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The King of Fighters XV/Ramón/Combos

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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).

Light Starters

Combo Damage Notes
2A > 2B 39 His only decent light starter.
2A > 5A 48 His lights suck as starters.
5B > 5A 53 No like, they really suck.

Heavy Starters

Combo Damage Notes
cl.5D > 3D 127 His most damaging grounded starter.
cl.5C > 3D 117 His most REALIABLE grounded starter.
j.C > cl.5C > 3D 181 Most reliable jump in, crosses up too.
j.C > cl.5D > 3D 191 More damage but doesn't cross up.
2C > 3D 117 Poke confirm.
f.5C 70 Faster poke that only links into specials, great as an option select on jump ins if they roll away.
2D(X) > 3D 50 Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable.

Other Starters

Combo Damage Notes
CD 75 Slow but cancelable.
236CD 75 Raw Shatter does not combo into 3D.
214A (counter) 125 Combos into 623B/BD in the corner, it's as risky as it gets.
214AC (counter) 162 Combos into 623D anywhere, just as risky as 214A.

Combos

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 223 1 Rush combo ending in a super.
cl.A > A > A > D 347 2 Rush combo ending in a Max super.
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
cl.5B > cl.5A > 41236A 161 60 0 .2 Anywhere The only true light confirm without any meter, you have to be pretty close still.
2B > Rush Combo > 41236A 177 45 0 .25 Anywhere I think this shows how bad the light confirms are, this is all you'll get from 2B meterless.
Heavy Starter > 623B > 623K > 22C 267 170 0 .3 Anywhere His BNB with the more damaging ender.
Heavy Starter > 623B > 623K > 22A 239 170 0 .27 Anywhere His BNB with a reset ender, be careful what you do with this.
Heavy Starter > 623B > 623K > 22C > cl.5C > 214C 316 240 0 .4 Corner His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block.
Heavy Starter > 214A 217 170 0 .25 Anywhere For when you're too far away to do 623B, HKD.
Heavy Starter > 214A > 22AC 251 170 0 .35 Near Corner 214A leads into OTG 22AC when near the corner.

.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623BD > 623D > 623K > 22C 274 115 .5 .25 Anywhere Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it.
cl.5B > Light Starter > 623BD > 623D > 623K > 22A 262 145 .5 .25 Anywhere Standing light link with the mix up ender.
Light Starter > 623BD > 214K , AB > 623B > 623K > 22C > cl.5C > 214C 350 235 .5 .4 Corner Corner only extender with 214K cancel.
Light Starter > 214AC 156 60 .5 .02 Anywhere You will need to do the 214AC lightning fast and not hold it at all.
Light Starter > 214AC > 22AC 190 45 .5 .12 Near Corner OTG extender.
Heavy Starter > 623BD > 623D > 623K > 22C 362 190 .5 .35 Anywhere Same as the light starter just better.
Heavy Starter > 623B > 623K > 22A > 41236AC > 22AC 377 170 .5 .4 Anywhere His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
Heavy Starter > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C 438 300 .5 .49 Corner Same as light but due to pushback you need to do a micro walk after 623BD (very micro).

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
... > 236CD, 623B~623K > 22C 232 (raw 236CD) 1 0.5 Anywhere Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.
c.C/2C > 3D > 6321463214A/C 279 1 Anywhere Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.
... > 3D > 623B~623K > 22A > 6321463214A 355 1 Anywhere Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.
CD > 214C, 2141236B/D 235 1 Midscreen Grounded wall splat combo. The combo won't work if you don't feint cancel stCD for whatever reason. The super will fail to land in the corner.
... > 623BD, 623B~623K > 22A > 6321463214A 429 (c.C > 3D) 1.5 Anywhere Minor damage improvement if you need to kill.
... > 236CD, 623B~623K > 22A > 6321463214A 344 (raw 236CD) 1.5 Anywhere Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
c.C/2C > 3D > 623B~623K > 22A > 2141236BD 467 2 Anywhere This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.
... > 236CD > 623B~623K > 22A > 2141236BD 472 (raw 236CD) 2 Anywhere Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
CD > 214C, 2141236BD 363 2 Anywhere More expensive version of the wall splat combo above.
... > 2141236BD, 22AC 2 Corner Free Bird of Paradise OTG in the corner.

Ramón can turn any of his 1.5 bar combos into 2.5 bar combos by using 2141236BD instead of the non-EX version.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > 623B > 2141236CD 3 Anywhere Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.
236CD > 2141236B/D > 6321463214AC 527 3 0.5 Back to Corner Very situational anti-air Shatter Strike combo which only works if your back is near the wall. Worth noting because this is the only feasible way for Ramón to land an Advanced Cancel, unless you actually go for qcb,hcf+B/D raw for whatever reason.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > f.B/3D > BC > c.C/2C > 3D > 623B > 2141236BD > 2141236CD Anywhere You're super cancelling Rolling Sobat itself because otherwise you won't have enough time to cancel into Climax, and even if you did the combo would be hit harder by damage scaling.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > 623B > 2141236BD > 2141236CD 5 Anywhere Not exactly anchor material. If you do a Hoist sequence you will lose damage.

External Links

Ramón Combos by Meno


Navigation

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