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The King of Fighters XV/Omega Rugal/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 both of the starters in Bold.
The other starters in each table should also work in each case, but may not.


Starters

Combo Damage Notes
2B > 2A > 4/6B(1) 65 Heavy hitters from a light confirm. Must be somewhat close.
cl.C > 4/6B(1) 98 Go-to heavy combo starter, but note omission of the second hit of cl.C may be necessary to avoid disastrous special whiffs(e.g. 623D).
cl.D > 4/6B(1) 108 Much slower than cl.C, save this for big punishes.
j.X > cl.C(1) > 4/6B(1) 125 Complicated jump-in starter. The combo shown is the most consistent for follow-ups. At some ranges, however, the 4/6B(1) will not connect, in which case it should be omitted and instead cancel the 2nd hit of cl.C.
Due to cl.C's 2nd hit having high pushback, however, some cancels such as 236BD will fall out at most ranges, in which case the 2nd hit of cl.C would be omitted.
Feel free to experiment with the various jump-in follow-ups yourself.
2C 70 Slightly better range than cl.C, but a bit slower. May have uses as a punish or for jump-ins outside of cl.C range.

Other Starters

Combo Damage Notes
CD 75
2B > f.B 43 Light confirm that works from way further than '2B > 2A > 4/6B(1)', though with significantly more limited combo routes.
Good route for confirming into Quick Max.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes:

  • Rugal's cancels from his starters are very range-sensitive. An exception to this rule however is 214A and 214AC, which are incredibly reliable cancel options that work from nearly any range.
    Use j.X > cl.C as your jump-in when cancelling into 214AC or Quick Max to minimise scaling.

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 240 1 Rush combo ending in a super.
cl.A > A > A > D 367 2 Rush combo ending in a Max super.
cl.A > A > A > A 446 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623D 198/240 205/230 0 ~32%/36% Anywhere Standard meterless confirm. 623D can miss at some ranges. Also works from 2B > f.B at some ranges.
Starter > 214 133/170 125/150 0 ~22%/24% Anywhere Trades a fair amount of damage and metergain for a hard knockdown(and autotimed corner safejump).
2B > 2B > 5B > 214A 124 120 0 ~18% Anywhere Most consistent at further spacings. This combo can be super cancelled at the end to tack on extra damage if needed.
Starter > 214B, 5B > 623D 242/316 260/335 0 45% Corner This combo only works if the opponent is completely in the corner and is standing. This combo is generally very spacing dependant. Sometimes you may need to cut.your starter short for the right spacing. Cl.D forces stand which makes it the most consistent starter.
CD > 236C 124 140 0 15% Non-Corner Rugal's only combo from CD outside of the corner.
CD, run, cl.D (1) > 236A, 623D 236 320 0 45% Corner You must connect the cl.D as far as possible to get the 236A juggle. Ideal if Rugal is a few character lengths away from the corner.
CD, 236A, cl.D (1) > 236D, 623D 270 360 0 55% Corner Combo if Rugal is very close to the corner.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, cl.D (1) > 623D 319/364 260/305 0.5 40% Anywhere Very consistent, no matter the spacing. Switches sides.
Starter > 236BD, run, cl. D (1) > 623D 296/341 260/305 0.5 40% Anywhere Alternate combo to keep the corner.
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 623D 374/419 340/385 0.5 55% Corner Optimal corner combo. Much like your CD combos, the spacing where you need to hit the first 236A is quite specific. Depending on your starter or where you started your combo, you might not need to walk at all.
Starter > 214AC, cl.D (1) > 236D, 623B 339/384 240/285 0.5 45% Corner Simpler corner combo.
CD, run, cl.D (1) > 236A, 214AC, 623D 349 320 0.5 45% Corner
CD, 236A, cl.D (1) > 214BD, 236A, 623D 363 360 0.5 50% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 236BD, 214AC, cl.D (1) > 623D 374/419 260/305 1 40% Anywhere
Starter > 214A, 2363214A/C 308/353 140/185 1 20% Anywhere Significantly weaker use of 1 bar, but can be worth it for the corner carry.
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 214AC, 623D 435/480 340/385 1 55% Corner You can omit the bolded 236A for an easier, less spacing-dependant combo.
CD > 236A, 2363214A/C 290 140 1 15% Non-Corner Easy CD conversion that grants the corner.
CD > cl.D (1) > 236D > 236236B/D, 623D 408 320 1 49% Corner Very consistent CD corner combo; no need to fuss with spacings.
236CD, cl.D (1) > 623D 265 180 1 75% Anywhere Shatter Strike combo. If the Shatter Strike hits airborne, you can omit the cl.D for an easier conversion.
236CD, cl.D (1) > 236D, 623B 289 160 1 80% Corner
4/6B, 236236B/D 205 50 1 10% Anywhere If 4/6B connects as an overhead, you can squeeze a little extra damage out with an OTG super.
j.CD, 236236B/D 222 80 1 10% Anywhere The timing is tight, but it is possible to hit OTG with super before the opponent can quick rise from a j.CD.
Starter > 236BD, run, 236AC, 214AC, cl.D (1) > 623D 411/456 260/305 1.5 40% Anywhere
Starter > 214AC, cl.D (1) > 236C > 2363214A/C 395/440 160/205 1.5 20% Anywhere For the corner carry.
Starter > 236BD, walk, 236A, cl.D (1) > 236A, 236B > 236236B/D, 623D 507/552 380/425 1.5 65% Corner Incredible damage and meter gain.
Starter > 236BD, run, 236A, cl.D (1) > 236D > 236236B/D, 623D 487/532 340/385 1.5 60% Corner Easier corner combo. Essentially the previous combo with a 236D instead of 236B and an omitted 236A.
CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D 480 320 1.5 45% Corner No spacing required.
236CD, 214AC, cl.D (1) > 623D 365 180 1.5 80% Anywhere Inconsistent on an anti air Shatter Strike.
236CD (AA), cl.D (1) > 623BD 301 40 1.5 55% Anywhere
236CD, 236A, cl.D > 214BD, 236A, 623D 428 260 1.5 90% Corner
623BD, 236236B/D 317 0 1.5 0% Near Corner/Corner You can get an OTG super if you land a 623BD near the corner.

