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The King of Fighters XV/Omega Rugal/Combos: Difference between revisions
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| 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. | | 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 generally very spacing dependant. | | '''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 > 236A || 130 || 140 || 0 || 15% || Non-Corner || Rugal's only combo from CD outside of the corner. |
Revision as of 21:19, 14 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/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 dentation Starter, the damage values will assume the combo started with 2B > 2A > 4/6B or cl.C > 4/6B, seperated 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.
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 |
---|---|---|---|---|---|---|
1 |
2 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2 |
3 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 |
4 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 |
5 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 |