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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2A > 646A || 179 || 60 || 0 || 0.25 || Anywhere || Less stun, but gives untechable knockdown and confirmable into 2363214(Ranbu) midscreen.
| 2B > 2A > 646A || 179 || 60 || 0 || 0.25 || Anywhere || Less stun, but gives untechable knockdown and confirmable into 2363214(Ranbu) midscreen.
|-
|-
| 2B > 2A > 214D || 179 || 180 || 0 || 0.25 || Anywhere || Must be point blank and opponent must be standing for 2A > 214D to work.
| 2B > 2A > 214D || 179 || 180 || 0 || 0.25 || Anywhere || Must be point blank and opponent must be standing for 2A > 214D to work.
|-
|-
| 2B > 2B > 2A > 214B || 154 || 190 || 0 || 0.20 || Anywhere ||
| 2B > 2B > 2A > 214B || 154 || 190 || 0 || 0.20 || Anywhere || Most consistent light confirm.
|-
|-
| (cl.A/cl.B/2A >) 2C > 646A || 204 (217) || 70 (100) || 0 || 0.29 (0.31) || Anywhere || Close heavy starter combo with hard knockdown. Can be linked into from a close light starter.
| (cl.A/cl.B/2A >) 2C > 646A || 204 (217) || 70 (100) || 0 || 0.29 (0.31) || Anywhere || Close heavy starter combo with hard knockdown. Can be linked into from a close light starter.

Revision as of 05:19, 18 April 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 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.
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.

Light Starters

  • 2B > 2A | The essential low starter. Can do 2B > 2A > 2A if you are point blank.
  • cl.A/cl.B/2A > (link) 2C | Only works point blank.

Heavy Starters

  • f.C, cl.C, 2C, cl.D | Close heavies and far C are all special cancelable. 2C forces stand.
  • cl.C/cl.D > 6A | Can whiff if you're at tip range of your close heavies.

646A/C Notes

  • Will not connect after ... > 6A
  • Is spacing dependent and needs a standing opponent.
  • Generally requires inputting and holding 6 early.

Rush Auto Combo

Meterless: An elbow jab, a knee, uppercut, and then ends with a fireball. (125 DMG)
1 Bar: Ends with 2363214P. (236 DMG)
2 Bars: Ends with 2363214AC. (341 DMG)
3 Bars: Ends with 2141236CD. (435 DMG)

Meterless

Combo Damage Stun Meter Cost Meter Gain Location notes
2B > 2A > 646A 179 60 0 0.25 Anywhere Less stun, but gives untechable knockdown and confirmable into 2363214(Ranbu) midscreen.
2B > 2A > 214D 179 180 0 0.25 Anywhere Must be point blank and opponent must be standing for 2A > 214D to work.
2B > 2B > 2A > 214B 154 190 0 0.20 Anywhere Most consistent light confirm.
(cl.A/cl.B/2A >) 2C > 646A 204 (217) 70 (100) 0 0.29 (0.31) Anywhere Close heavy starter combo with hard knockdown. Can be linked into from a close light starter.
(cl.A/cl.B/2A >) 2C > 6A > 214D 218 (230) 210 (240) 0 0.29 (0.31) Anywhere Gives more damage and stun, but no hard knockdown.
2C > 646C > 623C 276 180 0 0.48 Anywhere High damage combo from a near-point-blank heavy starter.
5C > 214D 171 150 0 0.23 Anywhere Conversion from a far poke.
2B > 2A > 214D > 623C 272 290 0 0.45 Corner Corner combo from a low starter. Replace 623C with 623A > 2C for a corner reset.
(cl.A/cl.B/2A >) 2C > 6A > 214D > 623C 318 (323) 320 (350) 0 0.50 (0.53) Corner High damage corner combo from a close heavy or light starter. Replace 623C with 623A > 2C for a corner reset.
2C > 236A > 646A 257 150 0 0.35 Corner Corner combo form a heavy starter with hard knockdown.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B > 2A > 214BD > 646A 267 90 0.5 0.3 Anywhere Low starter with good corner carry and hard knockdown, but low stun.
(cl.A/cl.B/2A >) 2C > 6A > 214BD > 646A 324 (315) 130 (160) 0.5 0.34 (0.37) Anywhere Higher damage combo from a close heavy or light starter.
2C > 646C > 214BD > 623C 334 180 0.5 0.48 Anywhere Heavy starter combo that sacrifices hard knockdown for meter gain and slightly higher damage and stun.
5C > 214BD > 646A 286 70 0.5 0.29 Anywhere EX conversion from a heavy poke.
2B > 2A > 214D > 623A > 623AC 332 260 0.5 0.41 Corner Low starter corner combo with EX extension. No hard knockdown.
5C > 6A > 214D > c.5D > 646AC > 623C 412 390 0.5 0.6 Corner High damage corner combo from any close heavy starter. Builds more than it spends.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 646A > 2363214P 305 60 1 0.27 Anywhere Simple Ranbu extension of the 646A combo.
2B > 2B > 2A > 214BD > 623A > 623AC 317 170 1 0.24 Anywhere 1 bar EX combo with higher damage and stun, but no hard knockdown.
2C > 646C > 623C(1) > 2363214P 367 150 1 0.43 Anywhere Ranbu combo from a heavy starter.
5C > 214BD > 623A > 623AC 328 150 1 0.23 Anywhere 1 bar EX combo off of a heavy poke. No hard knockdown.
(cl.A/cl.B/2A >) 2C > 6A > 236AC > 214BD > 646A 373 (363) 130 (160) 1 0.34 (0.37) Corner 1 bar EX corner combo from a close heavy or light starter.
2B > 2A > 214D > 623C(1) > 2363214P 371 260 1 0.42 Corner Low starter corner combo with Ranbu extension.
2B > 2B > 2A > 214BD > 646A > 2363214P 363 90 1.5 0.30 Anywhere Low starter EX combo with Ranbu extension.
2C > 646C > 214BD > 623C(1) 2363214P 403 150 1.5 0.43 Anywhere Heavy starter EX combo with Ranbu extension.
(cl.A/cl.B/2A >) 2C > 6A > 236AC > 214BD > 623A > 623AC 421 (411) 210 (240) 1.5 0.28 (0.30) Corner 1.5 bar EX corner combo from a close heavy or light starter. No hard knockdown.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 646A > 2363214AC 389 60 2 0.27 Anywhere Simple low starter level 2 Ranbu combo.
2C > 646C > 623C(1) > 2363214AC 451 150 2 0.43 Anywhere Heavy starter level 2 Ranbu combo.
6A > BC > cl.D > 6A > 214BD > 623C(1) > 2363214P 329 210 2 0.07 Anywhere Point overhead Max confirm.
5C > BC > cl.D > 6A >214BD > 623C(1) > 2363214P 415 280 2 0.07 Anywhere Point far heavy poke Max confirm.
2B > 2A > 214D > 623C(1) > 2363214AC 463 260 2 0.42 Corner Low starter corner level 2 Ranbu combo.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214BD > 5D > 646AC > 623C(1) > 2363214AC 499 3 .25 Low starter 3 bar combo
5C > 214D > 623C(1) > 2363214P > 641236AC > 623C 710 3 .25 Corner 3 Bar corner combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214BD > 5D > 646AC > 623C(1) > 2363214P > 641236AC 573 4 .3 Low starter
5C > 214D > 623C(1) > 2363214P > 641236AC > 623C(1) > 2363214P 798 4 .2 Corner Can be started off heavy starters or Max Mode. Requires 4 bars either way.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Ryo Combos by Meno
Ryo Combos by Kakuge / Fighting Games

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