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{{CharNavbox_XV}}
{{CharNavbox_XV}}


==Combos==
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}


'''General Notes'''
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.


For combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example: <br>
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A''' || 38 || Standard low light confirm. Can add an extra 2A but the pushback will prevent some followups.
|}


2B > 2A > 214BD > 5D > 646AC > 623C <br>
===Heavy Starters===
2B > 2A > 214BD > '''6D > 46AC >''' 623C <br>
{|class="wikitable sortable"
<br>
! Combo !! Damage !! Notes
While Ryo's starters are listed below, his combos involving 646A/C all tend to be spacing dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder. <br>
|-
All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.  
| '''2C''' || 70 || Standard heavy starter. 2C is fast, has good range, and forces stand, which is necessary for certain cancels. Works after a jump-in.
|-
| cl.D || 80 || Most damaging starter, but a bit slower than cl.C/2C and doesn't force stand. Works after a jump-in.
|-
| cl.C || 70 || As fast and damaging as 2C, but less useful as it does not force stand. It can make execution easier, however. Works after a jump-in.
|-
| f.C || 70 || Cancelable far normal.
|-
| cl.A/cl.B/2A, 2C || 91/96 || Light link into 2C. Note that cancels into 646C/AC will not combo. Can work after a jump-in but is finicky.
|}


'''Light Starters'''
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


* 2B > 2A | ''The essential low starter. Can do 2B > 2A > 2A if you are point blank.'' '''Light Starter''' will assume this starter when calculating damage. <br>
==Combos==
* cl.A/cl.B/2A > (link) 2C | ''Only works point blank.''


'''Heavy Starters'''
'''General Notes:'''
* For combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example:
2B > 2A > 214BD > 5D > 646AC > 623C <br />
2B > 2A > 214BD > '''6D > 46AC >''' 623C <br />
* While Ryo's starters are listed above, his combos involving 646A/C all tend to be spacing-dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder.  <br>
* All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.


* f.C, cl.C, 2C, cl.D | ''Close heavies and far C are all special cancelable. 2C forces stand. '''Heavy Starter''' will assume cl.D when calculating damage.'' <br>
* cl.C/cl.D > 6A | ''Can whiff if you're at tip range of your close heavies.''


'''646A/C Notes'''
===Rush Auto Combo===
 
{|class="wikitable sortable"
* Will not connect after ... > 6A <br>
! Combo!! Damage !! Meter cost !! notes
* Is spacing dependent and needs a standing opponent. <br>
|-
* Generally requires inputting and holding 6 early. <br>
|  cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.
 
