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The King of Fighters XV/Omega Rugal/Combos: Difference between revisions

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Removed redundant combo
 
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{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
| '''2B > 2A > 4/6B(1)''' || 65 || Heavy hitters from a light confirm. Must be somewhat close.
|-
|-
| '''j.X > cl.C(1) > 4/6B(1)''' || 125 || Complicated jump-in starter. The combo shown is the most consistent for follow-ups. At some ranges, however, the 4/6B(1) will not connect, in which case it should be omitted and instead cancel the 2nd hit of cl.C. <br /> Due to cl.C's 2nd hit having high pushback, however, some cancels such as 236BD will fall out at most ranges, in which case the 2nd hit of cl.C would be omitted.<br /> Feel free to experiment with the various jump-in follow-ups yourself.
| '''cl.C > 4/6B(1)''' || 98 || Go-to heavy combo starter, but note omission of the second hit of cl.C may be necessary to avoid disastrous whiffs of either 4/6B or a special(e.g. 623D).
|-
| '''2B > 2A > 4/6B(1)''' || 80 || Heavy hitters from a light confirm. Must be close.
|-
|-
| cl.D > 4/6B(1) || 108 || Not gonna land this very often due to cl.D slow's start-up. Use in big punishes.
| cl.D > 4/6B(1) || 108 || Much slower than cl.C, save this for big punishes.
|-
|-
| 2C || 70 || Slightly better range than cl.C, but a bit slower. May have uses as a punish or for jump-ins outside of cl.C range.
| j.X > cl.C(1) > 4/6B(1) || 125 || Complicated jump-in starter. The combo shown is the most consistent for follow-ups. At some ranges, however, the 4/6B(1) will not connect, in which case it should be omitted and instead cancel the 2nd hit of cl.C. <br /> Due to cl.C's 2nd hit having high pushback, however, some cancels such as 236BD will fall out at most ranges, in which case the 2nd hit of cl.C would be omitted.<br /> Feel free to experiment with the various jump-in follow-ups yourself.
|}
|}


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| CD || 75 ||
| CD || 75 ||
|-
|-
| 2B > f.B || 58 || Light confirm that works from way further than '2B > 2A > 4/6B(1)', though with significantly more limited combo routes.<br />Good route for confirming into Quick Max.
| 2B > f.B || 43 || Light confirm that works from way further than '2B > 2A > 4/6B(1)', though with significantly more limited combo routes.<br />Good route for confirming into Quick Max.
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
'''General Notes:'''
'''General Notes:'''


* Rugal's cancels from his starters are very range-sensitive. An exception to this rule however is 214A and 214AC, which are incredibly reliable cancel options that work from nearly any range.
* Rugal's cancels from his starters are very range-sensitive. An exception to this rule however is 214A and 214AC, which are incredibly reliable cancel options that work from nearly any range.<br />Use j.X > cl.C as your jump-in when cancelling into 214AC or Quick Max to minimise scaling.


