Difference between revisions of "The King of Fighters XV/Ryuji Yamazaki/Combos"
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===Light Starters=== | ===Light Starters=== | ||
{|class="wikitable | {|class="wikitable" | ||
! Combo !! Damage | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| | | '''2B > 2A''' || 38 || Go-to light, low starter confirm. You're gonna be doing this one a lot. | ||
|- | |- | ||
| 2B > 2A > 5B || 65 || Extension of the above route, doesn't work past fairly close range, but still somewhat reliable. | |||
| 2B > 2A > 5B || 65 || | |||
|} | |} | ||
===Heavy Starters=== | ===Heavy Starters=== | ||
{|class="wikitable | {|class="wikitable" | ||
! Combo !! Damage | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| '''cl. C > 6B''' || 108 || | | '''cl.C/2C > 6B''' || 108 || Standard heavy starter. Consistent and reliable. | ||
|- | |- | ||
| | | cl.B > cl.C > 6B || 132 || Light-heavy frame trap/link, requires almost point-blank range. | ||
|- | |- | ||
| | | cl.C/2C > 6A || 136 || 6A does more damage than 6B but has less range and greater knockback. Only use 6A for routes and spacings you are certain will not whiff. | ||
|- | |||
| cl.D > 6B/6A || 118/146 || cl.D not only does more damage than cl.C but also has more range AND less knockback on hit the latter making 6A less inconsistent than it is with cl.C. However, cl.D is 3 frames slower to start up than cl.C, has a much lower hitbox than cl.C, and unlike cannot be whiff cancelled like cl.C(this is important, especially for Yamazaki). Overall, cl.C is the preferred choice for pressure and neutral, with cl.D usually being reserved for guaranteed punishes and deep jump-ins. | |||
|} | |} | ||
===Other Starters=== | ===Other Starters=== | ||
{|class="wikitable | {|class="wikitable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| CD || 75 || | | CD || 75 || Conversions from CD are enabled by stancel and very important for Yamazaki. | ||
|- | |||
| 6A || 70 || Overhead MAX starter. Not an overhead when canceled into. | |||
|} | |} | ||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | ('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) |
Revision as of 03:11, 3 January 2024
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 | 38 | Go-to light, low starter confirm. You're gonna be doing this one a lot. |
2B > 2A > 5B | 65 | Extension of the above route, doesn't work past fairly close range, but still somewhat reliable. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6B | 108 | Standard heavy starter. Consistent and reliable. |
cl.B > cl.C > 6B | 132 | Light-heavy frame trap/link, requires almost point-blank range. |
cl.C/2C > 6A | 136 | 6A does more damage than 6B but has less range and greater knockback. Only use 6A for routes and spacings you are certain will not whiff. |
cl.D > 6B/6A | 118/146 | cl.D not only does more damage than cl.C but also has more range AND less knockback on hit the latter making 6A less inconsistent than it is with cl.C. However, cl.D is 3 frames slower to start up than cl.C, has a much lower hitbox than cl.C, and unlike cannot be whiff cancelled like cl.C(this is important, especially for Yamazaki). Overall, cl.C is the preferred choice for pressure and neutral, with cl.D usually being reserved for guaranteed punishes and deep jump-ins. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Conversions from CD are enabled by stancel and very important for Yamazaki. |
6A | 70 | Overhead MAX starter. Not an overhead when canceled into. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo | Damage | Meter Gained | Meter Cost | Notes |
---|---|---|---|---|
cl.A > A > A > B | 172 | 0.245 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 221 | 0.075 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 356 | 0.075 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 421/436/446/455 | 0.075 | 3 | Rush combo ending in a Climax super. Variable Damage. |
Meterless
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | notes | Patch |
---|---|---|---|---|---|---|---|
