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'''Light Starters'''
'''Light Starters'''


* 2B > 2A | ''The essential low starter. Can do 2B > 2A > 2A if you are point blank.'' <br>
* 2B > 2A | ''The essential low starter. Can do 2B > 2A > 2A if you are point blank.'' '''Light Starter''' will assume this starter when calculating damage. <br>
* cl.A/cl.B/2A > (link) 2C | ''Only works point blank.''  
* cl.A/cl.B/2A > (link) 2C | ''Only works point blank.''  


'''Heavy Starters'''
'''Heavy Starters'''


* f.C, cl.C, 2C, cl.D | ''Close heavies and far C are all special cancelable. 2C forces stand.'' <br>  
* f.C, cl.C, 2C, cl.D | ''Close heavies and far C are all special cancelable. 2C forces stand. '''Heavy Starter''' will assume cl.D when calculating damage.'' <br>  
* cl.C/cl.D > 6A | ''Can whiff if you're at tip range of your close heavies.''  
* cl.C/cl.D > 6A | ''Can whiff if you're at tip range of your close heavies.''  


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===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
|-
|-
| 2B > 2A > 646A || 179 || 60 || 0 || 0.25 || Anywhere || Less stun, but gives untechable knockdown and confirmable into 2363214(Ranbu) midscreen.
| '''Light Starter''' > 646A || 179 || 60 || 0 || 0.25 || Anywhere || Requires stand and proper spacing, but grants a hard knockdown.
|-
|-
| 2B > 2A > 214D || 179 || 180 || 0 || 0.25 || Anywhere || Must be point blank and opponent must be standing for 2A > 214D to work.
| '''Light Starter''' > 214D, 214B || 216 || 240 || 0 || 0.35 || Anywhere || Strongest light confirm. Must be point blank.
|-
|-
| 2B > 2B > 2A > 214B || 154 || 190 || 0 || 0.20 || Anywhere || Most consistent light confirm.
| '''Light Starter''' > 214B || 131 || 160 || 0 || 0.15 || Anywhere || Most consistent light confirm. You can typically chain 3 light normals when using this ender.
|-
|-
| (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.
| '''Heavy Starter''' > 646C, 623C || 286 || 180 || 0 || 0.48 || Anywhere || High damage combo from a point-blank heavy starter. 646C combos typically don't work after a jump in.
|-
|-
| (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.
| '''Heavy Starter''' > 214D, 214B || 254 || 250 || 0 || 0.35 || Anywhere || Same as your strongest light confirm. Works at more spacings.
|-
|-
| 2C > 646C > 623C || 276 || 180 || 0 || 0.48 || Anywhere || High damage combo from a near-point-blank heavy starter.
| '''Heavy Starter''' > 6A > 214D || 228 || 210 || 0 || 0.25 || Anywhere || Hit confirmable heavy combo. Doesn't work on crouchers.
|-
|-
| 5C > 214D || 171 || 150 || 0 || 0.23 || Anywhere || Conversion from a far poke.
| '''Light Starter''' > 214D, 623C || 272 || 290 || 0 || 0.45 || Corner || Corner combo. Replace 623C with 623A > 2C for a corner reset.
|-
|-
| 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.
| '''Heavy Starter''' > 6A > 214D, 623C || 328 || 320 || 0 || 0.53 || Corner || Heavy corner combo. Doesn't work on crouchers. Omit the 6A for crouching opponents.
|-
|-
| (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.
| '''Heavy Starter''' > 6A > 236C, 623C || 304 || 320 || 0 || 0.45 || Corner || Alternate corner combo.
|-
|-
| 2C > 236A > 646A || 257 || 150 || 0 || 0.35 || Corner || Corner combo form a heavy starter with hard knockdown.
| CD > 3D, run, 2D || 143 || 170 || 0 || 0.15 || Anywhere || CD confirm.
|-
| CD > 3D, 214D, 623C || 281 || 330 || 0 || 0.47 || Corner || Corner CD confirm.
|-
| 236A, 214B || 112 || 140 || 0 || 0.15 || Anywhere || Although it depends on spacing, you can usually tag a 214B after a 236A hits, especially if the 236A hits airborne.
|-
| 236A, 646A || 199 || 80 || 0 || 0.27 || Corner || Extra damage from a 236A.
|}
|}


