Difference between revisions of "The King of Fighters XV/Kyo Kusanagi/Combos"

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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>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)'''.<br/>
The other starters in each table should also work in each case, but may not.
Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with '''Starter''', the damage values will represent the first two bolded starters in the table below.
===Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A > 3D (1)''' || 65 || Standard light starter. At point blank you can fit a 5B between 2B and 2A.
|-
| '''cl.C/2C > 3D (1)''' || 98 || Standard heavy starter. Most consistent after a jump in.
|-
| cl.D > 6B || 113 || Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.
|-
| Far 5C || 70 || Far C is cancellable and can lead to combos.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
'''General Notes'''
'''General Notes'''
* Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
* The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
* The Button Hold Trick can help with timing trickier combos such as Orochinagi into 623A.
* Kyo's super's can be held for more damage and sometimes more combo opportunities. if the '''[P]''' or '''[AC]''' is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.


===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:''' An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)<br>
{|class="wikitable sortable"
'''1 Bar:''' Ends with qcfx2+P. (223 DMG)<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Bars:''' Ends with qcfx2+P. (223 DMG)<br>
|-
'''3 Bars:''' Ends with qcb,hcf+CD. (421 DMG)<br>
|  cl.A > A > A > B (> A/B > A/B) || 187 || 0 || Rush combo ending in 236A, mash A or B after 236A to get 236P > K.
|-
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|-
|  cl.A > A > A > D || 333 || 2 || Rush combo ending in a Max super.
|-
|  cl.A > A > A > A || 438 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B*2 > 2A > 236A ~ 236P ~ K || 197 || 200 || || Anywhere || Simple confirm into Aragami. You can use the P ender in the corner for okizeme.
| 2B*2 > 2A > 236A ~ 236P ~ K || 168 || 170 || 23% || Anywhere || Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214K || 221 || 170 || || Anywhere || Old Reliable, for when you're not able to do other routes after upkicks.
| '''Starter''' > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P || 220/267 || 285/310 || 42%/45% || Anywhere || Go-to meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 623C || 229 || 250 || || Anywhere || You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
| '''Starter''' > 236D ~ K, 63214K || 191/234 || 155/180 || 36%/39% || Anywhere || Sacrifices damage and corner carry for consistency and a hard knockdown(with an autotimed safejump if followed immediately by a Hyper Jump!).
|-
|-
| 2B > 2A > 3D(1) > 236D~D > 4214B || 181 || 270 || || Anywhere || Less damage but ends in a hard knockdown, allowing for mixups afterward.
| '''Starter''' > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K || 254/303 || 275/300 || 49%/52% || Corner || Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
|-
|-
| 2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K || 231 || 300 || || Anywhere || You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
| '''Starter''' > 236D ~ D, 236C, 623C || 236/284 || 275/300 || 53%/56% || Corner || Easier corner combo. Even gains slightly more meter.
|-
|-
| f.C > 236C ~ 63214P ~ 6P ~ 623P || 235 || 200 || || Anywhere || Kyo's new f.C is now special cancelable.
| CD, run, 5D || 138 || 170 || 16.5% || Anywhere || Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.
|-
|-
| CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P || 221 || 230 || || Midscreen || The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
| CD, 4214D || 166 || 250 || 25.5% || Midscreen || As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623C || 274 ||  || || Corner || Use this if you wanna end with DP. If not, refer to the below combo.
| CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 218 || 300 || 49.5% || Corner || This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.
|-
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 236A ~ 63214P ~ P/63214K || 278/296 || || || Corner || Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.
|}
|}


===0.5 Bar===
===0.5 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ K || 277 || 280 || || Anywhere || You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks. In the corner you can instead end with the P ender for a hard knockdown.
| 2B*2 > 2A > 236BD, 236D ~ K, (CD) > 236A ~ 63214P ~ 63214K || 251 || 230 || 38.5% || Anywhere || Light normal combo. For this and most combos following this structure, you can swap out 236A series for 236C series or rungrab for less damage but better oki.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P ~ 6P ~ 623P || 329 || 300 || || Anywhere || Great damage for just half a bar.
| '''Starter''' > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K || 298/347 || 245/270 || 40%/43% || Anywhere || Great damage for just half a bar. No need for a whiff cancel.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A ~ 63214P ~ P/63214K || 315/333 || 380/260 || || Anywhere || Hard knockdown version of the previous route for better oki.
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K || 324/377 || 275/300 || 49%/52% || Corner ||  
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623AC || 317 || 210 || || Corner ||  
| CD, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 258 || 220 || 38.5% || Corner || You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A, 623C || 339 || 280 || || Corner ||  
| CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 245 || 330 || 58.5% || Corner || Alternative route that trades damage for metergain and stun.
|}
|}


===1 Bar===
===1 Bar===
*Also includes 1.5 bar combos.
{|class="wikitable sortable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D xx 2141236P || 264 || 170 || 1 || || Anywhere || Simple route into Orochinagi.
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, (run) 236A ~ 63214P ~ 63214K || 335/388 || 245/270 || 1 || 40% || Anywhere || Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
|-
|-
| f.C > 236C ~ 63214P xx 236236C || 311 || 140 || 1 || || Anywhere || f.C confirm into super.
| '''Starter''' > 236D ~ K, 63214D > 214236'''[P]''' || 306/360 || 255/280 || 1 || 45% || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214D xx 236236P || 338 || 270 || 1 || || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K || 335/389 || 305/330 || 1 || 45% || Anywhere || One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.  
|-
|2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P || 317 || 410 || 1 || || Anywhere || *There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K || 345 || 280 || 1 || || Anywhere || Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K || 365/424 || 305/330 || 1 || 60% || Corner ||  
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC || 384 || 210 || 1 || || Corner || Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
| '''Starter''' > 236D ~ K, (delay) 236A, 623A > 214236'''[P]''', 623C || 374/436 || 315/340 || 1 || 70% || Corner || Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) xx 2141236P, 623A || 393 || 310 || 1 || || Corner || An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
| 2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 329 || 140 || 1.5 || 40% || Anywhere || Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P || 396 || 240 || 1.5 || || Anywhere || Hold the input for 236236P briefly.
| '''Starter''' > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 372/429 || 155/180 || 1.5 || 35% || Anywhere || Hold the input for 236236P briefly.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, 236C, 623AC || 415 || 310 || 1.5 || || Corner ||
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C || 424/487 || 315/340 || 1.5 || 70% || Corner || Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623AC || 467 || 340 || 1.5 || || Corner || Only works if the opponent is hit by the top of 236A's hitbox.
|-
|-
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236'''[P]''', (236A ~ 63214P) ~ 63214K || 416/478 || 225/250 || 1.5 || 60% || Corner || This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.
|}
|}


===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P xx 236236P || 425 || 240 || 2 || || Anywhere ||  
| '''Starter''' > 4214BD, 236BD, (delay) 236B ~ K, 63214D > 214236'''[P]''' || 415/466 || 155/180 || 2 || 40% || Anywhere ||
|-
| '''Starter''' > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236'''[P]''' || 426/478 || 265/290 || 2 || 45% || Anywhere || Does 411/463 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214D xx 2141236AC || 434 || 270 || 2 || || Anywhere || Charge the Orochinagi briefly to get every hit in.
| '''Starter''' > 4214BD, 236B ~ (delay) K, 236A, 236BD, 236C, 623A > 214236'''[P]''', 623C || 468/528 || 355/380 || 2 || 75% || Corner || Easier combo.
|-
|-
| 2B > 2A > 3D > BD > c.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P || 434 || 380 || 2 || || Anywhere || 1000 Meter Max Mode combo.
| '''Starter''' > 236D ~ D, (delay) 236A, 623A xx 2141236'''[P]''', 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K || 541/596 || 290 || 2 || 70% || Corner || Stronger but requires a lot of manual timing.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623A xx 2141236P || 479 || 710 || 2 || || Corner || Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.
| (2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236'''[P]''' || 424/478 || 265/290 || 2 || 10% || Anywhere || 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 2141236AC || 483 || 240 || 2.5 || || Anywhere || Hold the input for Orochinagi briefly to get all hits in.
| ... > BC, cl.D > 4214BD, 236BD, (delay) 63214D > 214236'''[P]''' || 452 || 185 || 2 || 10% || Anywhere || 1500 Max Guage combo.
|-
| ... > BC, cl.D > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236'''[P]''', 623C || 457 || 425 || 2 || 35% || Corner || 1000 and 1250 Max Mode corner combo.
|-
| ... > BC, cl.D > 4214BD, 236BD, 236C, 623A > 214236'''[P]''', 623C || 502 || 355 || 2 || 35% || Corner || 1500 Max Mode corner combo.
|-
| '''Starter''' > 4214BD, 236B ~ B, 63214D xx 214236'''[AC]''' || 438/503 || 155/180 || 2.5 || 40% || Anywhere ||  
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 579 || 350 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
| ... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 563 || 365 || 3 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
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===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
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==External Links==
==External Links==
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}
{{#ev:youtube|3_4qcJ-0UZw|||'''Kyo Combos by Meno'''|frame}}
{{#ev:youtube|8Q9Zvi7nNkE|||'''Kyo Combos by Kakuge'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Latest revision as of 03:51, 31 December 2023

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).
The other starters in each table should also work in each case, but may not.

Because Kyo has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Kyo's combos from lights or heavies are the same. In the combos listed with Starter, the damage values will represent the first two bolded starters in the table below.

Starters

Combo Damage Notes
2B > 2A > 3D (1) 65 Standard light starter. At point blank you can fit a 5B between 2B and 2A.
cl.C/2C > 3D (1) 98 Standard heavy starter. Most consistent after a jump in.
cl.D > 6B 113 Optimal punish starter. Must be point blank for the string to work. Some combos will drop due to the pushback. 4214BD is very consistent however.
Far 5C 70 Far C is cancellable and can lead to combos.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes

  • The common shortcut for 623P > 214236P is 632146P > 236P (half circle back + forward + P > quarter circle forward + P)
  • Kyo's super's can be held for more damage and sometimes more combo opportunities. if the [P] or [AC] is in bold, the hold is optional. In general you lose about 15-20 dmg per super if you don't opt for the hold.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B (> A/B > A/B) 187 0 Rush combo ending in 236A, mash A or B after 236A to get 236P > K.
cl.A > A > A > C 223 1 Rush combo ending in a super.
cl.A > A > A > D 333 2 Rush combo ending in a Max super.
cl.A > A > A > A 438 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location Notes
2B*2 > 2A > 236A ~ 236P ~ K 168 170 23% Anywhere Simple confirm into rekkas. If you can't land 3D for whatever reason, use this from lights.
Starter > 236D ~ K, (delay) 236C ~ 63214P ~ 6P ~ 623P 220/267 285/310 42%/45% Anywhere Go-to meterless anywhere combo. Getting the delay right to land the full C Rekka isn't immediately obvious but can be learned quickly. Delaying the 236D follow up and doing a 2A whiff into 236C upon landing makes the combo pretty much 100% consistent.
Starter > 236D ~ K, 63214K 191/234 155/180 36%/39% Anywhere Sacrifices damage and corner carry for consistency and a hard knockdown(with an autotimed safejump if followed immediately by a Hyper Jump!).
Starter > 236D ~ D, (delay) 236A, 236A ~ 63214P ~ 63214K 254/303 275/300 49%/52% Corner Optimal meterless corner combo. The timing to connect two 236As is very tight. You have to land the first one high enough and late enough into its active frames.
Starter > 236D ~ D, 236C, 623C 236/284 275/300 53%/56% Corner Easier corner combo. Even gains slightly more meter.
CD, run, 5D 138 170 16.5% Anywhere Simple CD confirm. Kyo can get some more damaging combos from midscreen CD, but they're harder.
CD, 4214D 166 250 25.5% Midscreen As long as Kyo doesn't have his back to the corner or the opponent is not in the corner, this combo will work. If it doesn't, you're safe anyway.
CD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K 218 300 49.5% Corner This combo is possible even if you cancel the CD into 236A as long as the opponent is a few steps away from the corner. This is a common cancel on blocked CD, so it's good that it allows for a substantial reward on hit. By delaying the K follow-up on 236B, you get the perfect height for a double rekka combo.

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B*2 > 2A > 236BD, 236D ~ K, (CD) > 236A ~ 63214P ~ 63214K 251 230 38.5% Anywhere Light normal combo. For this and most combos following this structure, you can swap out 236A series for 236C series or rungrab for less damage but better oki.
Starter > 4214BD, 236B ~ K, 236A ~ 63214P ~ 63214K 298/347 245/270 40%/43% Anywhere Great damage for just half a bar. No need for a whiff cancel.
Starter > 4214BD, 236B ~ (delay) K, 236A, 236A ~ 63214P ~ 63214K 324/377 275/300 49%/52% Corner
CD, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K 258 220 38.5% Corner You'll have to manually time the 236A after the 236BD, but the extra height from the 236BD makes the timing a bit easier. You can whiff cancel a 2A to help with the timing. Remember you can opt for 236C, 623C if you don't want to deal with the delay timing.
CD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K 245 330 58.5% Corner Alternative route that trades damage for metergain and stun.

