Difference between revisions of "The King of Fighters XV/Ryuji Yamazaki/Combos"

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! Combo !! Damage !! Stun !! Meter Gained !! Notes !! Patch
! Combo !! Damage !! Stun !! Meter Gained !! Notes !! Patch
|-
|-
| Cl. C > 6B || 108 || 100 || 0.11 || Fastest grounded opening starter || 1.63
| '''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. 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
| j. D > cl. D > 6B || 182 || 170 || 0.19 || Highest Damage jump-in Starter || 1.63
|}
|}



Revision as of 23:44, 4 March 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.

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
Light Starter > 623D > 214C 185 195 0.32 0.0 Anywhere Light Confirm 1.63
Heavy Starter > 623D > 214C 302 290 0.44 0.0 Anywhere Heavy Confirm 1.63
Heavy Starter > 632146P (> 632146K) 284 (340) 170 0.36 (0.43) 0.0 Corner Inconsistent due to the variable spacing caused by the j. D. 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 cost Meter Gain Location notes

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

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


Navigation

The King of Fighters XV
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