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The King of Fighters XV/Ryuji Yamazaki/Combos: Difference between revisions
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| '''Starter''' > 236AC, 6B > BC, 623D ~ 214A, (delay) 214C > 2141236P > 2141236CD || 614+100/684+100 || 285/340 || 3.5 || 11%/18 || Anywhere || 1500 corner-only expansion of the above combo. | | '''Starter''' > 236AC, 6B > BC, 623D ~ 214A, (delay) 214C > 2141236P > 2141236CD || 614+100/684+100 || 285/340 || 3.5 || 11%/18 || Anywhere || 1500 corner-only expansion of the above combo. | ||
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===4 Bars=== | ===4 Bars=== |
Revision as of 21:33, 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 Midscreen 41236B/D, midscreen 2141236A/C, corner 2141236AC, and corner 632146P(any version) can be followed up with 632146K(any version) for extra damage. B/D sideswap, but give an autotimed safejump if sideswapping into the corner. Some routes that end in 214C will get more damage in the corner, as the first hit of 214C can whiff at range midscreen. 2141236P > 632146B/D will do 50 of the 100 bleed damage before the last stomp, effectively adding 50 damage to whatever is displayed in training mode. The last 50 damage will still be taken as bleed, but will not be lethal.
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 | 221 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 356 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 421/436/446/455 | 3 | Rush combo ending in a Climax super. Damage increased by mashing during the screen freeze. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 623D ~ 214C | 165/235 | 165/220 | 0 | 29%/36% | Anywhere | Go-to meterless from lights. 623D can be omitted for easier execution but less damage. |
Starter > 632146P | 146/216 | 45/100 | 0 | 21%/28% | Anywhere | Command grab ender, gives hard knockdown. Whiffs at longer ranges, but if you can land cl.A you can just do autocombo to get it. |
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 214C | 238 | 300 | 0 | 48.5% | Anywhere | CD conversion, possible anywhere thanks to stancel. Damage will fluctuate slightly based on screen position(does more in the corner) and player precision(you may accidentally get the OTG 214C hit instead, which will do less damage but give a hard knockdown). Requires a slight delay on 214C in the corner for full damage. |
CD > 214A/B/C~D, run > 632146K | 123 | 100 | 0 | 14.5% | Anywhere | Easier and switches sides, but much less reward. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 236AC, 6B > 623D ~ 214A, 214C | 293/363 | 245/300 | 0.5 | 45%/52% | Anywhere | Your best half bar midscreen option, but range specific and prone to whiffing, especially from lights. Be mindful of your range. |
Heavy Starter > 214AC, 2A > 5B > 623D ~ 214C | 334 | 280 | 0.5 | 41.5% | Anywhere | Much less range-dependent, but less damage and more executionally demanding. You follow up 236AC with 632146P instead of the light chain but this will reduce the damage even further. |
CD > 214A/B/C~D, run > 6B > 236AC, 623D ~ 214A, 214C | 267 | 300 | 0.5 | 48.5% | Anywhere | 0.5 bar extension of the existing meterless combo. Generally not recommended, but if the extra 30 damage is needed to secure a kill, then it can be used. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 623D ~ 214C > 2141236P (> 632146K) | 255(303)+100/325(373)+100 | 165/220 | 1 | 29%(36%)/36%(43%) | Anywhere | The combo. The 10*10 poison/bleed damage from 2141236P can be interrupted by the opponent hitting you, so following up with 632146K is almost always recommended(damage values with it are in parentheses). If the opponent is cornered, you can either spend an extra half bar to OTG without sideswitch, OR you can stancel > shorthop for an autotimed safejump. |
