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The King of Fighters XV/Yuri Sakazaki/Combos: Difference between revisions
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| CD > 623D, 2D || 143 || 170 || 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, 2D || 143 || 170 || 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 ~ P, 214A, cl.D > 623K ~ AC || 209 || 330 || 55% || Corner || CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. | | CD > 623D ~ P, 214A, cl.D > 623K ~ AC (623A) || 209 || 330 || 55% || Corner || CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. | ||
|- | |- | ||
| CD > 236C, 623C || 228 || 300 || 35% || 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 623K ~ AC instead. | | CD > 236C, 623C || 228 || 300 || 35% || 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 623K ~ AC instead. |
Revision as of 06:20, 28 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.
Because Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.
Heavy Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 3D | 74 | Standard low confirm. Stopping at 2A leaves you plus on block. |
cl.B > 2A > 3D | 89 | Stronger, more precise low confirm. |
2C > 3D | 108 | Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block. |
2A, 2C | 91 | Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos. |
cl.D > 3D | 118 | Most damaging combo starter. Use when you can in punishes. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Many combos will end in X > 623K ~ AC for optimal damage but will sacrifice okizeme and the corner if done in the corner.
- Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage.
Beginner Combos
Combo | Damage | Meter cost | Location | notes |
---|---|---|---|---|
2B > 2B > f.B > 214A | 127 | 0 | Anywhere | Basic light confirm. For a bit more damage, try ending in 623C instead. |
j.D > cl.C > 236A | 194 | 0 | Anywhere | Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms. |
2B > 2B > f.B > 214A > 214214A / 214214AC | 283/395 | 1/2 | Anywhere | After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super. |
j.D > cl.C > 236A > 236214B / 236214BD | 360/483 | 1/2 | Anywhere | Nice and long confirm window for the super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Starter > 623C | 170/209 | 245/270 | 25% | Anywhere | Basic confirm. Yuri can set up a meaty throw after by running. |
Starter > 214A, 623A | 174/215 | 265/290 | 40% | Corner | 214A will whiff at some ranges. |
236A, 623A | 134 | 160 | 20% | Corner | Confirm from a fireball. |
(anti air) f.B > 623D ~ AC | 130 | 30 | 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 > 623K ~ AC (623C) | 231 | 130 | 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 | 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 ~ P, 214A, cl.D > 623K ~ AC (623A) | 209 | 330 | 55% | Corner | CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. |
CD > 236C, 623C | 228 | 300 | 35% | 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 623K ~ 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 > 623K ~ 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. |
Light Starter > 214A, 2C > 623BD ~ AC (623AC) | 288 | 220 | 0.5 | 25% | Corner | |
Heavy Starter > 214AC, 214C, 236A, cl.C > 623K ~ 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. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo. |
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 | |
CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) | 417 | 390 | 0.5 | 60% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623C > 2363214K | 292 | 170 | 1 | 25% | Anywhere | Input the 623C as 6236C, then input 214B/D to input the super. |
Light Starter > 3D > 623A > 2363214K | 300 | 210 | 1 | 25% | Anywhere | Drops at max spacing. |
Heavy Starter > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) | 403 (343) | 140 (210) | 1 | 30% | Anywhere | Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly. |
Heavy Starter > 236A > 2363214K | 310 | 130 | 1 | 20% | Anywhere | Low damage, but hit confirmable. |
Light Starter > 214A, 623A > 214214P | 303 | 210 | 1 | 30% | Corner | You can input 623A as 632146A, then input 214A/C for the super. Otherwise input the 623A as early as possible, then hold the A button to give yourself more time to input the super. |
Heavy Starter > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC) | 440 (417) | 260 (190) | 1 | 30% | Corner | The alternate 623AC extension does not work on smaller opponents. Omit the 236A if you want that ender against smaller opponents. |
CD > 623D, 2363214K | 241 | 100 | 1 | 15% | Non-Corner | Reliable CD combo. Only does slightly more than a normal into air throw. |
CD > 623D, 623C > 214214P | 286 | 180 | 1 | 30% | Midscreen | More screen position dependent conversion but more rewarding. |
236CD, cl.D > 623K ~ AC (623C) | 255 (173) | 70 (140) | 1 | 70% | Anywhere | Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion. |
Heavy Starter > 214AC, 623BD~P > j.236BD, cl.D > 623K ~ AC | 510 | 140 | 1.5 | 30% | Anywhere | Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw. |
236CD, 214AC, run, cl.D > 623K ~ AC (623C) | 341 (262) | 70 (140) | 1.5 | 75% | Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623C > 236214BD | 404 | 170 | 2 | 25% | Anywhere | Technically 214214AC scales better and does 4 more damage, but the oki is not very good. |
Heavy Starter > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC) | 533 (502) | 140 (70) | 2 | 20% | Anywhere | Use the 623AC to keep the corner if done in the corner. |
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P, cl.D > 623K ~ AC | 395/440 | 290/270 | 2 | 35% | Anywhere | 1000 Max Gauge combo. |
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC | 450/509 | 290/270 | 2 | 35% | Anywhere | 1250 Max Gauge combo. Go-to confirm from lights. Also your 1500 Gauge combo. |
Light Starter > 214A, 623A > 2363214BD | 415 | 210 | 2 | 30% | Corner | |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236A, 623A > 214214P | 420/466 | 400/380 | 2 | 10% | Corner | 1000 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214P | 441/491 | 300/280 | 2 | 10% | Corner | Optimized 1250 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P, 623C > 214214P | 424/482 | 300/280 | 2 | 10% | Corner | Easier 1250 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236AC, 623C > 214214P | 452/504 | 360/340 | 2 | 10% | Corner | 1500 Max Gauge combo. |
CD, 2363214BD | 364 | 900 | 2 | 10% | Anywhere | Very consistent, no cancel needed. |
214C, 2363214BD | 382 | 60 | 2 | 10% | Anywhere | Consistent conversion from 214C. |
236CD (anti air), 214C, 2363214K | 319 | 60 | 2 | 65% | Anywhere | Consistent anti air Shatter strike conversion. If Shatter Strike hits on the ground, your standard 214AC combos work. |
Heavy Starter > 214AC, 214C, 236A, 623A > 2363214BD | 567 | 250 | 2.5 | 40% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 623C > 214214P > 2363214BD | 552/601 | 170/150 | 3 | 25% | Anywhere | 214A can be used instead of 623C for an easier cancel, doing 539 damage. Doing this combo from a Heavy Starter is also max damage for point Yuri. |
Heavy Starter > 236A > 641236C > 2363214BD | 592 | 130 | 3 | 20% | Anywhere | Stronger, hit confirmable combo. |
Heavy Starter > 214AC, 623BD ~ P, 623C > 2363214BD | 579 | 210 | 3 | 25% | Anywhere | Conversion from BNB heavy combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623C, 623A > 2141236CD | 529/561 | 340/320 | 3 | 15% | Non-Corner | 1000 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 623C > 214214P > 214236CD | 585/630 | 300/280 | 3 | 15% | Anywhere | 1250/1500 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P, 623C > 2141236CD | 581/623 | 300/280 | 3 | 15% | Anywhere | Easier 1250/1500 Max Guage combo. |
Heavy Starter > 214AC, 214C, 236AC, 623C > 2363214BD | 617 | 210 | 3 | 35% | Corner | |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236A, 623A > 2141236CD | 577/612 | 400/380 | 3 | 15% | Corner | 1000 Max Gauge corner combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236AC, 623C > 2141236CD | 609/650 | 360/340 | 3 | 15% | Corner | 1500 Max Gauge corner combo. |
Heavy Starter > 214AC, 623BD ~ P > j.236BD, 623A > 2363214BD | 636 | 130 | 3.5 | 20% | Anywhere | |
Heavy Starter > 214AC, 214C, 236A, 623A > 214214P > 2363214BD | 686 | 250 | 3.5 | 40% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 3D > BC, cl.D > 623C > 214214AC > 214236CD | 669/723 | 300/280 | 4 | 10% | Anywhere | Using Max combos is Yuri's best source of damage at 4 bars. |
Heavy Starter > 214AC, 214C, 236AC, 623C > 214214P > 2363214BD | 736 | 210 | 4 | 30% | Corner | |
Max Mode > j.D > cl.D > 214A > 214214A > 641236AC > 2141236CD | 960 | 200 | 4 | Anywhere | Very simple jump-in Blue Max combo (1250/1500) | |
Max Mode > 2C > 214A > 214214A > 641236AC > 2141236CD | 919 | 130 | 4 | Anywhere | Heavy starter version of the above combo (1250/1500) | |
Heavy Starter > 214AC, 623BD ~ P > j.236BD, 623A > 214214P > 2363214BD | 760 | 130 | 4.5 | 20% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 623C > 214214AC > 2141236CD | 715/790 | 170/150 | 5 | 0% | Anywhere | Yuri's only efficient 5 bar combo. |