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The King of Fighters XV/Ramón/Combos: Difference between revisions
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| f.5C || 70 || Faster poke that only links into specials, great as an option select on jump ins if they roll away. | | f.5C || 70 || Faster poke that only links into specials, great as an option select on jump ins if they roll away. | ||
|- | |||
| 2D(X) > 3D || 50 || Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable. | |||
|} | |} | ||
Revision as of 08:49, 18 May 2023
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).
Light Starters
Combo | Damage | Notes |
---|---|---|
2A > 5A | 48 | His lights suck as starters. |
5B > 5A | 53 | No like, they really suck. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.5D > 3D | 127 | His most damaging grounded starter. |
cl.5C > 3D | 117 | His most REALIABLE grounded starter. |
j.C > cl.5C > 3D | 181 | Most reliable jump in, crosses up too. |
j.C > cl.5D > 3D | 191 | More damage but doesn't cross up. |
2C > 3D | 117 | Poke confirm. |
f.5C | 70 | Faster poke that only links into specials, great as an option select on jump ins if they roll away. |
2D(X) > 3D | 50 | Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Slow but cancelable. |
236CD | 75 | Raw Shatter does not combo into 3D. |
214A (counter) | 125 | Combos into 623B/BD in the corner, it's as risky as it gets. |
214AC (counter) | 162 | Combos into 623D anywhere, just as risky as 214A. |
Combos
General Notes
- Any combo which includes dp+BD can be combo'd into from cr.B > cr.A > cr.A/cr.B as well as any close heavy starter.
- cl.D deals ten points more damage than cl.C and cr.C, but it is much slower than cl.C and has worse range than cr.C, making its usage situational.
- Unlike command normal overheads, dp+D is still treated as an overhead even when it is used in combos, and thus XV's damage scaling rules for overheads will apply. Even if you can link into df+D, for example after df+BD, it is preferable to go for df+B instead because you will lose plenty of damage otherwise.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 172 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 223 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 347 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 452 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.B/2B > 41236C | 144 | 0 | Anywhere | Doubles as a tick throw on block, given 41236C's slower startup. You can use 41236A instead for a more reliable combo. | ||
c.B/2B > Rush Auto Combo | 192 | 0 | Anywhere | Yes, he's one of those characters. | ||
c.C/2C > 3D > 236A | 207 | 0 | Anywhere | Forward hard knockdown. | ||
c.C/2C > 3D > 41236A/C | 225 | 0 | Anywhere | Backward hard knockdown. | ||
c.C/2C > 3D > 623B~623K > 22C | 257 | 0 | Anywhere | His most-damaging meterless combo, but it's a soft knockdown. | ||
c.C/2C > 3D > 214A > 22AC | 241 | 0 | Corner | 214A gives you generous amounts of corner carry, so you'll have an opportunity to land an inescapable Bird of Paradise OTG more often than you'd think. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > 623BD, 214A | 228 | Anywhere | Low starter, hard knockdown. Also works from c.C > 3D. | |||
... > 623BD, 623B~623K > 22C | 275 | Anywhere | Low starter, soft knockdown. Also works from c.C > 3D. | |||
... > 41236AC, 22AC | Anywhere | Backward hard knockdown. The Bird of Paradise OTG is guaranteed. | ||||
... > 623BD, 214A, 22AC | Corner | Nearly the same amount of damage as the midscreen soft knockdown ender and with much better oki. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > 236CD, 623B~623K > 22C | 232 (raw 236CD) | 1 | 0.5 | Anywhere | Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo. | |
c.C/2C > 3D > 6321463214A/C | 279 | 1 | Anywhere | Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead. | ||
... > 3D > 623B~623K > 22A > 6321463214A | 355 | 1 | Anywhere | Only practical use for Tiger Spin over his other grabs is for super cancels such as this one. | ||
CD > 214C, 2141236B/D | 235 | 1 | Midscreen | Grounded wall splat combo. The combo won't work if you don't feint cancel stCD for whatever reason. The super will fail to land in the corner. | ||
... > 623BD, 623B~623K > 22A > 6321463214A | 429 (c.C > 3D) | 1.5 | Anywhere | Minor damage improvement if you need to kill. | ||
... > 236CD, 623B~623K > 22A > 6321463214A | 344 (raw 236CD) | 1.5 | Anywhere | Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.C/2C > 3D > 623B~623K > 22A > 2141236BD | 467 | 2 | Anywhere | This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme. | ||
... > 236CD > 623B~623K > 22A > 2141236BD | 472 (raw 236CD) | 2 | Anywhere | Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it. | ||
CD > 214C, 2141236BD | 363 | 2 | Anywhere | More expensive version of the wall splat combo above. | ||
... > 2141236BD, 22AC | 2 | Corner | Free Bird of Paradise OTG in the corner. |
Ramón can turn any of his 1.5 bar combos into 2.5 bar combos by using 2141236BD instead of the non-EX version.
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > 623B > 2141236CD | 3 | Anywhere | Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway. | |||
236CD > 2141236B/D > 6321463214AC | 527 | 3 | 0.5 | Back to Corner | Very situational anti-air Shatter Strike combo which only works if your back is near the wall. Worth noting because this is the only feasible way for Ramón to land an Advanced Cancel, unless you actually go for qcb,hcf+B/D raw for whatever reason. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > f.B/3D > BC > c.C/2C > 3D > 623B > 2141236BD > 2141236CD | Anywhere | You're super cancelling Rolling Sobat itself because otherwise you won't have enough time to cancel into Climax, and even if you did the combo would be hit harder by damage scaling. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > 623B > 2141236BD > 2141236CD | 5 | Anywhere | Not exactly anchor material. If you do a Hoist sequence you will lose damage. |
External Links