-
| '''Starter''' > 236D ~ K, 63214K || 221/248 || 170 || || Anywhere || Ends in a hard knockdown and is also consistent like the above combo.
| '''Starter''' > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K || 254/303 || 275/300 || 49%/52% || Corner || Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
|-
|-
| '''Starter''' > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K || 296/329 || 290 || 50% || Corner || Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
| '''Starter''' > 236D ~ D, 236C, 623C || 236/284 || 275/300 || 53%/56% || Corner || Easier corner combo. Even gains slightly more meter.
|-
|-
| '''Starter''' > 236D ~ D, 236C, 623C || 274/306 || 290 || 55% || Corner || Easier corner combo. Even gains slightly more meter.
| CD, run, 5D || 138 || 170 || 16.5% || Anywhere || Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.
|-
|-
| CD, run, 5D || 151 || 170 || 15% || Anywhere || Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but usually those will involve cancelling into a whiffed special that would be unsafe on block, so they aren't recommended.
| CD, 4214D || 166 || 250 || 25.5% || Midscreen || As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
|-
|-
| CD, 4214D || 185 || 250 || 25% || Midscreen || As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
| CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 218 || 300 || 49.5% || Corner || This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.
|-
| CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 291 || 300 || 55% || Corner || This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.
|}
|}


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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B*2 > 2A > 236BD, 236D ~ K, {CD} > 236A ~ 63214P ~ 63214K || 301 || 260 || 40% || Anywhere || Light normal combo.
| 2B*2 > 2A > 236BD, 236D ~ K, (CD) > 236A ~ 63214P ~ 63214K || 251 || 230 || 38.5% || Anywhere || Light normal combo. For this and most combos following this structure, you can swap out 236A series for 236C series or rungrab for less damage but better oki.
|-
|-
| '''Starter''' > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K || 333/368 || 260 || 40% || Anywhere || Great damage for just half a bar. No need for a whiff cancel.
| '''Starter''' > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K || 298/347 || 245/270 || 40%/43% || Anywhere || Great damage for just half a bar. No need for a whiff cancel.
|-
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 365 || 290 || 50% || Corner ||  
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 324/377 || 275/300 || 49%/52% || Corner ||  
|-
|-
| CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 352 || 330 || 60% || Corner || You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing.
| CD, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 258 || 220 || 38.5% || Corner || You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.
|-
| CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 245 || 330 || 58.5% || Corner || Alternative route that trades damage for metergain and stun.
|}
|}


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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, {far 5C} 236A ~ 63214P ~ 63214K || 370/409 || 260 || 1 || 40% || Anywhere || Technically you don't need to delay the 236D, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, (run) 236A ~ 63214P ~ 63214K || 335/388 || 245/270 || 1 || 40% || Anywhere || Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
|-
|-
| '''Starter''' > 236D ~ K, 63214D > 214236[P] || 357/395 || 270 || 1 || 45% || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
| '''Starter''' > 236D ~ K, 63214D > 214236'''[P]''' || 306/360 || 255/280 || 1 || 45% || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
|-
|-
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K || 380/420 || 320 || 1 || 45% || Anywhere || One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.  
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K || 335/389 || 305/330 || 1 || 45% || Anywhere || One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.
|-
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 420/465 || 320 || 1 || 60% || Corner ||  
| '''Starter''' > 4214BD, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K || 345/389 || 305/330 || 1 || 45% || Midscreen|| This combo consistently works when the opponent is standing. The second D, 236D, D, hit a bit late, placing the opponent a bit higher. This allows Kyo to whiff cancel from 2D into 236C.
|-
|-
| '''Starter''' > 236D ~ K, (delay) 236A, 623A > 214236[P], 623C || 427/472 || 330 || 1 || 70% || Corner || Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
| '''Starter''' > 4214BD, whiff cancel 2A, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K || 345/389 || 305/330 || 1 || 45% || Midscreen|| This combo consistently works when the opponent is crouching.
|-
|-
| 2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236[P] || 383 || 170 || 1.5 || 40% || Anywhere ||
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 365/424 || 305/330 || 1 || 60% || Corner ||  
|-
|-
| '''Starter''' > 4214BD, 236B ~ K, 63214D > 214236[P] || 422/465 || 170 || 1.5 || 35% || Anywhere || Hold the input for 236236P briefly.
| '''Starter''' > 236D ~ K, (delay) 236A, 623A > 214236'''[P]''', 623C || 374/436 || 315/340 || 1 || 70% || Corner || Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
|-
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C || 486/535 || 330 || 1.5 || 70% || Corner || Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.
| 2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 329 || 140 || 1.5 || 40% || Anywhere || Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.
|-
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236P, {236A ~ 63214P} ~ 63214K || 462/509 || 240 || 1.5 || 60% || Corner || This is an alternate version of the above combo that has mostly automatic timing. No need to time the charge on the super; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here. If you do manually time the super to get a slight charge for extra damage, the combo will do 480/528 dmg.
| '''Starter''' > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 372/429 || 155/180 || 1.5 || 35% || Anywhere || Hold the input for 236236P briefly.
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C || 424/487 || 315/340 || 1.5 || 70% || Corner || Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236'''[P]''', (236A ~ 63214P) ~ 63214K || 416/478 || 225/250 || 1.5 || 60% || Corner || This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.
|}
|}