===Rush Auto Combo===
===Rush Auto Combo===
Line 85: Line 84:
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 623D || 213/258 || 220/265 || 0 || 35% || Anywhere || Standard meterless confirm. 623D can miss at some ranges. Also works from 2B > f.B at some ranges.
| '''Starter''' > 623D || 198/240 || 205/230 || 0 || 33%/36% || Anywhere || Standard meterless confirm. 623D can miss at some ranges. Also works from 2B > f.B at some ranges.
|-
| '''Starter''' > 214A || 133/170 || 125/150 || 0 || 20%/23% || Anywhere || Trades a fair amount of damage and metergain for a hard knockdown(and autotimed corner safejump).
|-
|-
| 2B > 2B > 5B > 214A || 153 || 150 || 0 || 20% || Anywhere || Most consistent at further spacings. This combo can be super cancelled at the end to tack on extra damage if needed.
| 2B > 2B > 5B > 214A || 124 || 120 || 0 || 19% || Anywhere || Most consistent at further spacings. This combo can be super cancelled at the end to tack on extra damage if needed.
|-
|-
| '''Starter''' > 214B, 5B > 623D || 271/316 || 290/335 || 0 || 45% || Corner || This combo only works if the opponent is completely in the corner and is standing. This combo is generally very spacing dependant. Sometimes you may need to cut.your starter short for the right spacing. Cl.D forces stand which makes it the most consistent starter.
| '''Starter''' > 214B, 5B > 623D || 242/316 || 260/335 || 0 || 44%/47% || Corner || This combo only works if the opponent is completely in the corner and is standing. This combo is also '''extremely''' spacing dependent, sometimes you may need to cut your starter short for the right spacing. Cl.D forces stand which makes it the most consistent starter.
|-
|-
| CD > 236A || 130 || 140 || 0 || 15% || Non-Corner || Rugal's only combo from CD outside of the corner.
| CD > 236C || 124 || 140 || 0 || 14.5% || Non-Corner || Consistent CD outside of the corner.
|-
|-
| CD, run, cl.D (1) > 236A, 623D || 277 || 320 || 0 || 45% || Corner || You must connect the cl.D as far as possible to get the 236A juggle. Ideal if Rugal is a few character lengths away from the corner.
| CD > 214C, 623B || 159 || 180 || 0 || 30% || Non-Corner || Only works if the CD hits up close. 214C connects on a CH air hit.
|-
|-
| CD, 236A, cl.D (1) > 236D, 623B || 298 || 300 || 0 || 55% || Corner || Combo if Rugal is very close to the corner.
| CD, 236A, cl.D(1) > 236D, 623D || 270 || 360 || 0 || 56% || Corner || Combo if Rugal is very close to the corner.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 214AC, cl.D (1) > 623D || 319/356 || 260/270 || 0.5 || 40% || Anywhere || Very consistent, no matter the spacing. Switches sides.
| '''Starter''' > 214AC, cl.D(1) > 623D || 304/356 || 245/270 || 0.5 || 37%/40% || Anywhere || Very consistent, no matter the spacing. Switches sides.  
|-
| '''Starter''' > 236BD, run, cl. D (1) > 623D || 296/329 || 260/270 || 0.5 || 40% || Anywhere || Alternate combo to keep the corner.
|-
|-
| '''Starter''' > 236BD, walk, 236A, cl.D (1) > 236A, 623D || 374/413 || 340/350 || 0.5 || 55% || Corner || Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
| '''Starter''' > 236BD, run, cl. D (1) > 623D || 281/329 || 245/270 || 0.5 || 37%/40% || Anywhere || Alternate combo to keep the corner.
|-
|-
| '''Starter''' > 214AC, cl.D (1) > 236D, 623B || 339/377 || 240/270 || 0.5 || 45% || Corner || Simpler corner combo.
| '''Starter''' > 236BD, walk, 236A, cl.D(1) > 236A, 236D, 623B || 377/432 || 305/330 || 0.5 || 57%/60% || Corner || Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
|-
|-
| CD, run, cl.D (1) > 236A, 214AC, 623D || 349 || 320 || 0.5 || 45% || Corner ||
| '''Starter''' > 214AC, cl.D(1) > 236D, 623D || 348/403 || 285/310 || 0.5 || 49%/52% || Corner || Simpler corner combo.
|-
|-
| CD, 236A, cl.D (1) > 214BD, 236A, 623D || 363 || 360 || 0.5 || 50% || Corner ||
| CD, 214AC, cl.D(1) > 236D, 623D || 302 || 320 || 0.5 || 49.5% || Corner ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 236BD, 214AC, cl.D (1) > 623D || 374/409 || 260/270 || 1 || 40% || Anywhere ||  
