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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214BD, cl.D > 646AC, 623C || 327/406 || 240/310 || 1 || 0.30/0.45 || Anywhere ||
| '''Starter''' > 214BD, cl.D > 646AC || 287/371 || 115/200 || 1 || 0.110/0.210 || Anywhere || Highly unoptimal midscreen combo, completely useless with the new EX Zanretsuken changes.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C || 403/469 || 440/470 || 1 || 0.70 || Corner ||
| '''Starter''' > 214D, 623A, cl.C > 646AC, 214BD, 623C || 400/484 || 425/510 || 1 || 0.695/0.795 || Corner || High damage corner combo for one bar of meter. Optimal from lights.
|-
|-
| '''Light Starter''' > 214BD, 623A, 2C > 646AC, 623C || 354 || 320 || 1 || 0.49 || Corner || Alternate corner combo.
| '''Starter''' > 214BD, 623A, 2C > 646AC, 623C || 354 || 320 || 1 || 0.49 || Corner || Standard 1 bar corner BnB for when you're less confident on 214D.
|-
|-
| '''Heavy Starter''' > 236A, 214BD, 623A, 2C > 646AC, 623C || 442 || 410 || 1 || 0.60 || Corner || Alternate corner heavy combo. You can use this combo after stray 236A hits as well.
| '''Heavy Starter''' > 236A, 214BD, 623A, 2C > 646AC, 623C || 480 || 470 || 1 || 0.680 || Corner || Alternate corner heavy combo. You can use this combo after stray 236A hits as well.
|-
|-
| CD > 3D, 2363214A/C || 241 || 100 || 1 || 0.10 || Anywhere || Consistent CD confirm.
| CD > 3D, 2363214A/C || 211 || 100 || 1 || 0.075 || Anywhere || Consistent CD confirm.
|-
|-
| CD > 3D, run, 214BD, cl.D > 646AC, 623C || 322 || 280 || 1 || 0.35 || Midscreen ||
| 236CD, 214D, 214B || 254 || 220 || 1 || 0.840 || Anywhere || Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
|-
|-
| 236CD, 214D, 214B || 258 || 180 || 1 || 0.80 || Anywhere || Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
| 236CD (AA), 623C || 180 || 110 || 1 || 0.715 || Anywhere || More consistent anti air SS combo. You may need to run before the 623C.
|-
|-
| 236CD (AA), 623C || 200 || 110 || 1 || 0.70 || Anywhere || More consistent anti air SS combo. You may need to run before the 623C.
| 236CD, 214D, 623A, 623C || 330 || 310 || 1 || 1.085 || Corner || Corner Shatter Strike combo. This will always match your corner 214D combo.
|}
 
===1.5 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 236CD, 214D, 623A, 2C || 327 || 270 || 1 || 0.90 || Corner || Corner Shatter Strike combo. This will always match your corner 214D combo.
| '''Starter''' > 214BD, 646A > 2363214A/C || 401/485 || 45/130 || 1.5 || 0.223/0.323 || Anywhere || Standard midscreen BnB into super, does more damage than 623A > 623C when the super is added.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214BD, 646A > 2363214P || 351/430 || 60/130 || 1.5 || 0.25/0.35 || Anywhere || Only a slight gain over your 1 bar confirm.
| '''Starter''' > 214D, 623A, cl.C > 646AC, 623C > 2363214A/C || 465/531 || 395/440 || 1.5 || 0.660/0.760 || Corner || Optimal 1.5 bar combo in the corner. Use the 214BD confirm if you're not confident 214D will connect.
|-
|-
| '''Light Starter'''/('''Heavy Starter''' > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214A/C || 465/531 || 410/440 || 1.5 || 0.65/0.70 || Corner || If 214D won't connect, you can use the midscreen confirm.
| CD > 3D, run, 214BD, 623A, 623C > 2363214A/C || 337 || 260 || 1.5 || 0.460 || Midscreen || Main BnB confirm from CD. 623A > 623C does better damage than 646A when done from CD.
|-
|-
| CD > 3D, run, cl.C > 646AC, 623C > 2363214A/C || 364 || 250 || 1 || 0.35 || Midscreen ||
| 236CD, 214BD, 646A || 284 || 0 || 1.5 || 0.218 || Midscreen || Midscreen SS combo for a hard knockdown. You can also do 623A > 623C instead, but this sacrifices your knockdown for only 20 damage.
|-
|-
| 236CD, cl.C > 646AC, 623C || 346 || 180 || 1.5 || 0.77 || Anywhere || If you're point blank when the SS hits, you can use cl.D instead for slightly more damage. These conversions essentially match your midscreen CD conversion.
| 236CD, cl.C > 646AC, 623A, 623C || 300 || 260 || 1.5 || 0.885 || Corner || If you're point blank when the SS hits, you can use cl.D instead for slightly more damage.
|-
|-
| '''j.X''' cl.D > 646C, 214BD, 623A, 623C > 2363214A/C || 558/583 || 260/300 || 1 || 0.3 || Anywhere || Possibly the most damaging 1-bar combo in the game. Although it technically costs 1.5 bars, the meter gained from the combo overall generates around 0.5 meter that will be used to perform the super. In the end, Ryo gains around 0.3 meter from the entire combo.
| '''Heavy Starter''' > 646C, 214BD, 623A, 623C > 2363214A/C || 538 || 230 || 1 || 0.668 || Corner || Extremely high damage punish for 1.5 bars. Ryo also builds back a lot of the meter he uses in the combo.
|}
|}