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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P xx 236236P || 425 || 240 || 2 || || Anywhere ||  
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 415/466 || 155/180 || 2 || 40% || Anywhere ||  
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214D xx 2141236AC || 434 || 270 || 2 || || Anywhere || Charge the Orochinagi briefly to get every hit in.
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236'''[P]''' || 426/478 || 265/290 || 2 || 45% || Anywhere || Does 411/463 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.
|-
|-
| 2B > 2A > 3D > BD > c.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P || 434 || 380 || 2 || || Anywhere || 1000 Meter Max Mode combo.
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, 236C, 623A > 214236'''[P]''', 623C || 468/528 || 355/380 || 2 || 75% || Corner || Easier combo.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623A xx 2141236P || 479 || 710 || 2 || || Corner || Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.
| '''Starter''' > 236D ~ D, (delay) 236A, 623A xx 2141236'''[P]''', 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K || 541/596 || 290 || 2 || 70% || Corner || Stronger but requires a lot of manual timing.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 2141236AC || 483 || 240 || 2.5 || || Anywhere || Hold the input for Orochinagi briefly to get all hits in.
| (2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 424/478 || 265/290 || 2 || 10% || Anywhere || 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.
|-
| ... > BC, cl.D > 4214BD, 236BD, (delay) 63214D > 214236'''[P]''' || 452 || 185 || 2 || 10% || Anywhere || 1500 Max Guage combo.
|-
| ... > BC, cl.D > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236'''[P]''', 623C || 457 || 425 || 2 || 35% || Corner || 1000 and 1250 Max Mode corner combo.
|-
| ... > BC, cl.D > 4214BD, 236BD, 236C, 623A > 214236'''[P]''', 623C || 502 || 355 || 2 || 35% || Corner || 1500 Max Mode corner combo.
|-
| '''Starter''' > 4214BD, 236B ~ B, 63214D xx 214236'''[AC]''' || 438/503 || 155/180 || 2.5 || 40% || Anywhere ||  
|}
|}


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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 579 || 350 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
| ... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 563 || 365 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
|}
|}


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==External Links==
==External Links==
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}
{{#ev:youtube|8Q9Zvi7nNkE|||'''Kyo Combos by Kakuge'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Latest revision as of 02:38, 10 July 2024

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.

Starters

Combo Damage Notes
2B > 2A > 3D (1) 65 Standard light starter. At point blank you can fit a 5B between 2B and 2A.
cl.C/2C > 3D (1) 98 Standard heavy starter. Most consistent after a jump in.
cl.D > 6B 113 Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.
Far 5C 70 Far C is cancellable and can lead to combos.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