| '''Starter''' > 236BD, 214AC, cl.D(1) > 623D || 359/409 || 245/270 || 1.0 || 37%/40% || Anywhere ||  
|-
|-
| '''Starter''' > 214A, 2363214A/C || 308/340 || 140 || 1 || 20% || Anywhere || Significantly weaker use of 1 bar, but can be worth it for the corner carry.
| '''Starter''' > 214A, 2363214P || 293/340 || 125/150 || 1.0 || 20%/23% || Anywhere || If you really want the corner that badly(note there is a much better 1.5 bar route for this below).
|-
|-
| '''Starter''' > 236BD, walk, 236A, cl.D (1) > '''236A''', 214AC, 623D || 435/481 || 340/350 || 1 || 55% || Corner || You can omit the bolded 236A for an easier, less spacing-dependant combo.
| '''Starter''' > 236BD, walk, 236A, cl.D(1) > '''236A''', 214AC, 236D, 623B || 435/499 || 305/330 || 1.0 || 57%/60% || Corner || You can omit the bolded 236A for an easier, less spacing-dependent combo.
|-
|-
| CD > 236A, 2363214A/C || 290 || 140 || 1 || 15% || Non-Corner || Easy CD conversion that grants the corner.
| CD > 236A, 2363214P || 250 || 140 || 1.0 || 14% || Non-Corner || Easy CD conversion that grants the corner.
|-
|-
| CD > cl.D (1) > 236D > 236236B/D, 623D || 408 || 320 || 1 || 49% || Corner || Very consistent CD corner combo; no need to fuss with spacings.
| CD, cl.D(1) > 236D > 236236K, 623D || 338 || 320 || 1.0 || 49.5% || Corner || Very consistent CD corner combo; no need to fuss with spacing.
|-
|-
| 236CD, cl.D (1) > 623D || 265 || 180 || 1 || 75% || Anywhere || Shatter Strike combo. If the Shatter Strike hits airborne, you can omit the cl.D for an easier conversion.
| j.CD, 236236K || 222/232 || 80 || 1.0 || 8%/9% || Anywhere || The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD. Note: the two different values are for hop CD and jump CD.
|-
|-
| 236CD, cl.D (1) > 236D, 623B || 289 || 160 || 1 || 80% || Corner ||
| '''Starter''' > 236BD, run, cl.D(1) > 214AC, 214BD, 623D || 399/459 || 245/270 || 1.5 || 37%/40% || Anywhere ||
|-
|-
| 4/6B, 236236B/D || 205 || 50 || 1 || 10% || Anywhere || If 4/6B connects as an overhead, you can squeeze a little extra damage out with an OTG super.
| '''Starter''' > 214AC, cl.D(1) > 214D > 2363214P || 388/445 || 145/170 || 1.5 || 19%/22% || Anywhere || For the corner carry.
|-
|-
| j.CD, 236236B/D || 222 || 80 || 1 || 10% || Anywhere || The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD.
| '''Starter''' > 236BD, walk, 236A, cl.D(1) > 236A, 236D > 236236K, 623D || 495/562 || 365/405 || 1.5 || 62%/65% || Corner || Incredible damage and meter gain. '''Use 236B instead of 236D for small characters or 623D will whiff.'''
|-
|-
| '''Starter''' > 236BD, run, 236AC, 214AC, cl.D (1) > 623D || 411/451 || 260/270 || 1.5 || 40% || Anywhere ||
| '''Starter''' > 236BD, run, 236A, cl.D(1) > 236D > 236236K, 623D || 472/534 || 325/350 || 1.5 || 55.5/%58.5% || Corner || Easier corner combo. Essentially the previous combo with an omitted 236A.
|-
|-
| '''Starter''' > 214AC, cl.D (1) > 236C > 2363214A/C || 395/437 || 160 || 1.5 || 20% || Anywhere || For the corner carry.
| CD, 214AC, cl.D(1) > 236D > 236236K, 623D || 393 || 320 || 1.5 || 49.5% || Corner || No spacing required.
|-
|-
| '''Starter''' > 236BD, walk, 236A, cl.D (1) > 236A, 236B > 236236B/D, 623D || 507/558 || 380 || 1.5 || 65% || Corner || Incredible damage and meter gain.
| 623BD, 236236K || 317 || 0 || 1.5 || 0% || Anywhere || You can get an OTG super if you land a 623BD.
|-
| '''Starter''' > 236BD, run, 236A, cl.D (1) > 236D > 236236B/D, 623D || 487/534 || 340/350 || 1.5 || 60% || Corner || Easier corner combo. Essentially the previous combo with a 236D instead of 236B and an omitted 236A.
|-
| CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D || 480 || 320 || 1.5 || 45% || Corner || No spacing required.
|-
| 236CD, 214AC, cl.D (1) > 623D || 365 || 180 || 1.5 || 80% || Anywhere || Inconsistent on an anti air Shatter Strike.