2A > (2A >) (2A >) 214C | 107 (126) (143) | 110 (140) (170) | 0.165 (0.19) (0.215) | 0.0 | Anywhere | Very quick and low-commitment pressure option. | 1.63 |
j. B > cl. A > 2A > 214C | 168 | 170 | 0.23 | 0.0 | Anywhere | Light Jump in option. Pressure Option | 1.63 |
Light Starter > 623D > 214C | 175 | 180 | 0.3 | 0.0 | Anywhere | Light Confirm | 1.63 |
Heavy Starter > 623D > 214C | 235 | 220 | 0.336 | 0.0 | Anywhere | Heavy Confirm | 1.63 |
Heavy Starter > 632146P (> 632146K Corner Only) | 216 (274) | 100 | 0.28 (0.35) | 0.0 | Anywhere | Can be a little inconsistent on Jump-ins. | 1.63 |
214A > 214C | 152 | 140 | 0.26 | 0.0 | Anywhere | Anti-Air Option. | 1.63 |
6B > 214A > 214C | 163 | 265 | 0.46 | 0.0 | Anywhere | Anti-Air Option with further range. Prediction reliant and committed. | 1.63 |
cl. C > 214A > 214C | 231 | 210 | 0.33 | 0.0 | Anywhere | Quick close range Anti-Short Hop Option. Only works on Counter hit. Timing needed on 214C for max hits. | 1.63 |
CD > 214A~D > 66 > 6B > 623D > 214A > 214C | 238 | 300 | 0.485 | 0.0 | Anywhere | Lokof CD Confirm. | 1.63 |
EX
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | Notes | Patch |
---|---|---|---|---|---|---|---|
2B > 2A > 236AC > 6B > 623D > 214A > 214C | 293 | 245 | 0.45 | 0.5 | Anywhere | Low Confirm | 1.63 |
Heavy Starter > 632146AC (> 632146K Corner Only) | 317 (373) | 170 | 0.19 (0.26) | 0.5 | Anywhere | Easy Jump-in | 1.63 |
Heavy Starter > 214AC > 2B > 2A > 623D > 214C | 382 | 335 | 0.48 | 0.5 | Anywhere | Medium Jump-In | 1.63 |
Heavy Starter > 236AC > 6B > 623D > 214A > 214C | 422 | 370 | 0.6 | 0.5 | Anywhere | Hard Jump-In. Best any-range jump-in. | 1.63 |
Heavy Starter > 632146P > 632146BD | 372 | 170 | 0.36 | 0.5 | Corner | Easy Corner Jump-In | 1.63 |
Heavy Starter > 236AC > 6B > 214A > 623D > 623B (> 632146D) | 435 (458) | 410 | 0.62 (0.69) | 0.5 | Corner | Hard Corner Jump-In. The 632146D can be omitted if you want to keep the corner | 1.63 |
41236BD > 632146K | 154 | 0 | 0.07 | 0.5 | Anywhere | On Counter. Better Frame Advantage. Side Switch. | 1.63 |
41236BD > 214C | 162 | 80 | 0.14 | 0.5 | Anywhere | On Counter. Better Damage and Meter Gain. Same Side. | 1.63 |
1 Bar
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | Notes | Patch |
---|---|---|---|---|---|---|---|
j. B > cl. A > 2A > 214C > 2141236P (> 632146K) | 258+ (356+) | 170 | 0.23 (0.30) | 1.0 | Anywhere | Light Jump in option. Pressure Option | 1.63 |
Light Starter > 623D > 214C > 2141236P (> 632146K) | 271+ (369+) | 180 | 0.3 (0.37) | 1.0 | Anywhere | 1.63 | |
Heavy Starter > 623D > 214C > 2141236P (> 632146K) | 342+ (440+) | 220 | 0.36 (0.43) | 1.0 | Anywhere | 1.63 | |
Heavy Starter > 236CD > cl. D > 236AC > 6B > 623D > 214A > 214C | 384 | 370 | 0.6 | 1.0 | Anywhere | Shatter Strike Combo. Best Mid-Screen Meter Gain | 1.63 |
Heavy Starter > 214AC > 236AC > 6B > 623D > 214A > 214C | 435 | 300 | 0.52 | 1.0 | Anywhere | Easier version of the next Heavy combo. | 1.63 |
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 214C | 440 | 330 | 0.545 | 1.0 | Anywhere | Hard Heavy combo with highest Damage and Meter gain | 1.63 |
Heavy Starter > 214AC > 2A > 236AC > 6B > 214A > 623D > 623B (> 632146K) | 451 (467) | 370 | 0.565 (0.635) | 1.0 | Corner | The 632146D can be omitted if you want to keep the corner. | 1.63 |
5C > 214AC > 2A > 236AC > 6B > 623D > 214A > 214C | 406 | 300 | 0.505 | 1.0 | Anywhere | Punish in footsies range. Lokof | 1.63 |
1.5 Bar
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | Notes | Patch |
---|---|---|---|---|---|---|---|
Light Starter > 623D > 214C > 2141236C > 632146BD | 387+ | 180 | 0.3 | 1.5 | Anywhere | 1.63 | |
2B > 2A > 236AC > 6B > 623D > 214A > 2141236C (> 632146K) | 338+ (432+) | 205 | 0.34 (0.41) | 1.5 | Anywhere | 1.63 | |
cl. C > 214A > 2141236P > 632146BD | 393+ | 130 | 0.19 | 1.5 | Anywhere | Quick close range Anti-Short Hop Option. Only works on Counter hit. | 1.63 |
Heavy Starter > 236AC > 6B > 623D > 214A > 2141236P > 632146D | 432 (516+) | 330 | 0.41 (0.48) | 1.5 | Anywhere | 1.63 | |
Heavy Starter > 214AC > 2A > 236AC > 6B > 214A > 623D > 623B > 632146BD | 509 | 370 | 0.565 | 1.5 | Corner | Less damage, but you can keep the corner. | 1.63 |