|-
==Rush Auto Combo==
|  cl.A > A > A > C || 236 || 1 || Rush combo ending in a super.
'''Meterless:''' An elbow jab, a knee, uppercut, and then ends with a fireball. (125 DMG)<br>
|-
'''1 Bar:''' Ends with 2363214P. (236 DMG)<br>
|  cl.A > A > A > D || 341 || 2 || Rush combo ending in a Max super.
'''2 Bars:''' Ends with 2363214AC. (341 DMG)<br>
|-
'''3 Bars:''' Ends with 2141236CD. (435 DMG)<br>
|  cl.A > A > A > A || 435 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
Line 41: Line 96:
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 646A || 179 || 60 || 0 || 0.25 || Anywhere || Requires stand and proper spacing, but grants a hard knockdown.
| '''Light Starter''' > 646A || 164 || 45 || 0 || 0.258 || Anywhere || Requires stand and proper spacing, but grants a hard knockdown.
|-
|-
| '''Light Starter''' > 214D, 214B || 216 || 240 || 0 || 0.35 || Anywhere || Strongest light confirm. Must be point blank.
| '''Light Starter''' > 214D, 214B || 201 || 225 || 0 || 0.34 || Anywhere || Strongest light confirm. Must be point blank.
|-
|-
| '''Light Starter''' > 214B || 131 || 160 || 0 || 0.15 || Anywhere || Most consistent light confirm. You can typically chain 3 light normals when using this ender.
| '''Light Starter''' > 214B || 116 || 145 || 0 || 0.18 || Anywhere || Most consistent light confirm. You can typically chain 3 light normals when using this ender.
|-
|-
| '''Heavy Starter''' > 646C, 623C || 286 || 180 || 0 || 0.48 || Anywhere || High damage combo from a point-blank heavy starter. 646C combos typically don't work after a jump in.
| '''Light Starter''' > 214D, 623C || 257 || 275 || 0 || 0.455 || Corner || Corner combo. Replace 623C with 623A > cl.C/2C for a corner reset.
|-
|-
| '''Heavy Starter''' > 214D, 214B || 254 || 250 || 0 || 0.35 || Anywhere || Same as your strongest light confirm. Works at more spacings.
| '''Heavy Starter''' > 646C, 623C || 276 || 180 || 0 || 0.483 || Anywhere || High damage combo from a point-blank heavy starter. Requires stand. Note that 646C combos typically don't work after a jump in.
|-
|-
| '''Heavy Starter''' > 6A > 214D || 228 || 210 || 0 || 0.25 || Anywhere || Hit confirmable heavy combo. Doesn't work on crouchers.
| '''Heavy Starter''' > 214D, 214B || 244 || 250 || 0 || 0.37 || Anywhere || Same as your strongest light confirm. Works at more spacings.
|-
|-
| '''Light Starter''' > 214D, 623C || 272 || 290 || 0 || 0.45 || Corner || Corner combo. Replace 623C with 623A > 2C for a corner reset.
| '''Heavy Starter''' > 6A > 214D || 218 || 210 || 0 || 0.285 || Anywhere || Hit confirmable heavy combo. Doesn't work on crouchers.
|-
|-
| '''Heavy Starter''' > 6A > 214D, 623C || 328 || 320 || 0 || 0.53 || Corner || Heavy corner combo. Doesn't work on crouchers. Omit the 6A for crouching opponents.
| '''Heavy Starter''' > 6A > 214D, 623C || 318 || 320 || 0 || 0.50 || Corner || Heavy corner combo. Doesn't work on crouchers. You can omit the 6A for crouching opponents.
|-
|-
| '''Heavy Starter''' > 6A > 236C, 623C || 304 || 320 || 0 || 0.45 || Corner || Alternate corner combo.
| '''Heavy Starter''' > 6A > 236C, 623C || 303 || 320 || 0 || 0.425 || Corner || Alternate corner combo.
|-
|-
| CD > 3D, run, 2D || 143 || 170 || 0 || 0.15 || Anywhere || CD confirm.
| CD > 3D, run, 2D || 143 || 170 || 0 || 0.155 || Anywhere || CD confirm.
|-
|-
| CD > 3D, 214D, 623C || 281 || 330 || 0 || 0.47 || Corner || Corner CD confirm.
| CD > 3D, 214D, 623C || 281 || 330 || 0 || 0.49 || Corner || Corner CD confirm.
|-
|-
| 236A, 214B || 112 || 140 || 0 || 0.15 || Anywhere || Although it depends on spacing, you can usually tag a 214B after a 236A hits, especially if the 236A hits airborne.
| 236A, 214B || 122 || 140 || 0 || 0.175 || Anywhere || Though it is spacing-dependent, you can usually link a 214B after a 236A hits (especially if the 236A hits airborne).
|-
|-
| 236A, 646A || 199 || 80 || 0 || 0.27 || Corner || Extra damage from a 236A.
| 236A, 646A || 209 || 80 || 0 || 0.293 || Corner || Extra damage and hard knockdown from a 236A.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214BD, 646A || 255 || 60/70 || 0.5 || 0.25 || Anywhere || Standard half bar combo.
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214BD, 646A || 240/324 || 45/130 || 0.5 || 0.258/0.343 || Anywhere || Standard half bar combo. Grants an autotimed safejump.
|-
|-
| '''Heavy Starter''' > 6A > 214BD, 646A || 334 || 130 || 0.5 || 0.35 || Anywhere || Same combo works off a Heavy > 6A confirm. These combos will be grouped together from now on.
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214BD, 623A, 623C || 262/346 || 205/290 || 0.5 || 0.39/0.475 || Anywhere || Higher damage ender that nearly refunds itself but has no oki outside of the corner (where better combos are possible).
|-
|-
| '''Heavy Starter''' > 646C, 214BD, 623C || 344 || 180 || 0.5 || 0.49 || Anywhere || Optimal punish combo that nearly refunds itself. If you have enough time to land a jump-in for your punish, such as after a very long recovering uppercut, the above combo after a jump in is stronger.
| '''Heavy Starter''' > 646C, 214BD, 623A, 623C || 372 || 260 || 0.5 || 0.653 || Anywhere || Optimal midscreen punish combo that builds more meter than it costs. Requires standing. If you have enough time to land a jump-in for your punish, the previous combo is preferred as it is significantly easier to land after a jump-in.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623A, 2C > 646AC, 623C || 379/445 || 440/470 || 0.5 || 0.70 || Corner || Powerful corner combo that builds incredible meter and stun for the cost. If the 2C > 646AC cancel is giving you trouble, omit the 623A and use cl.D instead of 2C. If you are further out or you used 3 light normals, use the midscreen confirm instead.
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623A, cl.C > 646AC, 623C || 376/447 || 425/470 || 0.5 || 0.695/0.74 || Corner || Powerful corner combo that builds incredible meter and stun for the cost. If you are further out or you used 3 light normals, use the midscreen confirm instead.
|-
|-
| CD > 3D, run, cl.C > 646AC, 623C || 283 || 280 || 0.5 || 0.40 || Midscreen || Ryo sometimes doesn't have enough time to run if his back is too close to the corner.
| CD > 3D, run, cl.C > 646AC, 623A, 623C || 292 || 330 || 0.5 || 0.495 || Midscreen || If Ryo's back is too close to the corner, it is impossible to link cl.C after a spaced CD. However, a point blank CD can always link into cl.C.
|-
|-
| CD > 3D, 214D, 623A, 2C > 646AC, 623C || 379 || 480 || 0.5 || 0.70 || Corner || These combos will not be listed from here on out as they will just match your corner 214D combo.
| CD > 3D, 214D, 623A, cl.C > 646AC, 623C || 390 || 480 || 0.5 || 0.73 || Corner || Going forward, corner CD combos will not be listed as they are the same as your corner 214D combo.
|-
|-
| 236A, 5C > 646AC, 623C || 315 || 260 || 0.5 || 0.35 || Corner ||
| 236A, 5C > 646AC, 623A, 623C || 350 || 340 || 0.5 || 0.53 || Corner || Extra damage from a 236A. Both 5C and cl.C work here.
|}
|}