Revision as of 13:06, 17 December 2024

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 other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2A 38 Standard low light confirm. Can add an extra 2A but the pushback will prevent meterless followups.

Heavy Starters

Combo Damage Notes
2C > 6A 122 Standard heavy starter. 2C is fast, has good range, and forces stand. Works after a jump-in.
cl.D > 6A 132 Most damaging starter, but a bit slower than cl.C/2C. Works after a jump-in. Also a low, making it useful to catch throw tech attempts in pressure and reducing the need to force stand.
cl.C > 6A 122 Standard heavy starter - same speed and damage as 2C, but doesn't force stand.
f.C 70 Cancelable far normal.
cl.A/cl.B/2A, 2C > 6A 140/145 Light link into 2C/cl.C. Note that cancels into 646C/AC will not combo. Can work after a jump-in but is finicky without a crossup.

Other Starters

Combo Damage Notes
CD 75
646AC 158 Corner, 0.5 bar

Combos

General Notes:

  • For corner combos involving 646AC or any of its varieties, holding 6 during the move that you are going to cancel from makes the execution far easier. For example:

2B > 2A > 214BD, 623A, cl.C (5C) > 646AC, 623C
2B > 2A > 214BD, 623A, cl.C (6C) > 46AC, 623C

  • While Ryo's starters are listed above, his combos involving 646A/C all tend to be spacing-dependent and only work on standing opponents. 2C forces stand which can help alleviate this issue, but the input is harder.
  • All of Ryo's starters can be comfortably comboed into 214BD (Ex Hien Shippuu Kyaku) and it is generally recommended to get comfortable with extensions from 214BD first.


Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move.
cl.A > A > A > C 236 1 Rush combo ending in a super.
cl.A > A > A > D 341 2 Rush combo ending in a Max super.
cl.A > A > A > A 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Cost Meter Gain Location notes
Light Starter > 214B 116 145 0 0.18 Anywhere Most consistent light confirm. You can typically chain 3 light normals when using this ender.
Starter > 646A 182/266 45/130 0 0.258/0.358 Anywhere Requires stand and proper spacing, but grants a hard knockdown.
Starter > 214D, 214B 201/285 225/310 0 0.34/0.37 Anywhere Strongest meterless midscreen confirm. Requires point-blank range from lights.
Starter > 214D, 623C 257/341 275/360 0 0.335/0.435 Corner Heavy corner combo.
Heavy Starter > 646C, 623A, 623C 276 180 0 0.483 Anywhere High damage combo from a point-blank heavy starter. Requires stand. Note that 646C combos typically don't work after a jump in.
CD > 3D, run, 2D 131 170 0 0.155 Anywhere CD confirm.
CD > 3D, 214D, 623C 239 330 0 0.49 Corner Corner CD confirm.