|-
| 236CD (AA), cl.D (1) > 623BD || 301 || 40 || 1.5 || 55% || Anywhere ||
|-
| 236CD, 236A, cl.D > 214BD, 236A, 623D || 428 || 260 || 1.5 || 90% || Corner ||
|-
| 623BD, 236236B/D || 317 || 0 || 1.5 || 0% || Near Corner/Corner || You can get an OTG super if you land a 623BD near the corner.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C || 445/485 || 160/170 || 2 || 25% || Anywhere || Your best confirm midscreen and guarantees the corner.
| '''Starter''' > 236BD, 214AC, cl.D(1) > 214D > 2363214P || 437/493 || 145/170 || 2.0 || 19%/22% || Anywhere || Your best confirm midscreen and guarantees the corner.
|-
| '''Starter''' > BC, cl.D > 214AC, cl.D (1) > 236C > 2363214A/C || 395/435 || 240/250 || 2 || 10% || Anywhere || 1000 and 1250 Max Guage combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
|-
| '''Starter''' > BC, cl.D > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C || 427/477 || 240/250 || 2 || 10% || Anywhere || 1500 Max Guage combo.
|-
| '''Starter''' > 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D || 554/610 || 340 || 2 || 60% || Corner || Optimal corner combo.
|-
| '''Starter''' > BC, cl.D > 214AC, 236B > 236236B/D, cl.D > 623D || 463/510 || 380 || 2 || 40% || Corner || 1000 and 1250 Max Guage combo.
|-
| '''Starter''' > BC, cl.D > 236BD, 214AC, 236B > 236236B/D, cl.D > 623D || 488/545 || 380/390 || 2 || 40% || Corner || 1500 Max Guage.
|-
|-
| CD > 236A, 2363214AC || 410 || 140 || 2 || 10% || Non-Corner ||
| '''Starter''' > 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D || 539/610 || 325/350 || 2.0 || 55%/58% || Corner || Optimal corner combo. Reminder to use 'j.X > cl.C' over 'j.X cl.C(1) > 4/6B(1)' When 214AC is involved.
|-
|-
| CD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D || 549 || 360 || 2 || 60% || Corner || Same as your standard corner confirm.  
| '''Starter''' > BC, cl.D > 214AC, cl.D(1) > 214D > 2363214P || 386/442 || 225/250 || 2.0 || 7%/10% || Anywhere || 1000 and 1250 Quick Max combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
|-
|-
| 236CD, 214AC, cl.D (1) > 623BD || 398 || 40 || 2 || 55% || Anywhere ||
| '''Starter''' > BC, cl.D > 236BD, 214AC, cl.D(1) > 214D > 2363214P || 418/483 || 225/250 || 2.0 || 7%/10% || Anywhere || 1500 Quick Max combo.
|-
|-
| 236CD (AA), cl.D (1) > 236C > 2363214A/C || 361 || 80 || 2 || 60% || Anywhere ||
| '''Starter''' > BC, cl.D > 214AC, 236B > 236236K, cl.D(1) > 623D || 448/510 || 365/390 || 2.0 || 33%/36% || Corner || 1000 and 1250 Quick Max corner combo.
|-
|-
| 236CD, cl.D (1) > 236D > 236236B/D, 623D || 476 || 220 || 2 || 90% || Corner ||
| '''Starter''' > BC, cl.D > 236BD, 214AC, 236B > 236236K, cl.D(1) > 623D || 473/545 || 365/390 || 2.0 || 33%/36% || Corner || 1500 Quick Max corner combo.
|-
|-
| '''Starter''' > 214AC, cl.D (1) > 236C > 2363214AC || 500/549 || 160/170 || 2.5 || 20% || Anywhere ||
| CD > 236A, 2363214AC || 347 || 140 || 2.0 || 14% || Non-Corner ||
|-
|-
| '''Starter''' > 236BD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D || 587/644 || 340 || 2.5 || 60% || Corner || Similar to the 2 bar corner combo.
| CD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D || 442 || 360 || 2.0 || 55.5%/58.5% || Corner || Same as your standard corner confirm.  
|-
|-
| 236CD, 214AC, cl.D (1) > 236C > 2363214A/C || 456 || 80 || 2.5 || 70% || Anywhere ||
| '''Starter''' > 214AC, cl.D(1) > 214D > 2363214AC || 493/557 || 145/170 || 2.5 || 19%/22% || Anywhere ||
|-
| 236CD, cl.D > 214AC, 236D > 2363214A/C || 450 || 80 || 2.5 || 70% || Anywhere ||
|-
|-
| 236CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D || 567 || 220 || 2.5 || 90% || Corner ||
| '''Starter''' > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D || 572/644 || 325/350 || 2.5 || 55%/58% || Corner || Similar to the 2 bar corner combo. The 2 Bar combo with a 'j.X > cl.C' starter does more damage than this one with a 'j.X > cl.C(1) > 4/6B(1)' starter.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 214A > 2363214A/C > 236236BD || 556/605 || 140/150 || 3 || 20% || Anywhere ||
