-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Omega Rugal/Combos: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
BreadBeard (talk | contribs)
No edit summary
BreadBeard (talk | contribs)
Line 50: Line 50:
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''j.X > cl.C || 125 || Standard jump-in starter. Second hit of cl.C adds a lot of pushback which can cause some combos to fail at range, in which case you should exclude the 2nd hit. so it c Can get away with an extra '4/6B(1)' when very close to opponent.
| '''j.X > cl.C || 125 || Standard jump-in starter. Second hit of cl.C adds a lot of pushback which can cause some combos to fail at range, in which case you should exclude the 2nd hit.<br>Can get away with an extra '4/6B(1)' when very close to opponent, though it should be omitted in longer combos due to scaling.
|-
|-
| 2B > 2A > 4/6B(1) || 80 || Heavy hitters from a light confirm. Must be close.
| 2B > 2A > 4/6B(1) || 80 || Heavy hitters from a light confirm. Must be close.

Revision as of 19:43, 9 May 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 > 5B 58 Standard low light confirm. Can get an extra 2B depending on range.

Heavy Starters

Combo Damage Notes
j.X > cl.C 125 Standard jump-in starter. Second hit of cl.C adds a lot of pushback which can cause some combos to fail at range, in which case you should exclude the 2nd hit.
Can get away with an extra '4/6B(1)' when very close to opponent, though it should be omitted in longer combos due to scaling.
2B > 2A > 4/6B(1) 80 Heavy hitters from a light confirm. Must be close.
cl.D > 4/6B(1) 108 Not gonna land this very often due to cl.D slow's start-up. Use in big punishes.
2C 70 Slightly better range than cl.C, but a bit slower. May have uses as a punish or for jump-ins outside of cl.C range.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

General Notes

Omega Rugal's basic combo starter will be anything that leads into 4/6B. In the following combos with the denotation Starter, the damage values will assume the combo started with 2B > 2A > 4/6B or cl.C > 4/6B, separated 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. Longer combos will do slightly more damage from a heavy normal if the 4/6B is omitted.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

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
Starter > 236BD, 214AC, cl.D (1) > 623D 374/409 260/270 1 40% Anywhere
Starter > 214A, 2363214A/C 308/340 140 1 20% Anywhere Significantly weaker use of 1 bar, but can be worth it for the corner carry.
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 214AC, 623D 435/481 340/350 1 55% Corner You can omit the bolded 236A for an easier, less spacing-dependant combo.
CD > 236A, 2363214A/C 290 140 1 15% Non-Corner Easy CD conversion that grants the corner.
CD > cl.D (1) > 236D > 236236B/D, 623D 408 320 1 49% Corner Very consistent CD corner combo; no need to fuss with spacings.
236CD, cl.D (1) > 623D 265 180 1 75% Anywhere Shatter Strike combo. If the Shatter Strike hits airborne, you can omit the cl.D for an easier conversion.
236CD, cl.D (1) > 236D, 623B 289 160 1 80% Corner
4/6B, 236236B/D 205 50 1 10% Anywhere If 4/6B connects as an overhead, you can squeeze a little extra damage out with an OTG super.
j.CD, 236236B/D 222 80 1 10% Anywhere The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD.
Starter > 236BD, run, 236AC, 214AC, cl.D (1) > 623D 411/451 260/270 1.5 40% Anywhere
Starter > 214AC, cl.D (1) > 236C > 2363214A/C 395/437 160 1.5 20% Anywhere For the corner carry.
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 236B > 236236B/D, 623D 507/558 380 1.5 65% Corner Incredible damage and meter gain.
Starter > 236BD, run, 236A, cl.D (1) > 236D > 236236B/D, 623D 487/534 340/350 1.5 60% Corner Easier corner combo. Essentially the previous combo with a 236D instead of 236B and an omitted 236A.
CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D 480 320 1.5 45% Corner No spacing required.
236CD, 214AC, cl.D (1) > 623D 365 180 1.5 80% Anywhere Inconsistent on an anti air Shatter Strike.
236CD (AA), cl.D (1) > 623BD 301 40 1.5 55% Anywhere
236CD, 236A, cl.D > 214BD, 236A, 623D 428 260 1.5 90% Corner
623BD, 236236B/D 317 0 1.5 0% Near Corner/Corner You can get an OTG super if you land a 623BD near the corner.

