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The King of Fighters XV/Yuri Sakazaki/Combos: Difference between revisions
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== | ==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" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''2B > 2B > f.B''' || 85 || Standard low light confirm. | |||
|- | |||
| 2B > 2A > f.B || 80 || Another good low confirm. Stopping at 2A in the confirm will leave you slightly plus on block. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.C/D > 2C''' || 136 || Standard jump-in starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. | |||
|- | |||
| 2A, 2C || 91 || Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. | |||
|- | |||
| cl.C || 70 || Fast button, great when speed is needed. The better option a after jump-in if in a comfortable range. | |||
|- | |||
| cl.D || 80 || Most damaging combo starter. Use when you can in punishes. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== |
Revision as of 00:51, 6 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 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 * N | Repeat 'X' input 'N' amount of times. |
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 > 2B > f.B | 85 | Standard low light confirm. |
2B > 2A > f.B | 80 | Another good low confirm. Stopping at 2A in the confirm will leave you slightly plus on block. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.C/D > 2C | 136 | Standard jump-in starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. |
2A, 2C | 91 | Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. |
cl.C | 70 | Fast button, great when speed is needed. The better option a after jump-in if in a comfortable range. |
cl.D | 80 | 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
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623C | 168 | 230 | 0 | 25% | Anywhere | Basic light confirm. 623C must be inputted quickly or else it won't combo. 63214B can also be used, but the stun and advantage after is less. |
Light Starter > 3D > 623C | 147 | 210 | 0 | 25% | Anywhere | Less damage but more time to confirm. 623A does more damage but can be inconsistent at further ranges. |
Heavy Starter > 63214D | 173 | 70 | 0 | 20% | Anywhere | 63214B/D does more damage when used in heavy combos. Go for a 3D combo if you need more time to confirm. |
Light Starter > 214A, 2C > 623B/D ~ AC (623A) | 263 | 220 | 0 | 40% | Corner | |
Heavy Starter > 236A, 623A | 201 | 210 | 0 | 25% | Corner | Safe confirm. |
(anti air) f.B > 623D ~ AC | 130 | 30 | 0 | 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 > 623B/D ~ AC (623C) | 231 | 130 | 0 | 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 | 0 | 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 ~ A/C, cl.D > 623B/D ~ AC (623C) | 278 | 270 | 0 | 40% | Corner | CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. |
CD > 236C, 623C | 216 | 300 | 0 | 30% | 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 623B/D ~ 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 > 623B/D ~ 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 > 623B/D ~ 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 ~ A/C, 214AC, 214C, 236A, cl.C > 623B/D ~ AC (623A) | 417 | 390 | 0.5 | 60% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623C > 2363214B/D | 292 | 170 | 1 | 25% | Anywhere | Input the 623C as 6236C, then input 214B/D to input the super. |
Light Starter > 3D > 623A > 2363214B/D | 300 | 210 | 1 | 25% | Anywhere | Drops at max spacing. |
Heavy Starter > 214AC, 623BD ~ A/C, cl.D > 623B/D ~ 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 > 2363214B/D | 310 | 130 | 1 | 20% | Anywhere | Low damage, but hit confirmable. |
Light Starter > 214A, 623A > 214214A/C | 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, 2363214B/D | 241 | 100 | 1 | 15% | Non-Corner | Reliable CD combo. Only does slightly more than a normal into air throw. |
CD > 623D, 623C > 214214A/C | 286 | 180 | 1 | 30% | Midscreen | More screen position dependent conversion but more rewarding. |
236CD, cl.D > 623B/D ~ 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~A/C > j.236BD, cl.D > 623B/D ~ 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 > 623B/D ~ 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 ~ A/C > 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 ~ A/C, cl.D > 623B/D ~ AC | 395/440 | 290/270 | 2 | 35% | Anywhere | 1000 Max Gauge combo. |
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ A/C > j.236BD, cl.D > 623B/D ~ 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 > 214214A/C | 420/466 | 400/380 | 2 | 10% | Corner | 1000 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214A/C | 441/491 | 300/280 | 2 | 10% | Corner | Optimized 1250 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ A/C, 623C > 214214A/C | 424/482 | 300/280 | 2 | 10% | Corner | Easier 1250 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236AC, 623C > 214214A/C | 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, 2363214B/D | 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 > 214214A/C > 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 ~ A/C, 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 > 214214A/C > 214236CD | 585/630 | 300/280 | 3 | 15% | Anywhere | 1250/1500 Max Gauge combo. |
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ A/C, 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 ~ A/C > j.236BD, 623A > 2363214BD | 636 | 130 | 3.5 | 20% | Anywhere | |
Heavy Starter > 214AC, 214C, 236A, 623A > 214214A/C > 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 > 214214A/C > 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 ~ A/C > j.236BD, 623A > 214214A/C > 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. |