  • The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
  • Kyo's super's can be held for more damage and sometimes more combo opportunities. if the [P] or [AC] is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B (> A/B > A/B) 187 0 Rush combo ending in 236A, mash A or B after 236A to get 236P > K.
cl.A > A > A > C 223 1 Rush combo ending in a super.
cl.A > A > A > D 333 2 Rush combo ending in a Max super.
cl.A > A > A > A 438 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location Notes
2B*2 > 2A > 236A ~ 236P ~ K 168 170 23% Anywhere Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
Starter > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P 220/267 285/310 42%/45% Anywhere Go-to meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.
Starter > 236D ~ K, 63214K 191/234 155/180 36%/39% Anywhere Sacrifices damage and corner carry for consistency and a hard knockdown(with an autotimed safejump if followed immediately by a Hyper Jump!).
Starter > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K 254/303 275/300 49%/52% Corner Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
Starter > 236D ~ D, 236C, 623C 236/284 275/300 53%/56% Corner Easier corner combo. Even gains slightly more meter.
CD, run, 5D 138 170 16.5% Anywhere Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.
CD, 4214D 166 250 25.5% Midscreen As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K 218 300 49.5% Corner This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B*2 > 2A > 236BD, 236D ~ K, (CD) > 236A ~ 63214P ~ 63214K 251 230 38.5% Anywhere Light normal combo. For this and most combos following this structure, you can swap out 236A series for 236C series or rungrab for less damage but better oki.
Starter > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K 298/347 245/270 40%/43% Anywhere Great damage for just half a bar. No need for a whiff cancel.
Starter > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K 324/377 275/300 49%/52% Corner
CD, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K 258 220 38.5% Corner You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.
CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K 245 330 58.5% Corner Alternative route that trades damage for metergain and stun.

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 4214BD, 236BD, (delay) 236B ~ K, (run) 236A ~ 63214P ~ 63214K 335/388 245/270 1 40% Anywhere Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
Starter > 236D ~ K, 63214D > 214236[P] 306/360 255/280 1 45% Anywhere It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
Starter > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K 335/389 305/330 1 45% Anywhere One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.
Starter > 4214BD, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K 345/389 305/330 1 45% Midscreen This combo consistently works when the opponent is standing. The second D, 236D, D, hit a bit late, placing the opponent a bit higher. This allows Kyo to whiff cancel from 2D into 236C.
Starter > 4214BD, whiff cancel 2A, 236BD, (immediate) 236D, D > whiff cancel 2D > 236C > 236A ~ 236P ~ (delay) K 345/389 305/330 1 45% Midscreen This combo consistently works when the opponent is crouching.
Starter > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K 365/424 305/330 1 60% Corner
Starter > 236D ~ K, (delay) 236A, 623A > 214236[P], 623C 374/436 315/340 1 70% Corner Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236[P] 329 140 1.5 40% Anywhere Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.
Starter > 4214BD, 236B ~ K, 63214D > 214236[P] 372/429 155/180 1.5 35% Anywhere Hold the input for 236236P briefly.
Starter > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C 424/487 315/340 1.5 70% Corner Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.
Starter > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236[P], (236A ~ 63214P) ~ 63214K 416/478 225/250 1.5 60% Corner This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 4214BD, 236BD, (delay) 236B ~ K, 63214D > 214236[P] 415/466 155/180 2 40% Anywhere
Starter > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236[P] 426/478 265/290 2 45% Anywhere Does 411/463 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.
Starter > 4214BD, 236B ~ (delay) K, 236A, 236BD, 236C, 623A > 214236[P], 623C 468/528 355/380 2 75% Corner Easier combo.
Starter > 236D ~ D, (delay) 236A, 623A xx 2141236[P], 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K 541/596 290 2 70% Corner Stronger but requires a lot of manual timing.
(2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236[P] 424/478 265/290 2 10% Anywhere 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.
... > BC, cl.D > 4214BD, 236BD, (delay) 63214D > 214236[P] 452 185 2 10% Anywhere 1500 Max Guage combo.
... > BC, cl.D > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C 457 425 2 35% Corner 1000 and 1250 Max Mode corner combo.
... > BC, cl.D > 4214BD, 236BD, 236C, 623A > 214236[P], 623C 502 355 2 35% Corner 1500 Max Mode corner combo.
Starter > 4214BD, 236B ~ B, 63214D xx 214236[AC] 438/503 155/180 2.5 40% Anywhere

3 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD 563 365 3 Anywhere Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Anywhere

Combo Theory

External Links

Kyo Combos by Meno
Kyo Combos by Kakuge

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