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| '''Light Starter''' > 3D > 63214BD || 229 || 150 || 0.5 || 15% || Anywhere || 100% consistent and leads to a safe jump set-up. Recommended most as your light confirm.
| '''Light Starter''' > 3D > 63214BD || 229 || 150 || 0.5 || 15% || Anywhere || 100% consistent and leads to a safe jump set-up. Recommended most as your light confirm.
|-
|-
|'''Heavy Starter''' > 214AC, 623C, cl.C > 623B/D ~ AC || 345 || 200 || 0.5 || 45% || Anywhere || Almost meter neutral. 214AC has short range and can sometimes drop from further ranges, especially if done from the 2A, 2C link. If you're not confident about your range, use the light confirm combo instead. 623A works instead of cl.C > 623B/D ~ AC for oki.
|'''Heavy Starter''' > 214AC, 623C, cl.C > 623B/D ~ AC (623A) || 345 || 200 || 0.5 || 45% || Anywhere || Almost meter neutral. 214AC has short range and can sometimes drop from further ranges, especially if done from the 2A, 2C link. If you're not confident about your range, use the light confirm combo instead. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
|-
| '''Light Starter''' > 214A, 2C > 623BD ~ AC (623AC) || 288 || 220 || 0.5 || 25% || Corner ||
|-
| '''Heavy Starter''' > 214AC, 214C, 236A, cl.C > 623B/D ~ AC (623A) || 405 || 260 || 0.5 || 45% || Corner || Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop.
|-
| 236C, 63214BD || 211 || 60 || 0.5 || 10% || Corner || Reliable conversion from 236C.
|-
| CD > 623D, 63214BD || 196 || 100 || 0.5 || 15% || Non-Corner || Very consistent.
|-
| CD > 623D, run, cl.D > 623BD ~ AC (623AC) || 255 || 170 || 0.5 || 20% || Non-Corner || Very consistent.
|-
| CD > 623D ~ A/C, 214AC, 623C, cl.C > 623B/D ~ AC (623A) || 417 || 390 || 0.5 || 60% || Corner ||
|}
|}



Revision as of 08:39, 19 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays


General Notes

  • Light Starter will denote a 2B > 2B > f.B starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
    • 2B > 2A > f.B
  • Heavy Starter will denote a cl.D. Other heavy starters include, but not limited to:
    • cl.C
    • 2C
    • 2A, 2C
  • Any combo using aforementioned starters can be used after a jump in.
  • Many combos will end in a normal > 623B/D ~ AC for optimum damage but will sacrifice okizeme and the corner if done in the corner. Next to those enders in the combos will have a move in parentheses that can be used instead for better oki and screen positioning, but less damage.

Combos

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C 168 230 0 25% Anywhere Basic light confirm. 623C must be inputted quickly or else it won't combo. 63214B can also be used, but the stun and advantage after is less.
Light Starter > 3D > 623C 147 210 0 25% Anywhere Less damage but more time to confirm. 623A does more damage but can be inconsistent at further ranges.
Heavy Starter > 63214D 173 70 0 20% Anywhere 63214B/D does more damage when used in heavy combos. Go for a 3D combo if you need more time to confirm.
Light Starter > 214A, 2C > 623B/D ~ AC (623A) 263 220 0 40% Corner
Heavy Starter > 236A, 623A 201 210 0 25% Corner Safe confirm.
(anti air) f.B > 623D ~ AC 130 30 0 15% Anywhere Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
214C, run, cl.D > 623B/D ~ AC (623C) 231 130 0 30% Anywhere Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster.
CD > 623D, 2D 143 170 0 20% Non-Corner Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.
CD > 623D ~ A/C, cl.D > 623B/D ~ AC (623C) 278 270 0 40% Corner CD corner combo. Delay the A/C follow-up from the first 623D as much as possible.
CD > 236C, 623C 216 300 0 30% Near Corner CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623B/D ~ AC instead.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 3D > 623AC 257 150 0.5 15% Anywhere More consistent than meterless options from 3D, but can still drop at max range.
Light Starter > 3D > 63214BD 229 150 0.5 15% Anywhere 100% consistent and leads to a safe jump set-up. Recommended most as your light confirm.
Heavy Starter > 214AC, 623C, cl.C > 623B/D ~ AC (623A) 345 200 0.5 45% Anywhere Almost meter neutral. 214AC has short range and can sometimes drop from further ranges, especially if done from the 2A, 2C link. If you're not confident about your range, use the light confirm combo instead. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
Light Starter > 214A, 2C > 623BD ~ AC (623AC) 288 220 0.5 25% Corner
Heavy Starter > 214AC, 214C, 236A, cl.C > 623B/D ~ AC (623A) 405 260 0.5 45% Corner Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop.
236C, 63214BD 211 60 0.5 10% Corner Reliable conversion from 236C.
CD > 623D, 63214BD 196 100 0.5 15% Non-Corner Very consistent.
CD > 623D, run, cl.D > 623BD ~ AC (623AC) 255 170 0.5 20% Non-Corner Very consistent.
CD > 623D ~ A/C, 214AC, 623C, cl.C > 623B/D ~ AC (623A) 417 390 0.5 60% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
j. D > cl. D, 214AC > 623BD~C > 236BD > 5D > 623D~A+C 550 1.5 Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Yuri Combos by Meno

Navigation

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