Line 117: Line 172:
| 236CD, cl.C > 646AC, 623C || 346 || 180 || 1.5 || 0.77 || Anywhere || If you're point blank when the SS hits, you can use cl.D instead for slightly more damage. These conversions essentially match your midscreen CD conversion.
| 236CD, cl.C > 646AC, 623C || 346 || 180 || 1.5 || 0.77 || Anywhere || If you're point blank when the SS hits, you can use cl.D instead for slightly more damage. These conversions essentially match your midscreen CD conversion.
|-
|-
| '''j.X''' cl.D > 646C, 214BD, 623A, 623C > 2363214A/C || 558/583 || 260/300 || 1 || 0.3 || Anywhere || Possibly the most damaging 1-bar combo in the game. Although it technically costs 1.5 bars, the meter gained from the combo overall generates around 0.5 meter that will be used to perform the super. In the end, Ryo gains around 0.3 meter from the entire combo.
|}
|}


Line 188: Line 244:
| ''(QM)'' '''Light Starter'''/('''Heavy Starter''' > 6A) > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD || 678/757 || 270 || 4 || 0.10 || Anywhere || 1250 and 1500 Max combo. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.
| ''(QM)'' '''Light Starter'''/('''Heavy Starter''' > 6A) > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD || 678/757 || 270 || 4 || 0.10 || Anywhere || 1250 and 1500 Max combo. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C || 763/851 || 520/550 || 4 || 0.80 || Corner ||
| ('''Light Starter''' > 214D)/('''Heavy Starter''' > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C || 763/871 || 520/550 || 4 || 0.80 || Corner ||
|-
|-
| '''Light Starter''' > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C || 714 || 400 || 4 || 0.65 || Corner || Alternate corner combo.
| '''Light Starter''' > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C || 714 || 400 || 4 || 0.65 || Corner || Alternate corner combo.
Line 196: Line 252:
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C || 716 || 610 || 4 || 0.49 || Corner || 1500 Max combo.
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C || 716 || 610 || 4 || 0.49 || Corner || 1500 Max combo.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C || 825/913 || 490/520 || 4.5 || 0.80 || Corner ||  
| ('''Light Starter''' > 214D)/('''Heavy Starter''' > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C || 825/933 || 490/520 || 4.5 || 0.80 || Corner ||  
|-
|-
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C || 778 || 580 || 4.5 || 0.45 || Corner || 1500 Max combo.
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C || 778 || 580 || 4.5 || 0.45 || Corner || 1500 Max combo.
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C || 849/937 || 490/520 || 5 || 0.40 || Corner || Only a slight gain over your 4.5 bar combo, but regardless is Ryo's optimal damage.
| ('''Light Starter''' > 214D)/('''Heavy Starter''' > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C || 849/957 || 490/520 || 5 || 0.40 || Corner || Only a slight gain over your 4.5 bar combo, but regardless is Ryo's optimal damage.
|-
|-
| '''Light Starter''' > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C || 800 || 370 || 5 || 0.60 || Corner || Alternate corner combo.
| '''Light Starter''' > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C || 800 || 370 || 5 || 0.60 || Corner || Alternate corner combo.
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==External Links==
==External Links==
{{#ev:youtube|oXpcoTovkNw|||'''Ryo Combos by Meno'''|frame}}
{{#ev:youtube|AszgIsQFdQM|||'''Ryo Combos by Meno'''|frame}}


