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 Notes
2B > 2A 38 Go-to light, low starter confirm. You're gonna be doing this one a lot.
2B > 2A > 5B 65 Extension of the above route, doesn't work past fairly close range, but still somewhat reliable.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6B 108 Standard heavy starter. Consistent and reliable.
cl.B > cl.C > 6B 132 Light-heavy frame trap/link, requires almost point-blank range.
cl.C/2C > 6A 136 6A does more damage than 6B but has less range and greater knockback. Only use 6A for routes and spacings you are certain will not whiff.
cl.D > 6B/6A 118/146 cl.D not only does more damage than cl.C but also has more range AND less knockback on hit the latter making 6A less inconsistent than it is with cl.C. However, cl.D is 3 frames slower to start up than cl.C, has a much lower hitbox than cl.C, and unlike cannot be whiff cancelled like cl.C(this is important, especially for Yamazaki). Overall, cl.C is the preferred choice for pressure and neutral, with cl.D usually being reserved for guaranteed punishes and deep jump-ins.

Other Starters

Combo Damage Notes
CD 75 Conversions from CD are enabled by stancel and very important for Yamazaki.
6A 70 Overhead MAX starter. Not an overhead when canceled into.

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

Combos

General Notes Midscreen 41236B/D, midscreen 2141236A/C, cornered 2141236AC, and corner 632146P(any version) can be followed up with 632146K(any version) for extra damage. B/D sideswap, but give an autotimed safejump if sideswapping into the corner.

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 221 1 Rush combo ending in a super
cl.A > A > A > D 356 2 Rush combo ending in a Max super
cl.A > A > A > A 421/436/446/455 3 Rush combo ending in a Climax super. Damage increased by mashing during the screen freeze.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623D > 214C 165/235 165/220 0 29%/36% Anywhere Go-to meterless from lights. 623D can be omitted for easier execution but less damage.
Starter > 632146P 146/216 45/100 0 21%/28% Anywhere Command grab ender, gives hard knockdown. Whiffs at longer ranges, but if you can land cl.A you can just do autocombo to get it.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 214C 238 300 0 48.5% Anywhere CD conversion, possible anywhere thanks to stancel. Damage will fluctuate slightly based on screen position(does more in the corner) and player precision(you may accidentally get the OTG 214C hit instead, which will do less damage but give a hard knockdown).
CD > 214A/B/C~D, run > 632146K 123 100 0 14.5% Anywhere Easier and switches sides, but much less reward.

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
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 Light Starter Max Mode combos
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) 456 (540) 290 0.435 (0.505) 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 Gain Meter Cost Location notes
Light Starter > 623D > 214C > 2141236C > 236236AC (> 632146K) 536+ (610) 180 0.3 (0.37) 3.0 Anywhere Lots of Poison Damage. 1.63
Heavy Starter > 623D > 214C > 2141236P > 236236AC (> 632146K) 596+ (670) 220 0.36 (0.43) 3.0 Anywhere Final Damage without the stomp is 626,
but the last 30 can't knockout on it's own.
1.63
Light Starter > MAX MODE > cl. C > 6B > 214AC > 2141236CD (Stage 4) 513 160 0.05 3.0 Anywhere 1000+ MAX MODE Combo 1.63
Heavy Starter > MAX MODE > cl. D > 6B > 214AC > 2141236CD (Stage 4) 581 200 0.11 3.0 Anywhere 1000+ MAX MODE Combo 1.63
Light Starter > MAX MODE > cl. C > 214C > 2141236P > 2141236CD (Stage 4) 658 210 0.05 3.0 Anywhere 1250+ MAX MODE Gauge 1.63
Heavy Starter > MAX MODE > cl. D > 214C > 2141236P > 2141236CD (Stage 4) 724 250 0.11 3.0 Anywhere 1250+ MAX MODE Gauge 1.63
Light Starter > MAX MODE > cl. C > 6B > 623D > 214C > 2141236P > 2141236CD (Stage 4) 662 280 0.05 3.0 Anywhere 1500 MAX MODE Gauge 1.63
Heavy Starter > MAX MODE > cl. D > 6B > 623D > 214C > 2141236P > 2141236CD (Stage 4) 730 320 0.11 3.0 Anywhere 1500 MAX MODE Gauge 1.63

3.5 Bar

Combo Damage Stun Meter Gain Meter Cost Location Notes Patch
236CD > 623D > 214A > 214C > 2141236P > 236236AC > 632146K 713 140 0.38 3.5 Anywhere Shatter Strike Combo. The 214C must be canceled out of it's first hit, not it's second for this to work. 1.63

4 Bars

Combo Damage Stun Meter Gain Meter Cost Location notes Patch
(MAX MODE) Heavy Starter > 623D > 236236P > 2141236AC > 2141236CD (Stage 4) 1003 140 0.22 4.0 Anywhere (1250+ MAX MODE Gauge) Stage 3 is also 1000+ Damage. 1.63

5 Bars

Combo Damage Stun Meter Gain Meter Cost Location notes Patch
Heavy Starter > 214AC > 2A > 236AC > 6B > MAX MODE > 623D > 214A > 214C > 2141236AC > 2141236CD 860 330 0.95 5.0 Corner 1.63

External Links

Yamazaki Combos by Kakuge
Yamazaki Combos by Meno


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