.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, 646A 265/349 45/130 0.5 0.258/0.358 Anywhere Standard half bar combo. Grants an autotimed safejump.
Starter > 214BD, 623A, 623C 286/370 235/320 0.5 0.425/0.525 Anywhere Higher damage ender that nearly refunds itself but has no oki outside of the corner (where better combos are possible).
Heavy Starter > 646C, 214BD, 623A, 623C 436 260 0.5 0.633 Anywhere Optimal punish combo for 0.5 bar - gains that meter back. Using 6A will make the combo drop.
Starter > 214D, 623A, cl.C > 646AC, 623C 376/460 425/510 0.5 0.695/0.795 Corner Powerful corner combo that builds incredible meter and stun for the cost. If you are further out or you used 3 light normals, use the midscreen confirm instead.
CD > 3D, run, 214BD, 646A 239 100 0.5 0.293 Midscreen If Ryo's back is too close to the corner, it is impossible to link cl.C after a spaced CD. However, a point blank CD can always link into cl.C.
CD > 3D, 214D, 623A, cl.C > 646AC, 623C 329 480 0.5 0.730 Corner Going forward, corner CD combos will not be listed as they are the same as your corner 214D combo.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, cl.D > 646AC 287/371 115/200 1 0.110/0.210 Anywhere Highly unoptimal midscreen combo, completely useless with the new EX Zanretsuken changes.
Starter > 214D, 623A, cl.C > 646AC, 214BD, 623C 400/484 425/510 1 0.695/0.795 Corner High damage corner combo for one bar of meter. Optimal from lights.
Starter > 214BD, 623A, 2C > 646AC, 623C 354 320 1 0.49 Corner Standard 1 bar corner BnB for when you're less confident on 214D.
Heavy Starter > 236A, 214BD, 623A, 2C > 646AC, 623C 480 470 1 0.680 Corner Alternate corner heavy combo. You can use this combo after stray 236A hits as well.
CD > 3D, 2363214A/C 211 100 1 0.075 Anywhere Consistent CD confirm.
236CD, 214D, 214B 254 220 1 0.840 Anywhere Shatter Strike combo. Works at even max range. Somewhat consistent when the SS hits airborne, but you won't always get the 214B ender.
236CD (AA), 623C 180 110 1 0.715 Anywhere More consistent anti air SS combo. You may need to run before the 623C.
236CD, 214D, 623A, 623C 330 310 1 1.085 Corner Corner Shatter Strike combo. This will always match your corner 214D combo.

1.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, 646A > 2363214A/C 401/485 45/130 1.5 0.223/0.323 Anywhere Standard midscreen BnB into super, does more damage than 623A > 623C when the super is added.
Starter > 214D, 623A, cl.C > 646AC, 623C > 2363214A/C 465/531 395/440 1.5 0.660/0.760 Corner Optimal 1.5 bar combo in the corner. Use the 214BD confirm if you're not confident 214D will connect.
CD > 3D, run, 214BD, 623A, 623C > 2363214A/C 337 260 1.5 0.460 Midscreen Main BnB confirm from CD. 623A > 623C does better damage than 646A when done from CD.
236CD, 214BD, 646A 284 0 1.5 0.218 Midscreen Midscreen SS combo for a hard knockdown. You can also do 623A > 623C instead, but this sacrifices your knockdown for only 20 damage.
236CD, cl.C > 646AC, 623A, 623C 300 260 1.5 0.885 Corner If you're point blank when the SS hits, you can use cl.D instead for slightly more damage.
Heavy Starter > 646C, 214BD, 623A, 623C > 2363214A/C 538 230 1 0.668 Corner Extremely high damage punish for 1.5 bars. Ryo also builds back a lot of the meter he uses in the combo.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/(Heavy Starter > 6A) > 214BD, cl.D > 646AC, 623C > 2363214A/C 413/492 210 2 0.30 Anywhere
Light Starter/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C 489/555 410/440 2 0.65 Corner
Light Starter > 214BD, 623A, 2C > 646AC, 623C > 2363214A/C 440 390 2 0.45 Corner Alternate corner combo.
(QM) Light Starter > BC, cl.D > 6A > 214BD, 623C > 2363214A/C 372 270 2 0.10 Anywhere 1000 Max Guage combo. At 2 bars Ryo's Max combos are weaker than his regular combos. However, remember you can get these combos after normally uncancellable moves, such as far B or raw 6A.
(QM) Light Starter > BC, cl.D > 6A > 214BD, 646A > 2363214A/C 398 190 2 0.10 Anywhere 1250 and 1500 Max Guage combo.
(QM) Light Starter > BC, cl.D > 6A > 214D, 623A, 2C > 646AC, 623C 392 530 2 0.25 Corner 1000 Max Guage combo.
(QM) Light Starter > BC, cl.D > 236A, 214BD, 646A > 2363214A/C 405 210 2 0.10 Corner 1250 Max Guage combo.
(QM) Light Starter > BC, cl.D > 214D, 623A, 2C > 646AC, 623C > 2363214A/C 467 480 2 0.10 Corner 1500 Max Guage combo. Leaving out a 6A after the cl.D gives just enough time to fit all of this within the Max timer.
CD > 3D, 643216AC 347 100 2 0.10 Anywhere
CD > 3D, run, 214BD, cl.D > 646AC, 623C > 2363214A/C 408 250 2 0.30 Midscreen
(Light Starter)/(Heavy Starter > 6A) > 214BD, 646A > 2363214AC 437/516 60/130 2.5 0.25/0.35 Anywhere Small gain over 2 bar combo.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214AC 551/617 410/440 2.5 0.65 Corner Use the midscreen combo if 214D won't connect.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A > 641236AC, 2C > 646AC, 623C 591/673 440/470 2.5 0.75 Corner This combo does not work on smaller characters such as Yuri or Meitenkun.
CD > 3D, run, cl.C > 646AC, 623C > 2363214AC 450 250 2.5 0.30 Midscreen