| '''Starter''' > 214A > 2363214P > 236236BD || 541/605 || 125/150 || 3.0 || 20%/23% || Anywhere ||  
|-
| '''Starter''' > BC, cl.D > 214AC, 236D > 2141236CD || 532/587 || 200/220 || 3 || 10% || Anywhere || 1000 Max Guage combo.
|-
| '''Starter''' > BC, cl.D > 214A > 2363214A/C > 2141236CD || 557/642 || 220 || 3 || 10% || Anywhere || 1250 and 1500 Max Guage combo.
|-
| '''Starter''' > BC, cl.D > 214A > 236236B/D > 2141236CD || 583/644 || 220 || 3 || 10% || Corner || Using the K super in the corner will net you more damage. You must delay the Climax slightly.
|-
| '''Starter''' > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD || 598 || 200 || 3 || 30% || Corner || Small gain over your 2.5 bar combo.
|-
| CD > 236A, 2363214A/C > 236236BD || 538 || 140 || 3 || 15% || Non-Corner ||
|-
| CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236A, 623BD || 581 || 220 || 3 || 30% || Corner ||
|-
|-
| 236CD, cl.D (1) > 236D > 2363214AC || 496 || 80 || 3 || 65% || Anywhere ||
| '''Starter''' > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623BD || 583/657 || 185/210 || 3.0 || 29%/32% || Corner || Small gain over your 2.5 bar combo.
|-
|-
| 236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623D || 659 || 260 || 3 || 95% || Corner || Incredible damage. If it's possible to punish something in the corner with a raw Shatter Strike, do so.
| '''Starter''' > BC, cl.D > 214AC, cl.D(1) > 214D > 2141236CD || 517/592 || 225/250 || 3.0 || 7%/10% || Anywhere || 1000 Quick Max combo.  
|-
|-
| '''Starter''' > 214AC, cl.D (1) > 236C > 2363214A/C > 236236BD || 609/668 || 160/170 || 3.5 || 20% || Anywhere ||
| '''Starter''' > BC, cl.D > 214A > 2363214P > 2141236CD || 581/648 || 205/230 || 3.0 || 7%/10% || Anywhere || 1250 and 1500 Quick Max combo.
|-
|-
| '''Starter''' > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C || 625/673 || 200/210 || 3.5 || 30% || Corner || You have to delay the 236C slightly. You can use 236A instead for slightly less damage but easier timing.
| CD > 236A, 2363214P > 236236BD || 447 || 140 || 3.0 || 14% || Non-Corner ||
|-
|-
| CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236C > 2363214A/C || 618 || 220 || 3.5 || 30% || Corner ||
| CD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236AC, 236A, 623BD || 465 || 220 || 3.0 || 29.5% || Corner ||
|-
|-
| 236CD, 214AC, cl.D (1) > 236C > 2363214AC || 583 || 80 || 3.5 || 65% || Anywhere ||
| '''Starter''' > 214AC, cl.D(1) > 214D > 2363214P > 236236BD || 602/676 || 145/170 || 3.5 || 19%/22% || Anywhere ||
|-
|-
| 236CD (AA), cl.D (1) > 214AC, 236D > 2363214AC || 577 || 80 || 3.5 || 65% || Anywhere ||
| '''Starter''' > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 214D > 2363214P || 615/679 || 185/210 || 3.5 || ~30.5%/~33.5% || Corner ||
|-
|-
| 236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD || 680 || 120 || 3.5 || 75% || Corner ||
| CD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236AC, 214D > 2363214P || 525 || 220 || 3.5 || 31% || Corner ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > BC, cl.D > 214A > 2363214AC > 2141236CD || 654/747 || 220 || 4 || 10% || Anywhere || 1250 and 1500 Max Guage combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combs from lights, but it's recommended to just stick with this confirm to keep things simple.
| '''Starter''' > BC, cl.D > 214A > 2363214AC > 2141236CD || 678/753 || 205/230 || 4.0 || 7%/10% || Anywhere || 1250 and 1500 Quick Max combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combos from lights, but it's recommended to just stick with this confirm to keep things simple.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C > 236236BD || 753/811 || 200 || 5 || 25% || Corner ||  
| '''Starter''' > 214AC, 236B > 236236K, cl.D(1) > 214BD, 214D > 2363214P > 236236BD || 744/817 || 185/210 || 5.0 || 25% || Corner ||  
|}
|}



