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The King of Fighters XV/Ryo Sakazaki/Combos: Difference between revisions
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{{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 | |||
|- | |||
| '''2B > 2A''' || || Standard low light confirm. Can add a 2nd 2A if close enough. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > 2C''' || || Standard jump-in starter. 2C has good range and forces stand, which is necessary for certain cancels. | |||
|- | |||
| cl.A/cl.B/2A, 2C || || Light link into a heavy normal. | |||
|- | |||
| cl.C/cl.D > 6A || || Only works very close to opponent. Never cancels into 646A/C/AC | |||
|- | |||
| cl.D || || Most damaging starter, a bit slower than 2C and doesn't force stand. | |||
|- | |||
| cl.C || || Barely faster than cl.D, barely slower than 2C. Also doesn't force stand. | |||
|- | |||
| f.C || || Cancelable far normal. | |||
|} | |||
''' | ===Other Starters=== | ||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | |||
'''646A/C | '''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 <br /> | |||
2B > 2A > 214BD > '''6D > 46AC >''' 623C <br /> | |||
* While Ryo's starters are listed above, 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. <br> | |||
* 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. | |||
==Rush Auto Combo== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move. | |||
|- | |||
| cl.A > A > A > C || 236 || 1 || Rush combo ending in a super. | |||
|- | |||
| cl.A > A > A > D || 341 || 2 || Rush combo ending in a Max super. | |||
|- | |||
| cl.A > A > A > A || 435 || 3 || Rush combo ending in a Climax super. | |||
|} | |||
===Meterless=== | ===Meterless=== |
Revision as of 19:52, 29 April 2022
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 |
---|---|---|
2B > 2A | Standard low light confirm. Can add a 2nd 2A if close enough. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > 2C | Standard jump-in starter. 2C has good range and forces stand, which is necessary for certain cancels. | |
cl.A/cl.B/2A, 2C | Light link into a heavy normal. | |
cl.C/cl.D > 6A | Only works very close to opponent. Never cancels into 646A/C/AC | |
cl.D | Most damaging starter, a bit slower than 2C and doesn't force stand. | |
cl.C | Barely faster than cl.D, barely slower than 2C. Also doesn't force stand. | |
f.C | Cancelable far normal. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
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 above, 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.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 125 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 236 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 341 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 435 | 3 | Rush combo ending in a Climax super. |
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 | Midscreen | 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 | These combos will not be listed from here on out as they will just match your corner 214D combo. |
236A, 5C > 646AC, 623C | 315 | 260 | 0.5 | 0.35 | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter/(Heavy Starter > 6A) > 214BD, cl.D > 646AC, 623C | 327/406 | 240/310 | 1 | 0.30/0.45 | Anywhere | |
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C | 403/469 | 440/470 | 1 | 0.70 | Corner | |
Light Starter > 214BD, 623A, 2C > 646AC, 623C | 354 | 320 | 1 | 0.49 | Corner | Alternate corner combo. |
Heavy Starter > 236A, 214BD, 623A, 2C > 646AC, 623C | 442 | 410 | 1 | 0.60 | Corner | Alternate corner heavy combo. You can use this combo after stray 236A hits as well. |
CD > 3D, 2363214A/C | 241 | 100 | 1 | 0.10 | Anywhere | Consistent CD confirm. |
CD > 3D, run, 214BD, cl.D > 646AC, 623C | 322 | 280 | 1 | 0.35 | Midscreen | |
236CD, 214D, 214B | 258 | 180 | 1 | 0.80 | Anywhere | Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender. |
236CD (AA), 623C | 200 | 110 | 1 | 0.70 | Anywhere | More consistent anti air SS combo. You may need to run before the 623C. |
236CD, 214D, 623A, 2C | 327 | 270 | 1 | 0.90 | Corner | Corner Shatter Strike combo. This will always match your corner 214D combo. |
Light Starter/(Heavy Starter > 6A) > 214BD, 646A > 2363214P | 351/430 | 60/130 | 1.5 | 0.25/0.35 | Anywhere | Only a slight gain over your 1 bar confirm. |
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214A/C | 465/531 | 410/440 | 1.5 | 0.65/0.70 | Corner | If 214D won't connect, you can use the midscreen confirm. |
CD > 3D, run, cl.C > 646AC, 623C > 2363214A/C | 364 | 250 | 1 | 0.35 | Midscreen | |
236CD, cl.C > 646AC, 623C | 346 | 180 | 1.5 | 0.77 | Anywhere | If you're point blank when the SS hits, you can use cl.D instead for slightly more damage. These conversions essentially match your midscreen CD conversion. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter/(Heavy Starter > 6A) > 214BD, cl.D > 646AC, 623C > 2363214A/C | 413/492 | 210 | 2 | 0.30 | Anywhere | |
