-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Ryo Sakazaki/Combos: Difference between revisions
Jump to navigation
Jump to search
Coliflowerz (talk | contribs) |
|||
(7 intermediate revisions by 4 users not shown) | |||
Line 3: | Line 3: | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
== | ==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 "{}". | |||
|- | |||
|} | |||
''' | ==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. | |||
===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. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! 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=== | ||
{|class="wikitable sortable" | |||
! 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 <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. | |||
===Rush Auto Combo=== | |||
{|class="wikitable sortable" | |||
! 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=== | ===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 || | | '''Light Starter''' > 646A || 164 || 45 || 0 || 0.258 || Anywhere || Requires stand and proper spacing, but grants a hard knockdown. | ||
|- | |- | ||
| '''Light Starter''' > 214D, 214B || | | '''Light Starter''' > 214D, 214B || 201 || 225 || 0 || 0.34 || Anywhere || Strongest light confirm. Must be point blank. | ||
|- | |- | ||
| '''Light Starter''' > 214B || | | '''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''' > | | '''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''' | | '''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 || | | '''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 || | | '''Heavy Starter''' > 6A > 236C, 623C || 303 || 320 || 0 || 0.425 || Corner || Alternate corner combo. | ||
|- | |- | ||
| CD > 3D, run, 2D || 143 || 170 || 0 || 0. | | CD > 3D, run, 2D || 143 || 170 || 0 || 0.155 || Anywhere || CD confirm. | ||
|- | |- | ||
| CD > 3D, 214D, 623C || 281 || 330 || 0 || 0. | | CD > 3D, 214D, 623C || 281 || 330 || 0 || 0.49 || Corner || Corner CD confirm. | ||
|- | |- | ||
| 236A, 214B || | | 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 || | | 236A, 646A || 209 || 80 || 0 || 0.293 || Corner || Extra damage and hard knockdown from a 236A. | ||
|} | |} | ||
Line 72: | Line 127: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| '''Light Starter''' > 214BD, 646A || | | '''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, | | '''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 || | | '''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, | | '''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 || | | 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, | | 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 || | | 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 205: | Line 261: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| '''Light Starter'''/('''Heavy Starter''' > 6A) | | ('''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. | ||
Line 213: | Line 269: | ||
==External Links== | ==External Links== | ||
{{#ev:youtube| | {{#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
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. |