Latest revision as of 00:31, 31 August 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 both of the starters in Bold.
The other starters in each table should also work in each case, but may not.


Starters

Combo Damage Notes
2B > 2A > 4/6B(1) 65 Heavy hitters from a light confirm. Must be somewhat close.
cl.C > 4/6B(1) 98 Go-to heavy combo starter, but note omission of the second hit of cl.C may be necessary to avoid disastrous whiffs of either 4/6B or a special(e.g. 623D).
cl.D > 4/6B(1) 108 Much slower than cl.C, save this for big punishes.
j.X > cl.C(1) > 4/6B(1) 125 Complicated jump-in starter. The combo shown is the most consistent for follow-ups. At some ranges, however, the 4/6B(1) will not connect, in which case it should be omitted and instead cancel the 2nd hit of cl.C.
Due to cl.C's 2nd hit having high pushback, however, some cancels such as 236BD will fall out at most ranges, in which case the 2nd hit of cl.C would be omitted.
Feel free to experiment with the various jump-in follow-ups yourself.

Other Starters

Combo Damage Notes
CD 75
2B > f.B 43 Light confirm that works from way further than '2B > 2A > 4/6B(1)', though with significantly more limited combo routes.
Good route for confirming into Quick Max.

Combos

General Notes:

  • Rugal's cancels from his starters are very range-sensitive. An exception to this rule however is 214A and 214AC, which are incredibly reliable cancel options that work from nearly any range.
    Use j.X > cl.C as your jump-in when cancelling into 214AC or Quick Max to minimise scaling.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 172 0 Rush combo ending in a special move.
cl.A > A > A > C 240 1 Rush combo ending in a super.
cl.A > A > A > D 367 2 Rush combo ending in a Max super.
cl.A > A > A > A 446 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623D 198/240 205/230 0 33%/36% Anywhere Standard meterless confirm. 623D can miss at some ranges. Also works from 2B > f.B at some ranges.
Starter > 214A 133/170 125/150 0 20%/23% Anywhere Trades a fair amount of damage and metergain for a hard knockdown(and autotimed corner safejump).
2B > 2B > 5B > 214A 124 120 0 19% Anywhere Most consistent at further spacings. This combo can be super cancelled at the end to tack on extra damage if needed.
Starter > 214B, 5B > 623D 242/316 260/335 0 44%/47% Corner This combo only works if the opponent is completely in the corner and is standing. This combo is also extremely spacing dependent, sometimes you may need to cut your starter short for the right spacing. Cl.D forces stand which makes it the most consistent starter.
CD > 236C 124 140 0 14.5% Non-Corner Consistent CD outside of the corner.
CD > 214C, 623B 159 180 0 30% Non-Corner Only works if the CD hits up close. 214C connects on a CH air hit.
CD, 236A, cl.D(1) > 236D, 623D 270 360 0 56% Corner Combo if Rugal is very close to the corner.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, cl.D(1) > 623D 304/356 245/270 0.5 37%/40% Anywhere Very consistent, no matter the spacing. Switches sides.
Starter > 236BD, run, cl. D (1) > 623D 281/329 245/270 0.5 37%/40% Anywhere Alternate combo to keep the corner.
Starter > 236BD, walk, 236A, cl.D(1) > 236A, 236D, 623B 377/432 305/330 0.5 57%/60% Corner Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
Starter > 214AC, cl.D(1) > 236D, 623D 348/403 285/310 0.5 49%/52% Corner Simpler corner combo.
CD, 214AC, cl.D(1) > 236D, 623D 302 320 0.5 49.5% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 236BD, 214AC, cl.D(1) > 623D 359/409 245/270 1.0 37%/40% Anywhere
Starter > 214A, 2363214P 293/340 125/150 1.0 20%/23% Anywhere If you really want the corner that badly(note there is a much better 1.5 bar route for this below).
Starter > 236BD, walk, 236A, cl.D(1) > 236A, 214AC, 236D, 623B 435/499 305/330 1.0 57%/60% Corner You can omit the bolded 236A for an easier, less spacing-dependent combo.
CD > 236A, 2363214P 250 140 1.0 14% Non-Corner Easy CD conversion that grants the corner.
CD, cl.D(1) > 236D > 236236K, 623D 338 320 1.0 49.5% Corner Very consistent CD corner combo; no need to fuss with spacing.
j.CD, 236236K 222/232 80 1.0 8%/9% Anywhere The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD. Note: the two different values are for hop CD and jump CD.
Starter > 236BD, run, cl.D(1) > 214AC, 214BD, 623D 399/459 245/270 1.5 37%/40% Anywhere
Starter > 214AC, cl.D(1) > 214D > 2363214P 388/445 145/170 1.5 19%/22% Anywhere For the corner carry.
Starter > 236BD, walk, 236A, cl.D(1) > 236A, 236D > 236236K, 623D 495/562 365/405 1.5 62%/65% Corner Incredible damage and meter gain. Use 236B instead of 236D for small characters or 623D will whiff.
Starter > 236BD, run, 236A, cl.D(1) > 236D > 236236K, 623D 472/534 325/350 1.5 55.5/%58.5% Corner Easier corner combo. Essentially the previous combo with an omitted 236A.
CD, 214AC, cl.D(1) > 236D > 236236K, 623D 393 320 1.5 49.5% Corner No spacing required.
623BD, 236236K 317 0 1.5 0% Anywhere You can get an OTG super if you land a 623BD.

