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The King of Fighters XV/Omega Rugal/Combos: Difference between revisions
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| '''j.X > cl.C > 4/6B(1)' | | '''j.X > cl.C || 125 || Standard jump-in starter. Can get away with an extra '4/6B(1)' when very close to opponent. | ||
|- | |||
| 2B > 2A > 4/6B(1) || 80 || Heavy hitters from a light confirm. Must be close. | |||
|- | |||
| cl.D > 4/6B(1) || 108 || Not gonna land this very often due to cl.D slow's start-up. Use in big punishes. | |||
|- | |||
| 2C || 70 || Slightly better range than cl.C, but a bit slower. May have uses as a punish or for jump-ins outside of cl.C range. | |||
|} | |} | ||
Revision as of 19:35, 9 May 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 > 5B | 58 | Standard low light confirm. Can get an extra 2B depending on range. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C | 125 | Standard jump-in starter. Can get away with an extra '4/6B(1)' when very close to opponent. |
2B > 2A > 4/6B(1) | 80 | Heavy hitters from a light confirm. Must be close. |
cl.D > 4/6B(1) | 108 | Not gonna land this very often due to cl.D slow's start-up. Use in big punishes. |
2C | 70 | Slightly better range than cl.C, but a bit slower. May have uses as a punish or for jump-ins outside of cl.C range. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
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 canceled before it finishes. |
~ | 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. |
X/Y | Do either X move or Y move in a combo (Both final damage/stun values will be shown). |
X * N | Repeat 'X' input 'N' amount of times. |
General Notes
Omega Rugal's basic combo starter will be anything that leads into 4/6B. In the following combos with the denotation Starter, the damage values will assume the combo started with 2B > 2A > 4/6B or cl.C > 4/6B, separated by a slash. When doing the cl.C starter from a jump in, omit 4/6B as it has a tendency to whiff from the pushback of the jump in. Longer combos will do slightly more damage from a heavy normal if the 4/6B is omitted.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 623D | 213/240 | 220/230 | 0 | 35% | Anywhere | Standard meterless confirm. 623D can miss at some ranges. |
2B > 2B > 5B > 214A | 153 | 150 | 0 | 20% | Anywhere | Most consistent at further spacings. This combo can be super cancelled at the end to tack on extra damage if needed. |
Starter > 214B, 5B > 623D | 271/302 | 290/300 | 0 | 45% | Corner | This combo only works if the opponent is completely in the corner and is standing. This combo is generally very spacing dependant. Sometimes you may need to cut.your starter short for the right spacing. Cl.D forces stand which makes it the most consistent starter. |
CD > 236A | 130 | 140 | 0 | 15% | Non-Corner | Rugal's only combo from CD outside of the corner. |
CD, run, cl.D (1) > 236A, 623D | 277 | 320 | 0 | 45% | Corner | You must connect the cl.D as far as possible to get the 236A juggle. Ideal if Rugal is a few character lengths away from the corner. |
CD, 236A, cl.D (1) > 236D, 623B | 298 | 300 | 0 | 55% | Corner | Combo if Rugal is very close to the corner. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC, cl.D (1) > 623D | 319/356 | 260/270 | 0.5 | 40% | Anywhere | Very consistent, no matter the spacing. Switches sides. |
Starter > 236BD, run, cl. D (1) > 623D | 296/329 | 260/270 | 0.5 | 40% | Anywhere | Alternate combo to keep the corner. |
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 623D | 374/413 | 340/350 | 0.5 | 55% | Corner | Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all. |
Starter > 214AC, cl.D (1) > 236D, 623B | 339/377 | 240/270 | 0.5 | 45% | Corner | Simpler corner combo. |
CD, run, cl.D (1) > 236A, 214AC, 623D | 349 | 320 | 0.5 | 45% | Corner | |
CD, 236A, cl.D (1) > 214BD, 236A, 623D | 363 | 360 | 0.5 | 50% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 236BD, 214AC, cl.D (1) > 623D | 374/409 | 260/270 | 1 | 40% | Anywhere | |
Starter > 214A, 2363214A/C | 308/340 | 140 | 1 | 20% | Anywhere | Significantly weaker use of 1 bar, but can be worth it for the corner carry. |
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 214AC, 623D | 435/481 | 340/350 | 1 | 55% | Corner | You can omit the bolded 236A for an easier, less spacing-dependant combo. |
CD > 236A, 2363214A/C | 290 | 140 | 1 | 15% | Non-Corner | Easy CD conversion that grants the corner. |
CD > cl.D (1) > 236D > 236236B/D, 623D | 408 | 320 | 1 | 49% | Corner | Very consistent CD corner combo; no need to fuss with spacings. |
236CD, cl.D (1) > 623D | 265 | 180 | 1 | 75% | Anywhere | Shatter Strike combo. If the Shatter Strike hits airborne, you can omit the cl.D for an easier conversion. |
236CD, cl.D (1) > 236D, 623B | 289 | 160 | 1 | 80% | Corner | |
4/6B, 236236B/D | 205 | 50 | 1 | 10% | Anywhere | If 4/6B connects as an overhead, you can squeeze a little extra damage out with an OTG super. |
j.CD, 236236B/D | 222 | 80 | 1 | 10% | Anywhere | The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD. |
