The King of Fighters XV/Ryuji Yamazaki/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).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Stun Meter Gained Notes Patch
cl. A > 2A > 2A 70 90 0.075 Fastest confirmable close block-string. Mid. Might accidentally start Auto-Combo 1.63
2A > 2A (> 2A) 48 (70) 60 (90) 0.05 (0.075) Mid Confirm from lowest commitment button. Mid. 1.63
j. B > cl. A > 2A 85 90 0.09 Jumping Light Starter/Pressure. 1.63
2B > 2A > 2A 60 75 0.065 Easiest low light confirm 1.63
2B > 2A > 5B 65 75 0.07 Optimal low light confirm 1.63

Heavy Starters

Combo Damage Stun Meter Gained Notes Patch
cl. C > 6B 108 100 0.11 Fastest grounded Heavy starter 1.63
j. D > cl. C > 6B 172 170 0.18 Most consistent jump-in Starter 1.63
j. D > cl. D > 6B 182 170 0.19 Highest Damage jump-in Starter 1.63

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes

Rush Auto Combo

Combo Damage Meter Gained Meter Cost Notes
cl.A > A > A > B 172 0.245 0 Rush combo ending in a special move.
cl.A > A > A > C 221 0.075 1 Rush combo ending in a super.
cl.A > A > A > D 356 0.075 2 Rush combo ending in a Max super.
cl.A > A > A > A 421/436/446/455 0.075 3 Rush combo ending in a Climax super. Variable Damage.

Meterless

Combo Damage Stun Meter Gain Meter Cost Location notes Patch
2A > (2A >) (2A >) 214C 107 (126) (143) 110 (140) (170) 0.165 (0.19) (0.215) 0.0 Anywhere Very quick and low-commitment pressure option. 1.63
j. B > cl. A > 2A > 214C 168 170 0.23 0.0 Anywhere Light Jump in option. Pressure Option 1.63
Light Starter > 623D > 214C 175 180 0.3 0.0 Anywhere Light Confirm 1.63
Heavy Starter > 623D > 214C 235 220 0.336 0.0 Anywhere Heavy Confirm 1.63
Heavy Starter > 632146P (> 632146K Corner Only) 216 (274) 100 0.28 (0.35) 0.0 Anywhere Can be a little inconsistent on Jump-ins. 1.63
214A > 214C 152 140 0.26 0.0 Anywhere Anti-Air Option. 1.63
6B > 214A > 214C 163 265 0.46 0.0 Anywhere Anti-Air Option with further range. Prediction reliant and committed. 1.63
cl. C > 214A > 214C 231 210 0.33 0.0 Anywhere Quick close range Anti-Short Hop Option. Only works on Counter hit. Timing needed on 214C for max hits. 1.63
CD > 214A~D > 66 > 6B > 623D > 214A > 214C 238 300 0.485 0.0 Anywhere Lokof CD Confirm. 1.63

EX

Combo Damage Stun Meter Gain Meter Cost Location Notes Patch
2B > 2A > 236AC > 6B > 623D > 214A > 214C 293 245 0.45 0.5 Anywhere Low Confirm 1.63
Heavy Starter > 632146AC (> 632146K Corner Only) 317 (373) 170 0.19 (0.26) 0.5 Anywhere Easy Jump-in 1.63
Heavy Starter > 214AC > 2B > 2A > 623D > 214C 382 335 0.48 0.5 Anywhere Medium Jump-In 1.63
Heavy Starter > 236AC > 6B > 623D > 214A > 214C 422 370 0.6 0.5 Anywhere Hard Jump-In. Best any-range jump-in. 1.63
Heavy Starter > 632146P > 632146BD 372 170 0.36 0.5 Corner Easy Corner Jump-In 1.63
Heavy Starter > 236AC > 6B > 214A > 623D > 623B (> 632146D) 435 (458) 410 0.62 (0.69) 0.5 Corner Hard Corner Jump-In. The 632146D can be omitted if you want to keep the corner 1.63
41236BD > 632146K 154 0 0.07 0.5 Anywhere On Counter. Better Frame Advantage. Side Switch. 1.63
41236BD > 214C 162 80 0.14 0.5 Anywhere On Counter. Better Damage and Meter Gain. Same Side. 1.63