2 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 236BD, 214AC, cl.D(1) > 214D > 2363214P 437/493 145/170 2.0 19%/22% Anywhere Your best confirm midscreen and guarantees the corner.
Starter > 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D 539/610 325/350 2.0 55%/58% Corner Optimal corner combo. Reminder to use 'j.X > cl.C' over 'j.X cl.C(1) > 4/6B(1)' When 214AC is involved.
Starter > BC, cl.D > 214AC, cl.D(1) > 214D > 2363214P 386/442 225/250 2.0 7%/10% Anywhere 1000 and 1250 Quick Max combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
Starter > BC, cl.D > 236BD, 214AC, cl.D(1) > 214D > 2363214P 418/483 225/250 2.0 7%/10% Anywhere 1500 Quick Max combo.
Starter > BC, cl.D > 214AC, 236B > 236236K, cl.D(1) > 623D 448/510 365/390 2.0 33%/36% Corner 1000 and 1250 Quick Max corner combo.
Starter > BC, cl.D > 236BD, 214AC, 236B > 236236K, cl.D(1) > 623D 473/545 365/390 2.0 33%/36% Corner 1500 Quick Max corner combo.
CD > 236A, 2363214AC 347 140 2.0 14% Non-Corner
CD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D 442 360 2.0 55.5%/58.5% Corner Same as your standard corner confirm.
Starter > 214AC, cl.D(1) > 214D > 2363214AC 493/557 145/170 2.5 19%/22% Anywhere
Starter > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623D 572/644 325/350 2.5 55%/58% Corner Similar to the 2 bar corner combo. The 2 Bar combo with a 'j.X > cl.C' starter does more damage than this one with a 'j.X > cl.C(1) > 4/6B(1)' starter.

3 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214A > 2363214P > 236236BD 541/605 125/150 3.0 20%/23% Anywhere
Starter > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236A, 623BD 583/657 185/210 3.0 29%/32% Corner Small gain over your 2.5 bar combo.
Starter > BC, cl.D > 214AC, cl.D(1) > 214D > 2141236CD 517/592 225/250 3.0 7%/10% Anywhere 1000 Quick Max combo.
Starter > BC, cl.D > 214A > 2363214P > 2141236CD 581/648 205/230 3.0 7%/10% Anywhere 1250 and 1500 Quick Max combo.
CD > 236A, 2363214P > 236236BD 447 140 3.0 14% Non-Corner
CD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236AC, 236A, 623BD 465 220 3.0 29.5% Corner
Starter > 214AC, cl.D(1) > 214D > 2363214P > 236236BD 602/676 145/170 3.5 19%/22% Anywhere
Starter > 236BD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 214D > 2363214P 615/679 185/210 3.5 ~30.5%/~33.5% Corner
CD, 214AC, 236B > 236236K, cl.D(1) > 214BD, 236AC, 214D > 2363214P 525 220 3.5 31% Corner

4 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.D > 214A > 2363214AC > 2141236CD 678/753 205/230 4.0 7%/10% Anywhere 1250 and 1500 Quick Max combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combos from lights, but it's recommended to just stick with this confirm to keep things simple.

5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 236B > 236236K, cl.D(1) > 214BD, 214D > 2363214P > 236236BD 744/817 185/210 5.0 25% Corner

External Links

Omega Rugal Combos by Kakuge

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