{{#ev:youtube|2ZpnthxeIVo|||'''Ryo Combos by Kakuge / Fighting Games'''|frame}}
{{#ev:youtube|2ZpnthxeIVo|||'''Ryo Combos by Kakuge / Fighting Games'''|frame}}

Latest revision as of 20:19, 9 February 2023

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.

Light Starters

Combo Damage Notes
2B > 2A 38 Standard low light confirm. Can add an extra 2A but the pushback will prevent some followups.

Heavy Starters

Combo Damage Notes
2C 70 Standard heavy starter. 2C is fast, has good range, and forces stand, which is necessary for certain cancels. Works after a jump-in.
cl.D 80 Most damaging starter, but a bit slower than cl.C/2C and doesn't force stand. Works after a jump-in.
cl.C 70 As fast and damaging as 2C, but less useful as it does not force stand. It can make execution easier, however. Works after a jump-in.
f.C 70 Cancelable far normal.
cl.A/cl.B/2A, 2C 91/96 Light link into 2C. Note that cancels into 646C/AC will not combo. Can work after a jump-in but is finicky.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes:

  • For combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example:

2B > 2A > 214BD > 5D > 646AC > 623C
2B > 2A > 214BD > 6D > 46AC > 623C

  • While Ryo's starters are listed above, his combos involving 646A/C all tend to be spacing-dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder.
  • All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.


Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move.
cl.A > A > A > C 236 1 Rush combo ending in a super.
cl.A > A > A > D 341 2 Rush combo ending in a Max super.
cl.A > A > A > A 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Cost Meter Gain Location notes
Light Starter > 646A 164 45 0 0.258 Anywhere Requires stand and proper spacing, but grants a hard knockdown.
Light Starter > 214D, 214B 201 225 0 0.34 Anywhere Strongest light confirm. Must be point blank.
Light Starter > 214B 116 145 0 0.18 Anywhere Most consistent light confirm. You can typically chain 3 light normals when using this ender.
Light Starter > 214D, 623C 257 275 0 0.455 Corner Corner combo. Replace 623C with 623A > cl.C/2C for a corner reset.
Heavy Starter > 646C, 623C 276 180 0 0.483 Anywhere High damage combo from a point-blank heavy starter. Requires stand. Note that 646C combos typically don't work after a jump in.
Heavy Starter > 214D, 214B 244 250 0 0.37 Anywhere Same as your strongest light confirm. Works at more spacings.
Heavy Starter > 6A > 214D 218 210 0 0.285 Anywhere Hit confirmable heavy combo. Doesn't work on crouchers.
Heavy Starter > 6A > 214D, 623C 318 320 0 0.50 Corner Heavy corner combo. Doesn't work on crouchers. You can omit the 6A for crouching opponents.
Heavy Starter > 6A > 236C, 623C 303 320 0 0.425 Corner Alternate corner combo.
CD > 3D, run, 2D 143 170 0 0.155 Anywhere CD confirm.
CD > 3D, 214D, 623C 281 330 0 0.49 Corner Corner CD confirm.
236A, 214B 122 140 0 0.175 Anywhere Though it is spacing-dependent, you can usually link a 214B after a 236A hits (especially if the 236A hits airborne).
236A, 646A 209 80 0 0.293 Corner Extra damage and hard knockdown from a 236A.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/(Heavy Starter > 6A) > 214BD, 646A 240/324 45/130 0.5 0.258/0.343 Anywhere Standard half bar combo. Grants an autotimed safejump.
Light Starter/(Heavy Starter > 6A) > 214BD, 623A, 623C 262/346 205/290 0.5 0.39/0.475 Anywhere Higher damage ender that nearly refunds itself but has no oki outside of the corner (where better combos are possible).
Heavy Starter > 646C, 214BD, 623A, 623C 372 260 0.5 0.653 Anywhere Optimal midscreen punish combo that builds more meter than it costs. Requires standing. If you have enough time to land a jump-in for your punish, the previous combo is preferred as it is significantly easier to land after a jump-in.
Light Starter/(Heavy Starter > 6A) > 214D, 623A, cl.C > 646AC, 623C 376/447 425/470 0.5 0.695/0.74 Corner Powerful corner combo that builds incredible meter and stun for the cost. If you are further out or you used 3 light normals, use the midscreen confirm instead.
CD > 3D, run, cl.C > 646AC, 623A, 623C 292 330 0.5 0.495 Midscreen If Ryo's back is too close to the corner, it is impossible to link cl.C after a spaced CD. However, a point blank CD can always link into cl.C.
CD > 3D, 214D, 623A, cl.C > 646AC, 623C 390 480 0.5 0.73 Corner Going forward, corner CD combos will not be listed as they are the same as your corner 214D combo.
236A, 5C > 646AC, 623A, 623C 350 340 0.5 0.53 Corner Extra damage from a 236A. Both 5C and cl.C work here.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/(Heavy Starter > 6A) > 214BD, cl.D > 646AC, 623C 327/406 240/310 1 0.30/0.45 Anywhere
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C 403/469 440/470 1 0.70 Corner
Light Starter > 214BD, 623A, 2C > 646AC, 623C 354 320 1 0.49 Corner Alternate corner combo.
Heavy Starter > 236A, 214BD, 623A, 2C > 646AC, 623C 442 410 1 0.60 Corner Alternate corner heavy combo. You can use this combo after stray 236A hits as well.
CD > 3D, 2363214A/C 241 100 1 0.10 Anywhere Consistent CD confirm.
CD > 3D, run, 214BD, cl.D > 646AC, 623C 322 280 1 0.35 Midscreen
236CD, 214D, 214B 258 180 1 0.80 Anywhere Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
236CD (AA), 623C 200 110 1 0.70 Anywhere More consistent anti air SS combo. You may need to run before the 623C.
236CD, 214D, 623A, 2C 327 270 1 0.90 Corner Corner Shatter Strike combo. This will always match your corner 214D combo.
Light Starter/(Heavy Starter > 6A) > 214BD, 646A > 2363214P 351/430 60/130 1.5 0.25/0.35 Anywhere Only a slight gain over your 1 bar confirm.
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214A/C 465/531 410/440 1.5 0.65/0.70 Corner If 214D won't connect, you can use the midscreen confirm.
CD > 3D, run, cl.C > 646AC, 623C > 2363214A/C 364 250 1 0.35 Midscreen
236CD, cl.C > 646AC, 623C 346 180 1.5 0.77 Anywhere If you're point blank when the SS hits, you can use cl.D instead for slightly more damage. These conversions essentially match your midscreen CD conversion.
j.X cl.D > 646C, 214BD, 623A, 623C > 2363214A/C 558/583 260/300 1 0.3 Anywhere Possibly the most damaging 1-bar combo in the game. Although it technically costs 1.5 bars, the meter gained from the combo overall generates around 0.5 meter that will be used to perform the super. In the end, Ryo gains around 0.3 meter from the entire combo.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/(Heavy Starter > 6A) > 214BD, cl.D > 646AC, 623C > 2363214A/C 413/492 210 2 0.30 Anywhere
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C 489/555 410/440 2 0.65 Corner
Light Starter > 214BD, 623A, 2C > 646AC, 623C > 2363214A/C 440 390 2 0.45 Corner Alternate corner combo.
(QM) Light Starter > BC, cl.D > 6A > 214BD, 623C > 2363214A/C 372 270 2 0.10 Anywhere 1000 Max Guage combo. At 2 bars Ryo's Max combos are weaker than his regular combos. However, remember you can get these combos after normally uncancellable moves, such as far B or raw 6A.
(QM) Light Starter > BC, cl.D > 6A > 214BD, 646A > 2363214A/C 398 190 2 0.10 Anywhere 1250 and 1500 Max Guage combo.
(QM) Light Starter > BC, cl.D > 6A > 214D, 623A, 2C > 646AC, 623C 392 530 2 0.25 Corner 1000 Max Guage combo.
(QM) Light Starter > BC, cl.D > 236A, 214BD, 646A > 2363214A/C 405 210 2 0.10 Corner 1250 Max Guage combo.
(QM) Light Starter > BC, cl.D > 214D, 623A, 2C > 646AC, 623C > 2363214A/C 467 480 2 0.10 Corner 1500 Max Guage combo. Leaving out a 6A after the cl.D gives just enough time to fit all of this within the Max timer.
CD > 3D, 643216AC 347 100 2 0.10 Anywhere
CD > 3D, run, 214BD, cl.D > 646AC, 623C > 2363214A/C 408 250 2 0.30 Midscreen
(Light Starter)/(Heavy Starter > 6A) > 214BD, 646A > 2363214AC 437/516 60/130 2.5 0.25/0.35 Anywhere Small gain over 2 bar combo.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214AC 551/617 410/440 2.5 0.65 Corner Use the midscreen combo if 214D won't connect.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A > 641236AC, 2C > 646AC, 623C 591/673 440/470 2.5 0.75 Corner This combo does not work on smaller characters such as Yuri or Meitenkun.
CD > 3D, run, cl.C > 646AC, 623C > 2363214AC 450 250 2.5 0.30 Midscreen