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 2363214A/C > 641236AC 542 140 3 0.20 Anywhere Optimal light confirm.
Light Starter > 214BD, cl.D > 646AC, 623C > 2363214AC 499 210 3 0.30 Anywhere Easier light confirm.
Heavy Starter > 6A > 236C > 2363214A/C > 641236AC 621 210 3 0.20 Anywhere
Light Starter/(Heavy Starter > 6A) > 214D > 623C > 2363214A/C > 641236AC, 623A, 2C 656 410 3 0.65 Corner You get an extra juggle after an Advanced Cancel in the corner, leading to massive damage.
Heavy Starter > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C 752 440 3 0.65 Corner Optimized version of the previous combo for heavy confirms.
(QM) Light Starter > BC, cl.D > 214BD, 646A > 2141236CD 526 130 3 0.10 Anywhere 1000 Max confirm. The damage only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 2141236CD 594 270 3 0.10 Anywhere 1250 and 1500 Max confirm. Significantly stronger than a regular confirm.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C 598 420 3 0.30 Corner 1250 Max confirm. Not as strong as a regular combo.
(QM) Light Starter > BC, cl.D > 6A > 214D, 623C > 2363214A/C > 2141236CD 629 350 3 0.10 Corner 1500 Max confirm.
Light Starter > 214BD, 623C > 2363214A/C > 641236AC 554 140 3.5 0.20 Anywhere Ryo's midscreen 3.5 meter combos are not very good.
(Light Starter> 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C 739/847 520 3.5 0.80 Corner Very strong combo.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C 677 530 3.5 0.49 Corner 1250 and 1500 Max combo. Most characters don't have a 3.5 bar Max confirm, and although this combo is weaker than your standard 3.5 combo, it makes 6A or far B much more threatening.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Light Starter/(Heavy Starter > 6A) > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD 678/757 270 4 0.10 Anywhere 1250 and 1500 Max combo. Optimal damage midscreen. The Climax cancel from 2363214AC can whiff at some screen positions, particularly a little forward from round start position. You can use 641236AC instead for consistency.
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C 763/871 520/550 4 0.80 Corner
Light Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C 714 400 4 0.65 Corner Alternate corner combo.
(QM) Light Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C 701 530 4 0.49 Corner 1250 Max combo.
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C 716 610 4 0.49 Corner 1500 Max combo.
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C 825/933 490/520 4.5 0.80 Corner
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C 778 580 4.5 0.45 Corner 1500 Max combo.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(Light Starter > 214D)/(Heavy Starter > 6A > 236C), 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C 849/957 490/520 5 0.40 Corner Only a slight gain over your 4.5 bar combo, but regardless is Ryo's optimal damage.
Light Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 623C > 2363214A/C 800 370 5 0.60 Corner Alternate corner combo.
(QM) Light Starter > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C 802 580 5 0.35 Corner 1500 Max combo.

External Links

Ryo Combos by Meno
Ryo Combos by Kakuge / Fighting Games

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