Heavy Starter > 214AC, 2A > 236AC, 6B > 623D ~ 214A, 214C | 423 | 330 | 1 | 54.5% | Anywhere | Less damage(including bleed), but more metergain and no sideswitch. Worth considering at times. Also, the 2A before 236AC can be omitted for less damage. |
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 2141236P (> 632146K) | 271(305)+100 | 260 | 1 | 37.5%(44.5%) | Anywhere | The combo, CD conversion edition. Beware of drops if you do not run up close enough. |
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, (delay) 214C > 2141236P (> 632146K) | 271(305)+100 | 311(339) | 1 | 51.5%(58.5%) | Corner | Corner extension. |
Starter > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) | 335(379)+100/405(449)+100 | 205/260 | 1.5 | 34%(41%)/41%(48%) | Anywhere | |
Heavy Starter > 214AC, 2A > 5B > 623D ~ 214C > 2141236P (> 632146K) | 400(434)+100 | 280 | 1.5 | 41.5%(48.5%) | Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 214AC, 2A > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) | 456(490)+100 | 290 | 2 | 43.5%(50.5%) | Anywhere | |
Starter > BC, cl.D > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) | 343(377)+100/413(447)+100 | 275/330 | 2 | 4%(11%)/11%(18%) | Anywhere | Easy and basic Quick Max, but not optimal. |
Starter > BC, cl.D > 6B > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) | 353(383)+100/423(453)+100 | 305/360 | 2 | 4%(11%)/11%(18%) | Anywhere | 1000 Quick Max optimal, can be difficult to get to 2141236P without running out of time. Previous combo omits first 6B for ease of execution. |
Starter > BC, cl.D > 6A > 214AC, 2A > 5B > 623D ~ 214C > 2141236P (> 632146K) | 379(399)+100/449(469)+100 | 335/390 | 2 | 4%(11%)/11%(18%) | Anywhere | 1250 and 1500 Quick Max. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 623D ~ 214C > 2141236P > 236236AC (> 632146K) | 456(500)+100/526(570)+100 | 165/220 | 3 | 29%(36%)/36%(43%) | Anywhere(Corner) | Generally, the 236236AC extension is used for either corner carry or to finish an opponent who will not be killed by OTG stomp. |
Starter > BC, cl.D > 6B > 623D ~ 214C(1) > 2141236CD | 505/575 | 225/280 | 3 | 4%/11% | Anywhere | 1000 Quick Max. |
Starter > BC, cl.D > 623D ~ 214C > 2141236P > 2141236CD | 546+100/616+100 | 235/290 | 3 | 4%/11% | Anywhere | 1250 Quick Max. The bleed damage ends before the last hit of the Climax, guaranteeing full damage. |
Starter > BC, cl.D > 6B > 623D ~ 214C > 2141236P > 2141236CD | 560+100/630+100 | 265/320 | 3 | 4%/11% | Anywhere | 1500 Quick Max. |
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 2141236P > 236236AC | 414+100 | 260 | 3 | 37.5% | Anywhere | |
CD > 214A/B/C~D, run > 6B > BC, 623D ~ 214A, 2141236P > 2141236CD | 517+100 | 260 | 3 | 14.5% | Anywhere | 1250 and 1500 mid-combo Quick Max. |
Starter > 236AC, 6B > BC, 623D ~ 214A, 2141236P > 2141236CD | 577+100/647+100 | 205/260 | 3.5 | 11%/18 | Anywhere | 1250 and 1500 mid-combo Quick Max. |
Starter > 236AC, 6B > BC, 623D ~ 214A, (delay) 214C > 2141236P > 2141236CD | 614+100/684+100 | 285/340 | 3.5 | 11%/18 | Anywhere | 1500 corner-only expansion of the above combo. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > BC, cl.D > 623D ~ 214C > 2141236AC > 2141236CD | 624+120/694+120 | 235/290 | 4 | 4%/11% | Anywhere | 1250 Quick Max. |
Starter > BC, cl.D > 6B > 623D ~ 214C > 2141236AC > 2141236CD | 623+120/701+120 | 265/320 | 4 | 4%/11% | Anywhere | 1500 Quick Max. |
BC, cl.D > 6B > 623D ~ 214C > 2141236P > 236236AC(early cancel) > 2141236CD | 840+100 | 220 | 4 | 37% | Anywhere | Raw Max punish combo. Note: you need to cancel 236236AC early to combo into Climax midscreen. While this does result in losing some damage, the Climax will not combo otherwise. You can cancel 236236AC later in the corner for more damage. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 214AC, 2A > 236AC > 6B > BC > 623D ~ 214A, 2141236AC > 2141236CD | 767+120 | 290 | 5 | 9.5% | Anywhere |
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