236CD > 623D > 214A > 2141236P (> 632146K) | 309+ (417+) | 100 | 0.23 (0.3) | 1.5 | Anywhere | Shatterstrike Combo | 1.63 |
2 Bars
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | notes | Patch |
---|---|---|---|---|---|---|---|
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 2141236C > 632146D | 473+ (557) | 290 | 0.435 (0.505) | 2.0 | Anywhere | 1.63 | |
Heavy Starter > 623D > 214C > 2141236AC | 439+ | 220 | 0.36 | 2.0 | Anywhere | Total Damage is 469 before the opponent gets to stand up. | 1.63 |
Heavy Starter > 623D > 214C > 236236AC | 465 | 220 | 0.36 | 2.0 | Anywhere | Most Corner Carry | 1.63 |
Light Starter > MAX MODE > cl. C > 236AC > 6B > 623D > 214A > 236236P (> 632146K) | 336 (364) | 290 | 0.05 (0.12) | 2.0 | Anywhere | 1000+ MAX MODE Combo. All Light Starter Max Mode combos can use cl. D instead of cl. C for extra damage, but the window is very small. |
1.63 |
Heavy Starter > MAX MODE > cl. D > 236AC > 6B > 623D > 214A > 236236P (> 632146K) | 398 (432) | 330 | 0.11 (0.18) | 2.0 | Anywhere | 1000+ MAX MODE Combo. | 1.63 |
6A > MAX MODE > cl. C > 236AC > 6B > 623D > 214A > 236236P | 300 | 290 | 0.07 | 2.0 | Anywhere | 1000+ MAX MODE Combo. Overhead starter. Impractical | 1.63 |
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 2141236P (> 632146K) | 456 (540) | 290 | 0.435 (0.505) | 2.0 | Corner | 1.63 | |
41236BD > 214C > 2141236P > 632146BD | 353 | 80 | 0.14 | 2.0 | Anywhere | Counter Combo | 1.63 |
236CD > 623D > 214A > 2141236P > 632146BD | 441+ | 100 | 0.23 | 2.0 | Anywhere | Shatterstrike Combo | 1.63 |
2.5 Bar
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | Notes | Patch |
---|---|---|---|---|---|---|---|
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 2141236P > 632146BD | 580+ | 290 | 0.435 | 2.5 | Anywhere | 1.63 |
3 Bars
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | notes | |
---|---|---|---|---|---|---|---|
Light Starter > 623D > 214C > 2141236C > 236236AC (> 632146K) | 536+ (610) | 180 | 0.3 (0.37) | 3.0 | Anywhere | Lots of Poison Damage. | 1.63 |
Heavy Starter > 623D > 214C > 2141236P > 236236AC (> 632146K) | 596+ (670) | 220 | 0.36 (0.43) | 3.0 | Anywhere | Final Damage without the stomp is 626, but the last 30 can't knockout on it's own. |
1.63 |
Light Starter > MAX MODE > cl. C > 6B > 214AC > 2141236CD (Stage 4) | 513 | 160 | 0.05 | 3.0 | Anywhere | 1000+ MAX MODE Combo | 1.63 |
Heavy Starter > MAX MODE > cl. D > 6B > 214AC > 2141236CD (Stage 4) | 581 | 200 | 0.11 | 3.0 | Anywhere | 1000+ MAX MODE Combo | 1.63 |
Light Starter > MAX MODE > cl. C > 214C > 2141236P > 2141236CD (Stage 4) | 658 | 210 | 0.05 | 3.0 | Anywhere | 1250+ MAX MODE Gauge | 1.63 |
Heavy Starter > MAX MODE > cl. D > 214C > 2141236P > 2141236CD (Stage 4) | 724 | 250 | 0.11 | 3.0 | Anywhere | 1250+ MAX MODE Gauge | 1.63 |
Light Starter > MAX MODE > cl. C > 6B > 623D > 214C > 2141236P > 2141236CD (Stage 4) | 662 | 280 | 0.05 | 3.0 | Anywhere | 1500 MAX MODE Gauge | 1.63 |
Heavy Starter > MAX MODE > cl. D > 6B > 623D > 214C > 2141236P > 2141236CD (Stage 4) | 730 | 320 | 0.11 | 3.0 | Anywhere | 1500 MAX MODE Gauge | 1.63 |
3.5 Bar
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | Notes | Patch |
---|---|---|---|---|---|---|---|
236CD > 623D > 214A > 214C > 2141236P > 236236AC > 632146K | 713 | 140 | 0.38 | 3.5 | Anywhere | Shatter Strike Combo. The 214C must be canceled out of it's first hit, not it's second for this to work. | 1.63 |
4 Bars
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | notes | Patch |
---|---|---|---|---|---|---|---|
(MAX MODE) Heavy Starter > 623D > 236236P > 2141236AC > 2141236CD (Stage 4) | 1003 | 140 | 0.22 | 4.0 | Anywhere | (1250+ MAX MODE Gauge) Stage 3 is also 1000+ Damage. | 1.63 |
5 Bars
Combo | Damage | Stun | Meter Gain | Meter Cost | Location | notes | Patch |
---|---|---|---|---|---|---|---|
Heavy Starter > 214AC > 2A > 236AC > 6B > MAX MODE > 623D > 214A > 214C > 2141236AC > 2141236CD | 860 | 330 | 0.95 | 5.0 | Corner | 1.63 |
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