Starter > 236BD, run, 236AC, 214AC, cl.D (1) > 623D | 411/451 | 260/270 | 1.5 | 40% | Anywhere | |
Starter > 214AC, cl.D (1) > 236C > 2363214A/C | 395/437 | 160 | 1.5 | 20% | Anywhere | For the corner carry. |
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 236B > 236236B/D, 623D | 507/558 | 380 | 1.5 | 65% | Corner | Incredible damage and meter gain. |
Starter > 236BD, run, 236A, cl.D (1) > 236D > 236236B/D, 623D | 487/534 | 340/350 | 1.5 | 60% | Corner | Easier corner combo. Essentially the previous combo with a 236D instead of 236B and an omitted 236A. |
CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D | 480 | 320 | 1.5 | 45% | Corner | No spacing required. |
236CD, 214AC, cl.D (1) > 623D | 365 | 180 | 1.5 | 80% | Anywhere | Inconsistent on an anti air Shatter Strike. |
236CD (AA), cl.D (1) > 623BD | 301 | 40 | 1.5 | 55% | Anywhere | |
236CD, 236A, cl.D > 214BD, 236A, 623D | 428 | 260 | 1.5 | 90% | Corner | |
623BD, 236236B/D | 317 | 0 | 1.5 | 0% | Near Corner/Corner | You can get an OTG super if you land a 623BD near the corner. |
2 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C | 445/485 | 160/170 | 2 | 25% | Anywhere | Your best confirm midscreen and guarantees the corner. |
Starter > BC, cl.D > 214AC, cl.D (1) > 236C > 2363214A/C | 395/435 | 240/250 | 2 | 10% | Anywhere | 1000 and 1250 Max Guage combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger. |
Starter > BC, cl.D > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C | 427/477 | 240/250 | 2 | 10% | Anywhere | 1500 Max Guage combo. |
Starter > 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D | 554/610 | 340 | 2 | 60% | Corner | Optimal corner combo. |
Starter > BC, cl.D > 214AC, 236B > 236236B/D, cl.D > 623D | 463/510 | 380 | 2 | 40% | Corner | 1000 and 1250 Max Guage combo. |
Starter > BC, cl.D > 236BD, 214AC, 236B > 236236B/D, cl.D > 623D | 488/545 | 380/390 | 2 | 40% | Corner | 1500 Max Guage. |
CD > 236A, 2363214AC | 410 | 140 | 2 | 10% | Non-Corner | |
CD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D | 549 | 360 | 2 | 60% | Corner | Same as your standard corner confirm. |
236CD, 214AC, cl.D (1) > 623BD | 398 | 40 | 2 | 55% | Anywhere | |
236CD (AA), cl.D (1) > 236C > 2363214A/C | 361 | 80 | 2 | 60% | Anywhere | |
236CD, cl.D (1) > 236D > 236236B/D, 623D | 476 | 220 | 2 | 90% | Corner | |
Starter > 214AC, cl.D (1) > 236C > 2363214AC | 500/549 | 160/170 | 2.5 | 20% | Anywhere | |
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D | 587/644 | 340 | 2.5 | 60% | Corner | Similar to the 2 bar corner combo. |
236CD, 214AC, cl.D (1) > 236C > 2363214A/C | 456 | 80 | 2.5 | 70% | Anywhere | |
236CD, cl.D > 214AC, 236D > 2363214A/C | 450 | 80 | 2.5 | 70% | Anywhere | |
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D | 567 | 220 | 2.5 | 90% | Corner |
3 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214A > 2363214A/C > 236236BD | 556/605 | 140/150 | 3 | 20% | Anywhere | |
Starter > BC, cl.D > 214AC, 236D > 2141236CD | 532/587 | 200/220 | 3 | 10% | Anywhere | 1000 Max Guage combo. |
Starter > BC, cl.D > 214A > 2363214A/C > 2141236CD | 557/642 | 220 | 3 | 10% | Anywhere | 1250 and 1500 Max Guage combo. |
Starter > BC, cl.D > 214A > 236236B/D > 2141236CD | 583/644 | 220 | 3 | 10% | Corner | Using the K super in the corner will net you more damage. You must delay the Climax slightly. |
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD | 598 | 200 | 3 | 30% | Corner | Small gain over your 2.5 bar combo. |
CD > 236A, 2363214A/C > 236236BD | 538 | 140 | 3 | 15% | Non-Corner | |
CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236A, 623BD | 581 | 220 | 3 | 30% | Corner | |
236CD, cl.D (1) > 236D > 2363214AC | 496 | 80 | 3 | 65% | Anywhere | |
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623D | 659 | 260 | 3 | 95% | Corner | Incredible damage. If it's possible to punish something in the corner with a raw Shatter Strike, do so. |
Starter > 214AC, cl.D (1) > 236C > 2363214A/C > 236236BD | 609/668 | 160/170 | 3.5 | 20% | Anywhere | |
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C | 625/673 | 200/210 | 3.5 | 30% | Corner | You have to delay the 236C slightly. You can use 236A instead for slightly less damage but easier timing. |
CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236C > 2363214A/C | 618 | 220 | 3.5 | 30% | Corner | |
236CD, 214AC, cl.D (1) > 236C > 2363214AC | 583 | 80 | 3.5 | 65% | Anywhere | |
236CD (AA), cl.D (1) > 214AC, 236D > 2363214AC | 577 | 80 | 3.5 | 65% | Anywhere | |
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD | 680 | 120 | 3.5 | 75% | Corner |
4 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > BC, cl.D > 214A > 2363214AC > 2141236CD | 654/747 | 220 | 4 | 10% | Anywhere | 1250 and 1500 Max Guage combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combs from lights, but it's recommended to just stick with this confirm to keep things simple. |
5 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C > 236236BD | 753/811 | 200 | 5 | 25% | Corner |