2 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C 445/485 160/170 2 25% Anywhere Your best confirm midscreen and guarantees the corner.
Starter > BC, cl.D > 214AC, cl.D (1) > 236C > 2363214A/C 395/435 240/250 2 10% Anywhere 1000 and 1250 Max Guage combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
Starter > BC, cl.D > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C 427/477 240/250 2 10% Anywhere 1500 Max Guage combo.
Starter > 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D 554/610 340 2 60% Corner Optimal corner combo.
Starter > BC, cl.D > 214AC, 236B > 236236B/D, cl.D > 623D 463/510 380 2 40% Corner 1000 and 1250 Max Guage combo.
Starter > BC, cl.D > 236BD, 214AC, 236B > 236236B/D, cl.D > 623D 488/545 380/390 2 40% Corner 1500 Max Guage.
CD > 236A, 2363214AC 410 140 2 10% Non-Corner
CD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D 549 360 2 60% Corner Same as your standard corner confirm.
236CD, 214AC, cl.D (1) > 623BD 398 40 2 55% Anywhere
236CD (AA), cl.D (1) > 236C > 2363214A/C 361 80 2 60% Anywhere
236CD, cl.D (1) > 236D > 236236B/D, 623D 476 220 2 90% Corner
Starter > 214AC, cl.D (1) > 236C > 2363214AC 500/549 160/170 2.5 20% Anywhere
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D 587/644 340 2.5 60% Corner Similar to the 2 bar corner combo.
236CD, 214AC, cl.D (1) > 236C > 2363214A/C 456 80 2.5 70% Anywhere
236CD, cl.D > 214AC, 236D > 2363214A/C 450 80 2.5 70% Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D 567 220 2.5 90% Corner

3 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214A > 2363214A/C > 236236BD 556/605 140/150 3 20% Anywhere
Starter > BC, cl.D > 214AC, 236D > 2141236CD 532/587 200/220 3 10% Anywhere 1000 Max Guage combo.
Starter > BC, cl.D > 214A > 2363214A/C > 2141236CD 557/642 220 3 10% Anywhere 1250 and 1500 Max Guage combo.
Starter > BC, cl.D > 214A > 236236B/D > 2141236CD 583/644 220 3 10% Corner Using the K super in the corner will net you more damage. You must delay the Climax slightly.
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD 598 200 3 30% Corner Small gain over your 2.5 bar combo.
CD > 236A, 2363214A/C > 236236BD 538 140 3 15% Non-Corner
CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236A, 623BD 581 220 3 30% Corner
236CD, cl.D (1) > 236D > 2363214AC 496 80 3 65% Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623D 659 260 3 95% Corner Incredible damage. If it's possible to punish something in the corner with a raw Shatter Strike, do so.
Starter > 214AC, cl.D (1) > 236C > 2363214A/C > 236236BD 609/668 160/170 3.5 20% Anywhere
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C 625/673 200/210 3.5 30% Corner You have to delay the 236C slightly. You can use 236A instead for slightly less damage but easier timing.
CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236C > 2363214A/C 618 220 3.5 30% Corner
236CD, 214AC, cl.D (1) > 236C > 2363214AC 583 80 3.5 65% Anywhere
236CD (AA), cl.D (1) > 214AC, 236D > 2363214AC 577 80 3.5 65% Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD 680 120 3.5 75% Corner

4 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.D > 214A > 2363214AC > 2141236CD 654/747 220 4 10% Anywhere 1250 and 1500 Max Guage combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combs from lights, but it's recommended to just stick with this confirm to keep things simple.

5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C > 236236BD 753/811 200 5 25% Corner

External Links

Omega Rugal Combos by Kakuge

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters