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The King of Fighters XV/Ryo Sakazaki/Combos
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 |