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 4214BD, 236BD, (delay) 236B ~ K, (run) 236A ~ 63214P ~ 63214K 335/388 245/270 1 40% Anywhere Technically you don't need to delay the 236B, but it makes the whole combo line up much easier. You can swap 236BD and 236B for an overall easier combo with 2 less damage.
Starter > 236D ~ K, 63214D > 214236[P] 306/360 255/280 1 45% Anywhere It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). You can hold the 214236P input briefly to get a little more damage from the super. You'll know you did it right if Kyo seems to do the attack instantly.
Starter > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P ~ (delay) K 335/389 305/330 1 45% Anywhere One of Kyo's hardest confirms but with near full corner carry. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this.
Starter > 4214BD, 236B ~ (delay) K, 236A, 236BD, (delay) 236A, 236A ~ 63214P ~ 63214K 365/424 305/330 1 60% Corner
Starter > 236D ~ K, (delay) 236A, 623A > 214236[P], 623C 374/436 315/340 1 70% Corner Stronger corner combo. Overall very difficult due to the manual timing of both the 236A and the super. Remember the longcut for 623 into super in the General Notes. You want to release the super around the apex of the opponent's launch to get the extra damage. You can deal about 20 extra damage if you use 623C instead of 623A before the super, which will be Kyo's max damage for 1 bar, but your timing must be perfect to get the 623C after the super. Overall, it's recommended to use the above combo instead for consistency.
2B*2 > 2A > 236BD, (delay) 236B ~ K, 63214D > 214236[P] 329 140 1.5 40% Anywhere Your damage falls off significantly if you omit 3D from your light confirms if you want to spend more meter.
Starter > 4214BD, 236B ~ K, 63214D > 214236[P] 372/429 155/180 1.5 35% Anywhere Hold the input for 236236P briefly.
Starter > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C 424/487 315/340 1.5 70% Corner Similar to the stronger 1 bar corner combo but much more consistent, as only the super needs to be manually timed.
Starter > 4214BD, 236B ~ (delay) K, 236A, 623C > 214236[P], (236A ~ 63214P) ~ 63214K 416/478 225/250 1.5 60% Corner This is an alternate version of the above combo that has mostly automatic timing. You don't need to charge the super if you don't want to; aside from the delay on 236B ~ K, everything just needs to be done as soon as possible. The 63214K rekka ender will OTG here.

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 4214BD, 236BD, (delay) 236B ~ K, 63214D > 214236[P] 415/466 155/180 2 40% Anywhere
Starter > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236P > 214236[P] 426/478 265/290 2 45% Anywhere Does 411/463 if do the super uncharged, which may be recommended since the super cancel from 236A ~ 236P is difficult enough.
Starter > 4214BD, 236B ~ (delay) K, 236A, 236BD, 236C, 623A > 214236[P], 623C 468/528 355/380 2 75% Corner Easier combo.
Starter > 236D ~ D, (delay) 236A, 623A xx 2141236[P], 623A xx 2141236[P], (236A ~ 63214P) ~ 63214K 541/596 290 2 70% Corner Stronger but requires a lot of manual timing.
(2B > 2A)/cl.C > 3D > BC, cl.D > 4214BD, 236B ~ K, 63214D > 214236[P] 424/478 265/290 2 10% Anywhere 1000 and 1250 Max Mode combo. Use cl.C instead of cl.D if hitconfirming from lights, such as far B. In future Max combos, "..." will denote (2B > 2A)/cl.C > 3D.
... > BC, cl.D > 4214BD, 236BD, (delay) 63214D > 214236[P] 452 185 2 10% Anywhere 1500 Max Guage combo.
... > BC, cl.D > 4214BD, 236B ~ (delay) K, 236A, 623A > 214236[P], 623C 457 425 2 35% Corner 1000 and 1250 Max Mode corner combo.
... > BC, cl.D > 4214BD, 236BD, 236C, 623A > 214236[P], 623C 502 355 2 35% Corner 1500 Max Mode corner combo.
Starter > 4214BD, 236B ~ B, 63214D xx 214236[AC] 438/503 155/180 2.5 40% Anywhere

3 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
... > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD 563 365 3 Anywhere Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Anywhere

Combo Theory

External Links

Kyo Combos by Meno
Kyo Combos by Kakuge

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