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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{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
|-
| '''?''' ||  || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
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===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:''' Ends with hcf+A. (172 DMG)<br>
{|class="wikitable sortable"
'''1 Meter:''' Ends with hcb,hcb+A/C. (223 DMG)<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Meter:''' Ends with hcb,hcb+AC. (347 DMG)<br>
|-
'''3 Meter:''' Ends with qcb,hcf+CD. (452 DMG)<br>
|  cl.A > A > A > B || 172 || 0 || Rush combo ending in a special move.
|-
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|-
|  cl.A > A > A > D || 347 || 2 || Rush combo ending in a Max super.
|-
|  cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===EX===
===EX===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-

Revision as of 17:34, 29 April 2022

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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes

  • Any combo which includes dp+BD can be combo'd into from cr.B > cr.A > cr.A/cr.B as well as any close heavy starter.
  • cl.D deals ten points more damage than cl.C and cr.C, but it is much slower than cl.C and has worse range than cr.C, making its usage situational.
  • Unlike command normal overheads, dp+D is still treated as an overhead even when it is used in combos, and thus XV's damage scaling rules for overheads will apply. Even if you can link into df+D, for example after df+BD, it is preferable to go for df+B instead because you will lose plenty of damage otherwise.

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 223 1 Rush combo ending in a super.
cl.A > A > A > D 347 2 Rush combo ending in a Max super.
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
c.B/2B > 41236C 144 0 Anywhere Doubles as a tick throw on block, given 41236C's slower startup. You can use 41236A instead for a more reliable combo.
c.B/2B > Rush Auto Combo 192 0 Anywhere Yes, he's one of those characters.
c.C/2C > 3D > 236A 207 0 Anywhere Forward hard knockdown.
c.C/2C > 3D > 41236A/C 225 0 Anywhere Backward hard knockdown.
c.C/2C > 3D > 623B~623K > 22C 257 0 Anywhere His most-damaging meterless combo, but it's a soft knockdown.
c.C/2C > 3D > 214A > 22AC 241 0 Corner 214A gives you generous amounts of corner carry, so you'll have an opportunity to land an inescapable Bird of Paradise OTG more often than you'd think.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 623BD, 214A 228 Anywhere Low starter, hard knockdown. Also works from c.C > 3D.
... > 623BD, 623B~623K > 22C 275 Anywhere Low starter, soft knockdown. Also works from c.C > 3D.
... > 41236AC, 22AC Anywhere Backward hard knockdown. The Bird of Paradise OTG is guaranteed.
... > 623BD, 214A, 22AC Corner Nearly the same amount of damage as the midscreen soft knockdown ender and with much better oki.


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
... > 236CD, 623B~623K > 22C 232 (raw 236CD) 1 0.5 Anywhere Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.
c.C/2C > 3D > 6321463214A/C 279 1 Anywhere Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.
... > 3D > 623B~623K > 22A > 6321463214A 355 1 Anywhere Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.
CD > 214C, 2141236B/D 235 1 Midscreen Grounded wall splat combo. The combo won't work if you don't feint cancel stCD for whatever reason. The super will fail to land in the corner.
... > 623BD, 623B~623K > 22A > 6321463214A 429 (c.C > 3D) 1.5 Anywhere Minor damage improvement if you need to kill.
... > 236CD, 623B~623K > 22A > 6321463214A 344 (raw 236CD) 1.5 Anywhere Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
c.C/2C > 3D > 623B~623K > 22A > 2141236BD 467 2 Anywhere This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.
... > 236CD > 623B~623K > 22A > 2141236BD 472 (raw 236CD) 2 Anywhere Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
CD > 214C, 2141236BD 363 2 Anywhere More expensive version of the wall splat combo above.
... > 2141236BD, 22AC 2 Corner Free Bird of Paradise OTG in the corner.

Ramón can turn any of his 1.5 bar combos into 2.5 bar combos by using 2141236BD instead of the non-EX version.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > 623B > 2141236CD 3 Anywhere Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.
236CD > 2141236B/D > 6321463214AC 527 3 0.5 Back to Corner Very situational anti-air Shatter Strike combo which only works if your back is near the wall. Worth noting because this is the only feasible way for Ramón to land an Advanced Cancel, unless you actually go for qcb,hcf+B/D raw for whatever reason.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > f.B/3D > BC > c.C/2C > 3D > 623B > 2141236BD > 2141236CD Anywhere You're super cancelling Rolling Sobat itself because otherwise you won't have enough time to cancel into Climax, and even if you did the combo would be hit harder by damage scaling.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > 623B > 2141236BD > 2141236CD 5 Anywhere Not exactly anchor material. If you do a Hoist sequence you will lose damage.

External Links

Ramón Combos by Meno


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