1 Bar

Combo Damage Stun Meter Gain Meter Cost Location Notes Patch
j. B > cl. A > 2A > 214C > 2141236P (> 632146K) 258+ (356+) 170 0.23 (0.30) 1.0 Anywhere Light Jump in option. Pressure Option 1.63
Light Starter > 623D > 214C > 2141236P (> 632146K) 271+ (369+) 180 0.3 (0.37) 1.0 Anywhere 1.63
Heavy Starter > 623D > 214C > 2141236P (> 632146K) 342+ (440+) 220 0.36 (0.43) 1.0 Anywhere 1.63
Heavy Starter > 236CD > cl. D > 236AC > 6B > 623D > 214A > 214C 384 370 0.6 1.0 Anywhere Shatter Strike Combo. Best Mid-Screen Meter Gain 1.63
Heavy Starter > 214AC > 236AC > 6B > 623D > 214A > 214C 435 300 0.52 1.0 Anywhere Easier version of the next Heavy combo. 1.63
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 214C 440 330 0.545 1.0 Anywhere Hard Heavy combo with highest Damage and Meter gain 1.63
Heavy Starter > 214AC > 2A > 236AC > 6B > 214A > 623D > 623B (> 632146K) 451 (467) 370 0.565 (0.635) 1.0 Corner The 632146D can be omitted if you want to keep the corner. 1.63
5C > 214AC > 2A > 236AC > 6B > 623D > 214A > 214C 406 300 0.505 1.0 Anywhere Punish in footsies range. Lokof 1.63

1.5 Bar

Combo Damage Stun Meter Gain Meter Cost Location Notes Patch
Light Starter > 623D > 214C > 2141236C > 632146BD 387+ 180 0.3 1.5 Anywhere 1.63
2B > 2A > 236AC > 6B > 623D > 214A > 2141236C (> 632146K) 338+ (432+) 205 0.34 (0.41) 1.5 Anywhere 1.63
cl. C > 214A > 2141236P > 632146BD 393+ 130 0.19 1.5 Anywhere Quick close range Anti-Short Hop Option. Only works on Counter hit. 1.63
Heavy Starter > 236AC > 6B > 623D > 214A > 2141236P > 632146D 432 (516+) 330 0.41 (0.48) 1.5 Anywhere 1.63
Heavy Starter > 214AC > 2A > 236AC > 6B > 214A > 623D > 623B > 632146BD 509 370 0.565 1.5 Corner Less damage, but you can keep the corner. 1.63
236CD > 623D > 214A > 2141236P (> 632146K) 309+ (417+) 100 0.23 (0.3) 1.5 Anywhere Shatterstrike Combo 1.63

2 Bars

Combo Damage Stun Meter Gain Meter Cost Location notes Patch
Light Starter > 623D > 214C > 2141236P (> 632146K) 271+ (369+) 180 0.3 (0.37) 1.0 Anywhere 1.63
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 2141236C > 632146D 473+ (557) 290 0.435 (0.505) 2.0 Anywhere 1.63
Heavy Starter > 623D > 214C > 2141236AC 439+ 220 0.36 2.0 Anywhere Total Damage is 469 before the opponent gets to stand up. 1.63
Heavy Starter > 623D > 214C > 236236AC 465 220 0.36 2.0 Anywhere Most Corner Carry 1.63
Light Starter > MAX MODE > cl. C > 236AC > 6B > 623D > 214A > 236236P (> 632146K) 336 (364) 290 0.05 (0.12) 2.0 Anywhere 1000+ MAX MODE Combo. All Max Mode combos from a Light Starter can use cl. D instead of cl. C for extra damage, but the window is very small. 1.63
Heavy Starter > MAX MODE > cl. D > 236AC > 6B > 623D > 214A > 236236P (> 632146K) 398 (432) 330 0.11 (0.18) 2.0 Anywhere 1000+ MAX MODE Combo. 1.63
6A > MAX MODE > cl. C > 236AC > 6B > 623D > 214A > 236236P 300 290 0.07 2.0 Anywhere 1000+ MAX MODE Combo. Overhead starter. Impractical 1.63
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 2141236P (> 632146K) 486 (570) 290 0.445 (0.515) 2.0 Corner 1.63
41236BD > 214C > 2141236P > 632146BD 353 80 0.14 2.0 Anywhere Counter Combo 1.63
236CD > 623D > 214A > 2141236P > 632146BD 441+ 100 0.23 2.0 Anywhere Shatterstrike Combo 1.63

2.5 Bar

Combo Damage Stun Meter Gain Meter Cost Location Notes Patch
Heavy Starter > 214AC > 2A > 236AC > 6B > 623D > 214A > 2141236P > 632146BD 580+ 290 0.435 2.5 Anywhere 1.63

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

3.5 Bar

Combo Damage Stun Meter Gain Meter Cost Location Notes Patch

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Yamazaki Combos by Kakuge
Yamazaki Combos by Meno


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