2 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C 445/490 160/205 2 25% Anywhere Your best confirm midscreen and guarantees the corner.
Starter > BC, cl.D > 214AC, cl.D (1) > 236C > 2363214A/C 395/440 240/285 2 10% Anywhere 1000 and 1250 Max Guage combo. If you Quick Max off of a light normal, such as a 2B > 5B string, use cl.C instead of cl.D after the Quick Max. 4/6B after Quick Max actually usually makes the scaling worse, so it should be omitted. Generally however, Rugal's Quick Max damage is not very good. Even if you're out of range for 4/6B to do a regular confirm, such as from a spaced out 2B, cancelling into 214A into super is generally stronger.
Starter > BC, cl.D > 236BD, 214AC, cl.D (1) > 236C > 2363214A/C 427/472 240/285 2 10% Anywhere 1500 Max Guage combo.
Starter > 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D 554/599 340/385 2 60% Corner Optimal corner combo. Reminder to use 'j.X > cl.C' over 'j.X cl.C(1) > 4/6B(1)' When 214AC is involved.
Starter > BC, cl.D > 214AC, 236B > 236236B/D, cl.D > 623D 463/508 380/425 2 40% Corner 1000 and 1250 Max Guage combo.
Starter > BC, cl.D > 236BD, 214AC, 236B > 236236B/D, cl.D > 623D 488/533 380/425 2 40% Corner 1500 Max Guage.
CD > 236A, 2363214AC 410 140 2 10% Non-Corner
CD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D 549 360 2 60% Corner Same as your standard corner confirm.
236CD, 214AC, cl.D (1) > 623BD 398 40 2 55% Anywhere
236CD (AA), cl.D (1) > 236C > 2363214A/C 361 80 2 60% Anywhere
236CD, cl.D (1) > 236D > 236236B/D, 623D 476 220 2 90% Corner
Starter > 214AC, cl.D (1) > 236C > 2363214AC 500/545 160/205 2.5 20% Anywhere
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D > 214BD, 236A, 623D 587/632 340/385 2.5 60% Corner Similar to the 2 bar corner combo. The 2 Bar combo with a 'j.X > cl.C' starter does more damage than this one with a 'j.X > cl.C(1) > 4/6B(1)' starter.
236CD, 214AC, cl.D (1) > 236C > 2363214A/C 456 80 2.5 70% Anywhere
236CD, cl.D > 214AC, 236D > 2363214A/C 450 80 2.5 70% Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 623D 567 220 2.5 90% Corner

3 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214A > 236214P > 236236BD 556/601 140/185 3 20% Anywhere
Starter > BC, cl.D > 214AC, 236D > 214236CD 532/577 200/245 3 10% Anywhere 1000 Max Guage combo.
Starter > BC, cl.D > 214A > 236214P > 214236CD 557/602 220/265 3 10% Anywhere 1250 and 1500 Max Guage combo.
Starter > BC, cl.D > 214A > 236236K > dl.214236CD 583/628 220/265 3 10% Corner Using the K super in the corner will net you more damage. You must delay the Climax slightly.
Starter > 236BD, 214AC, 236B > 236236K, cl.D (1) > 214BD, 236A, 623BD 598/643 200/245 3 30% Corner Small gain over your 2.5 bar combo.
CD > 236A, 2363214A/C > 236236BD 538 140 3 15% Non-Corner
CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236A, 623BD 581 220 3 30% Corner
236CD, cl.D (1) > 236D > 2363214AC 496 80 3 65% Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623D 659 260 3 95% Corner Incredible damage. If it's possible to punish something in the corner with a raw Shatter Strike, do so.
Starter > 214AC, cl.D (1) > 236C > 2363214A/C > 236236BD 609/654 160/205 3.5 20% Anywhere
Starter > 236BD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, dl.236C > 2363214A/C 625/670 200/245 3.5 30% Corner You have to delay the 236C slightly. You can use 236A instead for slightly less damage but easier timing.
CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236AC, 236C > 2363214A/C 618 220 3.5 30% Corner
236CD, 214AC, cl.D (1) > 236C > 2363214AC 583 80 3.5 65% Anywhere
236CD (AA), cl.D (1) > 214AC, 236D > 2363214AC 577 80 3.5 65% Anywhere
236CD, 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236A, 623BD 680 120 3.5 75% Corner

4 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.D > 214A > 2363214AC > 2141236CD 654/699 220/265 4 10% Anywhere 1250 and 1500 Max Guage combo. Generally your strongest combo for 4 meters. Slight optimizations exist, mainly for combs from lights, but it's recommended to just stick with this confirm to keep things simple.

5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 236B > 236236B/D, cl.D (1) > 214BD, 236C > 2363214A/C > 236236BD 753/798 200/245 5 25% Corner

External Links

Omega Rugal Combos by Kakuge

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