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 2363214A/C > 641236AC 542 140 3 0.20 Anywhere Optimal light confirm.
Light Starter > 214BD, cl.D > 646AC, 623C > 2363214AC 499 210 3 0.30 Anywhere Easier light confirm.
Heavy Starter > 6A > 236C > 2363214A/C > 641236AC 621 210 3 0.20 Anywhere
Light Starter/(Heavy Starter > 6A) > 214D > 623C > 2363214A/C > 641236AC, 623A, 2C 656 410 3 0.65 Corner You get an extra juggle after an Advanced Cancel in the corner, leading to massive damage.
Heavy Starter > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C 752 440 3 0.65 Corner Optimized version of the previous combo for heavy confirms.
(QM) Light Starter > BC, cl.D > 214BD, 646A > 2141236CD 526 130 3 0.10 Anywhere 1000 Max confirm. The damage only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 2141236CD 594 270 3 0.10 Anywhere 1250 and 1500 Max confirm. Significantly stronger than a regular confirm.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C 598 420 3 0.30 Corner 1250 Max confirm. Not as strong as a regular combo.
(QM) Light Starter > BC, cl.D > 6A > 214D, 623C > 2363214A/C > 2141236CD 629 350 3 0.10 Corner 1500 Max confirm.
Light Starter > 214BD, 623C > 2363214A/C > 641236AC 554 140 3.5 0.20 Anywhere Ryo's midscreen 3.5 meter combos are not very good.
(Light Starter> 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C 739/847 520 3.5 0.80 Corner Very strong combo.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C 677 530 3.5 0.49 Corner 1250 and 1500 Max combo. Most characters don't have a 3.5 bar Max confirm, and although this combo is weaker than your standard 3.5 combo, it makes 6A or far B much more threatening.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Light Starter/(Heavy Starter > 6A) > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD 678/757 270 4 0.10 Anywhere 1250 and 1500 Max combo. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C 763/871 520/550 4 0.80 Corner
Light Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C 714 400 4 0.65 Corner Alternate corner combo.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C 701 530 4 0.49 Corner 1250 Max combo.
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C 716 610 4 0.49 Corner 1500 Max combo.
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C 825/933 490/520 4.5 0.80 Corner
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C 778 580 4.5 0.45 Corner 1500 Max combo.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C 849/957 490/520 5 0.40 Corner Only a slight gain over your 4.5 bar combo, but regardless is Ryo's optimal damage.
Light Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C 800 370 5 0.60 Corner Alternate corner combo.
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C 802 580 5 0.35 Corner 1500 Max combo.

External Links

Ryo Combos by Meno
Ryo Combos by Kakuge / Fighting Games

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