===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
|-
|-
| 2B > 2B > 2A > 214BD > 646A || 267 || 90 || 0.5 || 0.3 || Anywhere || Low starter with good corner carry and hard knockdown, but low stun.
| '''Light Starter''' > 214BD, 646A || 255 || 60/70 || 0.5 || 0.25 || Anywhere || Standard half bar combo.
|-
|-
| (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.
| '''Heavy Starter''' > 6A > 214BD, 646A || 334 || 130 || 0.5 || 0.35 || Anywhere || Same combo works off a Heavy > 6A confirm. These combos will be grouped together from now on.
|-
|-
| 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.
| '''Heavy Starter''' > 646C, 214BD, 623C || 344 || 180 || 0.5 || 0.49 || Anywhere || Optimal punish combo that nearly refunds itself. If you have enough time to land a jump-in for your punish, such as after a very long recovering uppercut, the above combo after a jump in is stronger.
|-
|-
| 5C > 214BD > 646A || 286 || 70 || 0.5 || 0.29 || Anywhere || EX conversion from a heavy poke.
| ('''Light Starter''')/('''Heavy Starter''' > 6A) > 214D, 623A, 2C > 646AC, 623C || 379/445 || 440/470 || 0.5 || 0.70 || Corner || Powerful corner combo that builds incredible meter and stun for the cost. If the 2C > 646AC cancel is giving you trouble, omit the 623A and use cl.D instead of 2C. If you are further out or you used 3 light normals, use the midscreen confirm instead.
|-
|-
| 2B > 2A > 214D > 623A > 623AC || 332 || 260 || 0.5 || 0.41 || Corner || Low starter corner combo with EX extension. No hard knockdown.
| CD > 3D, run, cl.C > 646AC, 623C || 283 || 280 || 0.5 || 0.40 || Almost Anywhere || Ryo sometimes doesn't have enough time to run if his back is too close to the corner.
|-
|-
| 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.  
| CD > 3D, 214D, 623A, 2C > 646AC, 623C || 379 || 480 || 0.5 || 0.70 || Corner || Same as your corner confirm.
|}
|}


===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 06:06, 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. Light Starter will assume this starter when calculating damage.
  • 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. Heavy Starter will assume cl.D when calculating damage.
  • 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
Light Starter > 646A 179 60 0 0.25 Anywhere Requires stand and proper spacing, but grants a hard knockdown.
Light Starter > 214D, 214B 216 240 0 0.35 Anywhere Strongest light confirm. Must be point blank.
Light Starter > 214B 131 160 0 0.15 Anywhere Most consistent light confirm. You can typically chain 3 light normals when using this ender.
Heavy Starter > 646C, 623C 286 180 0 0.48 Anywhere High damage combo from a point-blank heavy starter. 646C combos typically don't work after a jump in.
Heavy Starter > 214D, 214B 254 250 0 0.35 Anywhere Same as your strongest light confirm. Works at more spacings.
Heavy Starter > 6A > 214D 228 210 0 0.25 Anywhere Hit confirmable heavy combo. Doesn't work on crouchers.
Light Starter > 214D, 623C 272 290 0 0.45 Corner Corner combo. Replace 623C with 623A > 2C for a corner reset.
Heavy Starter > 6A > 214D, 623C 328 320 0 0.53 Corner Heavy corner combo. Doesn't work on crouchers. Omit the 6A for crouching opponents.
Heavy Starter > 6A > 236C, 623C 304 320 0 0.45 Corner Alternate corner combo.
CD > 3D, run, 2D 143 170 0 0.15 Anywhere CD confirm.
CD > 3D, 214D, 623C 281 330 0 0.47 Corner Corner CD confirm.
236A, 214B 112 140 0 0.15 Anywhere Although it depends on spacing, you can usually tag a 214B after a 236A hits, especially if the 236A hits airborne.
236A, 646A 199 80 0 0.27 Corner Extra damage from a 236A.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 646A 255 60/70 0.5 0.25 Anywhere Standard half bar combo.
Heavy Starter > 6A > 214BD, 646A 334 130 0.5 0.35 Anywhere Same combo works off a Heavy > 6A confirm. These combos will be grouped together from now on.
Heavy Starter > 646C, 214BD, 623C 344 180 0.5 0.49 Anywhere Optimal punish combo that nearly refunds itself. If you have enough time to land a jump-in for your punish, such as after a very long recovering uppercut, the above combo after a jump in is stronger.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C 379/445 440/470 0.5 0.70 Corner Powerful corner combo that builds incredible meter and stun for the cost. If the 2C > 646AC cancel is giving you trouble, omit the 623A and use cl.D instead of 2C. If you are further out or you used 3 light normals, use the midscreen confirm instead.
CD > 3D, run, cl.C > 646AC, 623C 283 280 0.5 0.40 Almost Anywhere Ryo sometimes doesn't have enough time to run if his back is too close to the corner.
CD > 3D, 214D, 623A, 2C > 646AC, 623C 379 480 0.5 0.70 Corner Same as your corner confirm.

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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