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The King of Fighters XV/Ryo Sakazaki/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

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Combos

General Notes

For 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 > 5D > 646AC > 623C
2B > 2A > 214BD > 6D > 46AC > 623C

While Ryo's starters are listed below, 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.

Light Starters

  • 2B > 2A | The essential low starter. Can do 2B > 2A > 2A if you are point blank. Light Starter will assume this starter when calculating damage.
  • cl.A/cl.B/2A > (link) 2C | Only works point blank.

Heavy Starters

  • f.C, cl.C, 2C, cl.D | Close heavies and far C are all special cancelable. 2C forces stand. Heavy Starter will assume cl.D when calculating damage.
  • cl.C/cl.D > 6A | Can whiff if you're at tip range of your close heavies.

646A/C Notes

  • Will not connect after ... > 6A
  • Is spacing dependent and needs a standing opponent.
  • Generally requires inputting and holding 6 early.

Rush Auto Combo

Meterless: An elbow jab, a knee, uppercut, and then ends with a fireball. (125 DMG)
1 Bar: Ends with 2363214P. (236 DMG)
2 Bars: Ends with 2363214AC. (341 DMG)
3 Bars: Ends with 2141236CD. (435 DMG)

Meterless

Combo Damage Stun Meter Cost Meter Gain Location notes
Light Starter > 646A 179 60 0 0.25 Anywhere Requires stand and proper spacing, but grants a hard knockdown.
Light Starter > 214D, 214B 216 240 0 0.35 Anywhere Strongest light confirm. Must be point blank.
Light Starter > 214B 131 160 0 0.15 Anywhere Most consistent light confirm. You can typically chain 3 light normals when using this ender.
Heavy Starter > 646C, 623C 286 180 0 0.48 Anywhere High damage combo from a point-blank heavy starter. 646C combos typically don't work after a jump in.
Heavy Starter > 214D, 214B 254 250 0 0.35 Anywhere Same as your strongest light confirm. Works at more spacings.
Heavy Starter > 6A > 214D 228 210 0 0.25 Anywhere Hit confirmable heavy combo. Doesn't work on crouchers.
Light Starter > 214D, 623C 272 290 0 0.45 Corner Corner combo. Replace 623C with 623A > 2C for a corner reset.
Heavy Starter > 6A > 214D, 623C 328 320 0 0.53 Corner Heavy corner combo. Doesn't work on crouchers. Omit the 6A for crouching opponents.
Heavy Starter > 6A > 236C, 623C 304 320 0 0.45 Corner Alternate corner combo.
CD > 3D, run, 2D 143 170 0 0.15 Anywhere CD confirm.
CD > 3D, 214D, 623C 281 330 0 0.47 Corner Corner CD confirm.
236A, 214B 112 140 0 0.15 Anywhere Although it depends on spacing, you can usually tag a 214B after a 236A hits, especially if the 236A hits airborne.
236A, 646A 199 80 0 0.27 Corner Extra damage from a 236A.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 646A 255 60/70 0.5 0.25 Anywhere Standard half bar combo.
Heavy Starter > 6A > 214BD, 646A 334 130 0.5 0.35 Anywhere Same combo works off a Heavy > 6A confirm. These combos will be grouped together from now on.
Heavy Starter > 646C, 214BD, 623C 344 180 0.5 0.49 Anywhere Optimal punish combo that nearly refunds itself. If you have enough time to land a jump-in for your punish, such as after a very long recovering uppercut, the above combo after a jump in is stronger.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C 379/445 440/470 0.5 0.70 Corner Powerful corner combo that builds incredible meter and stun for the cost. If the 2C > 646AC cancel is giving you trouble, omit the 623A and use cl.D instead of 2C. If you are further out or you used 3 light normals, use the midscreen confirm instead.
CD > 3D, run, cl.C > 646AC, 623C 283 280 0.5 0.40 Almost Anywhere Ryo sometimes doesn't have enough time to run if his back is too close to the corner.
CD > 3D, 214D, 623A, 2C > 646AC, 623C 379 480 0.5 0.70 Corner Same as your corner confirm.
236A, 5C > 646AC, 623C 315 260 0.5 0.35 Corner

1 Bar

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
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 214BD, 623C 403/469 440/470 1 0.70 Corner
Light Starter > 214BD, 623A, 2C > 646AC, 623C 354 320 1 0.49 Corner Alternate corner combo.
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.
CD > 3D, 2363214A/C 241 100 1 0.10 Anywhere Consistent CD confirm.
CD > 3D, run, cl.C > 646AC, 214BD, 623C 300 280 1 0.35 Almost Anywhere
CD > 3D, 214D, 623A, 2C > 646AC, 214BD, 623C 403 480 1 0.70 Corner
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 200 110 1 0.70 Anywhere More consistent anti air SS combo. You may need to run before the 623C.
236CD, 214D, 623A, 2C 327 270 1 0.90 Corner Corner Shatter Strike combo. This will match your corner CD combo always.
(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.
(Light Starter)/(Heavy Starter > 6A) > 214D, 623A, 2C > 646AC, 623C > 2363214A/C 465/531 410/440 1.5 0.65/0.70 Corner
CD > 3D, run, cl.C > 646AC, 623C > 2363214A/C 364 250 1 0.35 Almost Anywhere
CD > 3D, 214D, 623A, 2C > 646AC, 623C > 2363214A/C 465 450 1.5 0.65 Corner
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, 214D, 623A, 2C > 646AC, 623C 457 380 1.5 1.15 Corner
236A, 5C > 646AC, 623C > 2363214A/C 391 230 1.5 0.25 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 646A > 2363214AC 389 60 2 0.27 Anywhere Simple low starter level 2 Ranbu combo.
2C > 646C > 623C(1) > 2363214AC 451 150 2 0.43 Anywhere Heavy starter level 2 Ranbu combo.
6A > BC > cl.D > 6A > 214BD > 623C(1) > 2363214P 329 210 2 0.07 Anywhere Point overhead Max confirm.
5C > BC > cl.D > 6A >214BD > 623C(1) > 2363214P 415 280 2 0.07 Anywhere Point far heavy poke Max confirm.
2B > 2A > 214D > 623C(1) > 2363214AC 463 260 2 0.42 Corner Low starter corner level 2 Ranbu combo.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214BD > 5D > 646AC > 623C(1) > 2363214AC 499 3 .25 Low starter 3 bar combo
5C > 214D > 623C(1) > 2363214P > 641236AC > 623C 710 3 .25 Corner 3 Bar corner combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214BD > 5D > 646AC > 623C(1) > 2363214P > 641236AC 573 4 .3 Low starter
5C > 214D > 623C(1) > 2363214P > 641236AC > 623C(1) > 2363214P 798 4 .2 Corner Can be started off heavy starters or Max Mode. Requires 4 bars either way.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Ryo Combos by Meno
Ryo Combos by Kakuge / Fighting Games

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