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C | 489/555 | 410/440 | 2 | 0.65 | Corner | |
Light Starter > 214BD, 623A, 2C > 646AC, 623C > 2363214A/C | 440 | 390 | 2 | 0.45 | Corner | Alternate corner combo. |
(QM) Light Starter > BC, cl.D > 6A > 214BD, 623C > 2363214A/C | 372 | 270 | 2 | 0.10 | Anywhere | 1000 Max Guage combo. At 2 bars Ryo's Max combos are weaker than his regular combos. However, remember you can get these combos after normally uncancellable moves, such as far B or raw 6A. |
(QM) Light Starter > BC, cl.D > 6A > 214BD, 646A > 2363214A/C | 398 | 190 | 2 | 0.10 | Anywhere | 1250 and 1500 Max Guage combo. |
(QM) Light Starter > BC, cl.D > 6A > 214D, 623A, 2C > 646AC, 623C | 392 | 530 | 2 | 0.25 | Corner | 1000 Max Guage combo. |
(QM) Light Starter > BC, cl.D > 236A, 214BD, 646A > 2363214A/C | 405 | 210 | 2 | 0.10 | Corner | 1250 Max Guage combo. |
(QM) Light Starter > BC, cl.D > 214D, 623A, 2C > 646AC, 623C > 2363214A/C | 467 | 480 | 2 | 0.10 | Corner | 1500 Max Guage combo. Leaving out a 6A after the cl.D gives just enough time to fit all of this within the Max timer. |
CD > 3D, 643216AC | 347 | 100 | 2 | 0.10 | Anywhere | |
CD > 3D, run, 214BD, cl.D > 646AC, 623C > 2363214A/C | 408 | 250 | 2 | 0.30 | Midscreen | |
(Light Starter)/(Heavy Starter > 6A) > 214BD, 646A > 2363214AC | 437/516 | 60/130 | 2.5 | 0.25/0.35 | Anywhere | Small gain over 2 bar combo. |
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214AC | 551/617 | 410/440 | 2.5 | 0.65 | Corner | Use the midscreen combo if 214D won't connect. |
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A > 641236AC, 2C > 646AC, 623C | 591/673 | 440/470 | 2.5 | 0.75 | Corner | This combo does not work on smaller characters such as Yuri or Meitenkun. |
CD > 3D, run, cl.C > 646AC, 623C > 2363214AC | 450 | 250 | 2.5 | 0.30 | Midscreen |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623C > 2363214A/C > 641236AC | 542 | 140 | 3 | 0.20 | Anywhere | Optimal light confirm. |
Light Starter > 214BD, cl.D > 646AC, 623C > 2363214AC | 499 | 210 | 3 | 0.30 | Anywhere | Easier light confirm. |
Heavy Starter > 6A > 236C > 2363214A/C > 641236AC | 621 | 210 | 3 | 0.20 | Anywhere | |
Light Starter/(Heavy Starter > 6A) > 214D > 623C > 2363214A/C > 641236AC, 623A, 2C | 656 | 410 | 3 | 0.65 | Corner | You get an extra juggle after an Advanced Cancel in the corner, leading to massive damage. |
Heavy Starter > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C | 752 | 440 | 3 | 0.65 | Corner | Optimized version of the previous combo for heavy confirms. |
(QM) Light Starter > BC, cl.D > 214BD, 646A > 2141236CD | 526 | 130 | 3 | 0.10 | Anywhere | 1000 Max confirm. The damage only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however. |
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 2141236CD | 594 | 270 | 3 | 0.10 | Anywhere | 1250 and 1500 Max confirm. Significantly stronger than a regular confirm. |
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C | 598 | 420 | 3 | 0.30 | Corner | 1250 Max confirm. Not as strong as a regular combo. |
(QM) Light Starter > BC, cl.D > 6A > 214D, 623C > 2363214A/C > 2141236CD | 629 | 350 | 3 | 0.10 | Corner | 1500 Max confirm. |
Light Starter > 214BD, 623C > 2363214A/C > 641236AC | 554 | 140 | 3.5 | 0.20 | Anywhere | Ryo's midscreen 3.5 meter combos are not very good. |
(Light Starter> 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C | 739/847 | 520 | 3.5 | 0.80 | Corner | Very strong combo. |
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C | 677 | 530 | 3.5 | 0.49 | Corner | 1250 and 1500 Max combo. Most characters don't have a 3.5 bar Max confirm, and although this combo is weaker than your standard 3.5 combo, it makes 6A or far B much more threatening. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) Light Starter/(Heavy Starter > 6A) > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD | 678/757 | 270 | 4 | 0.10 | Anywhere | 1250 and 1500 Max combo. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency. |
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C | 763/871 | 520/550 | 4 | 0.80 | Corner | |
Light Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C | 714 | 400 | 4 | 0.65 | Corner | Alternate corner combo. |
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C | 701 | 530 | 4 | 0.49 | Corner | 1250 Max combo. |
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C | 716 | 610 | 4 | 0.49 | Corner | 1500 Max combo. |
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C | 825/933 | 490/520 | 4.5 | 0.80 | Corner | |
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C | 778 | 580 | 4.5 | 0.45 | Corner | 1500 Max combo. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C | 849/957 | 490/520 | 5 | 0.40 | Corner | Only a slight gain over your 4.5 bar combo, but regardless is Ryo's optimal damage. |
Light Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C | 800 | 370 | 5 | 0.60 | Corner | Alternate corner combo. |
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C | 802 | 580 | 5 | 0.35 | Corner | 1500 Max combo. |