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The King of Fighters XV/Ryo Sakazaki/Combos: Difference between revisions

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| ''(QM)'' '''Light Starter''' > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C || 802 || 580 || 5 || 0.040/0.140 || Corner || 1250/1500 MAX corner confirm.
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6A > 236C, 623C > 2363214A/C > 641236AC, 623A, 2C > 646AC, 214BD, 623C > 2363214A/C || 802 || 580 || 5 || 0.040/0.140 || Corner || 1250/1500 MAX corner confirm.
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| CH j.CD, 236C, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 214BD, 623C > 2363214A/C || 1008/1020 || 470 || 5 ||  || Corner || Don't backdash.
|}
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Revision as of 18:16, 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 236A.
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 0.180 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 0.340/0.440 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. Don't use 6A, or the combo will drop.
CD > 3D, run, 2D 131 170 0 0.155 Anywhere CD confirm.
CD > 3D, 214D, 623C 239 330 0 0.490 Corner Corner CD confirm.
CH j.CD, 214D, 214B 303 300 0 0.300 Anywhere Standard CH j.CD confirm. For future reference, all midscreen j.CD confirms are identical to standard confirms, and thus won't be listed.
CH j.CD, 236C, 623C 292 270 0 0.390 Corner Corner CH j.CD confirm which can be turned into ludicrous damage with meter. 1-3 bar combos from this starter are easy to understand, and thus won't be listed.

.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. Standard rule regarding 646C and 6A applies.
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 Anywhere Standard half-bar CD combo for a hard knockdown. Going forward, CD combos will not be listed as they will be identical to standard confirms.
CD > 3D, 214D, 623A, cl.C > 646AC, 623C 329 480 0.5 0.730 Corner CD combos are identical to standard confirms, even in the corner.

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 super 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. Again, like all 646C combos, don't use 6A.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, 623A, cl.C > 646AC, 623C > 2363214A/C 440/524 275/360 2 0.495/0.595 Corner Ryo's main 2 bar BnB, now corner only in 2.41.
Starter > 214D, 623A, cl.C > 646AC, 214BD, 623C > 2363214A/C 489/549 395/480 2 0.590/0.690 Corner Ryo's optimal 2 bar corner combo, if you're confident about 214D.
Starter > BC, cl.D > 6A > 214BD, 623A, 623C > 2363214A/C 405/489 335/420 2 0.040/0.140 Anywhere Universal Quick MAX midscreen combo. With 2 bars, Ryo's MAX combos are weaker than his regular combos, however, you can get these combos after normally uncancellable moves, such as f.B or 6A.
Starter > BC, cl.D > 6A > 236A, 214BD, 623A, 623C > 2363214A/C 442/526 415/500 2 0.040/0.140 Corner 1250 Quick MAX corner combo.
Starter > BC, cl.D > 214D, 623A, cl.C > 646AC, 623C > 2363214A/C 464 465/480 2 0.040/0.140 Corner 1500 Quick MAX corner combo. Make sure to omit 6A so you have enough time to super.
CD > 3D, 2363214AC 303 100 2 0.075 Anywhere Simple, easy 2 bar CD super confirm.

2.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, 646A > 2363214AC 493/577 45/130 2.5 0.259/0.359 Anywhere Small gain over 2 bar combo. Use in corner if not confident about 214D.
Starter > 214D, 623A, cl.C > 646AC, 623C > 2363214AC 551/635 395/480 2.5 0.510/0.610 Corner Optimal 2.5 bar corner combo.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 2363214A/C > 641236AC 541 125 3 0.040 Anywhere Optimal light confirm. In the corner, you can extend with 623C to increase the damage/stun.
Starter > 214D, 623A, cl.C > 646AC, 214BD, 623C > 2363214AC 575/659 395/480 3 0.670/0.770 Corner 3 bar corner confirm.
Starter > 214BD, 623A, cl.C > 646AC, 623C > 2363214AC 526/610 275/360 3 0.460/0.560 Anywhere Easier corner confirm for less damage.
Starter > 214D > 623C > 2363214A/C > 641236AC, 623A, cl.C 661/745 395/480 3 0.670/0.770 Corner You get an extra juggle after an Advanced Cancel in the corner, leading to even stronger damage.
Starter > BC, cl.D > 214BD, 646A > 2141236CD 554/638 115/200 3 0.040/0.140 Anywhere 1000 Max confirm. The damage is only slightly worse than your regular midscreen confirm, but easier to do typically. In the corner, this is far worse however.
Starter > BC, cl.D > 6A > 236C > 2363214A/C > 2141236CD 598/682 255/340 3 0.040/0.140 Anywhere 1250 and 1500 MAX midscreen confirm. Significantly stronger than a regular combo.
Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, 2C 599/683 405/490 3 0.040/0.140 Corner 1250 MAX corner confirm.
Starter > BC, cl.D > 6A > 214D, 623C > 2363214A/C > 2141236CD 654/738 375/460 3 0.040/0.140 Corner 1500 MAX corner confirm.

3.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, 646A > 2363214A/C > 641236AC 609/693 45/130 3.5 0.258/0.358 Anywhere Ryo's midscreen 3.5 meter combos are not very good.
Starter > 214BD, 646A > 2363214A/C > 641236AC, 623A, cl.C 695/779 195/280 3.5 0.498/0.598 Corner The corner is your friend.
Starter > 214D, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C 744/828 505/590 3.5 0.875/0.975 Corner Incredible combo for 3.5 bars.
CH j.CD, 236C, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C 895 500 3.5 Corner Your CH j.CD corner confirm - completely terrifying damage.
Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C 678/762 515/600 3.5 0.040/0.140 Corner 1250 and 1500 MAX corner 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
Starter > BC, cl.D > 6A > 236C > 2363214AC > 2141236CD 682/766 255/340 4 0.040/0.140 Anywhere 1250 and 1500 MAX confirm. 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.
Starter > 214D, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 214BD, 623C 744/828 505/590 4 0.875/0.975 Corner Highly damaging corner confirm - makes confirming 214D worth it.
Starter > 214BD, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C 719/803 385/470 4 0.675/0.775 Corner Alternate corner combo.
Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 214BD, 623C 702/786 515/600 4 0.040/0.140 Corner 1250/1500 MAX corner confirm.

4.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214D, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C > 2363214A/C 833/917 475/560 4.5 0.640/0.740 Corner Best damage for 4.5 bars.
Starter > BC, cl.D > 6A > 236C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C > 2363214A/C 767/851 485/570 4.5 0.040/0.140 Corner 1250/1500 MAX corner confirm.
CH j.CD, 236C, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 623C > 2363214A/C 984/996 470 4.5 0.775 Corner A confirm to leave your opponent speechless.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214D, 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 0.040/0.140 Corner 1250/1500 MAX corner confirm.
CH j.CD, 236C, 623C > 2363214A/C > 641236AC, 623A, cl.C > 646AC, 214BD, 623C > 2363214A/C 1008/1020 470 5 Corner Don't backdash.

External Links

Ryo Combos by Meno
Ryo Combos by Kakuge / Fighting Games

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