Difference between revisions of "The King of Fighters XV/Yuri Sakazaki/Combos"

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===EX===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Location !! notes
|-
|-
| '''Light Starter''' > 3D > 623AC || 257 || 150 || 0.5 || 15% || Anywhere || More consistent than meterless options from 3D, but can still drop at max range.
|'''Starter''' > 63214BD || 195/233 || 115/130 || 10% || Anywhere || Weak, but 100% consistent and leads to a safe jump set-up.
|-
|-
| '''Light Starter''' > 3D > 63214BD || 229 || 150 || 0.5 || 15% || Anywhere || 100% consistent and leads to a safe jump set-up. Recommended most as your light confirm.
|'''Starter''' > 214AC, run, cl.D > 623K ~ AC (623C) || 298/346 (244/289) || 175/200 || 30% || Anywhere || 214AC has short range and can sometimes drop from further ranges.
|-
|-
|'''Heavy Starter''' > 214AC, 623C, cl.C > 623K ~ AC (623A) || 345 || 200 || 0.5 || 45% || Anywhere || Almost meter neutral. 214AC has short range and can sometimes drop from further ranges, especially if done from the 2A, 2C link. If you're not confident about your range, use the light confirm combo instead.  
|'''Starter''' > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 369/423 (300/350) || 295/320 || 45% || Corner || Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
|-
|-
| '''Light Starter''' > 214A, 2C > 623BD ~ AC (623AC) || 288 || 220 || 0.5 || 25% || Corner ||  
| 236C, 63214BD || 211 || 60 || 10% || Corner || Reliable conversion from 236C.
|-
|-
| '''Heavy Starter''' > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 405 || 260 || 0.5 || 45% || Corner || Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
| CD > 623D, 63214BD || 196 || 100 || 15% || Non-Corner || Very consistent.  
|-
|-
| 236C, 63214BD || 211 || 60 || 0.5 || 10% || Corner || Reliable conversion from 236C.
| CD > 623D, run, cl.D > 623BD ~ AC (623AC) || 255 || 170 || 20% || Non-Corner ||  
|-
|-
| CD > 623D, 63214BD || 196 || 100 || 0.5 || 15% || Non-Corner || Very consistent.
| CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 417 (347) || 390 || 60% || Corner ||
|-
| CD > 623D, run, cl.D > 623BD ~ AC (623AC) || 255 || 170 || 0.5 || 20% || Non-Corner ||
|-
| CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) || 417 || 390 || 0.5 || 60% || Corner ||
|}
|}



Revision as of 06:31, 28 May 2022

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 Yuri has 3D, which can combo from lights and has the hitstun of a heavy normal, optimally Yuri'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.

Heavy Starters

Combo Damage Notes
2B > 2A > 3D 74 Standard low confirm. Stopping at 2A leaves you plus on block.
cl.B > 2A > 3D 89 Stronger, more precise low confirm.
2C > 3D 108 Standard heavy starter. 2C is just barely more reliable after a jump-in than cl.C, having a bit more range. At further ranges 3D will whiff on block.
2A, 2C 91 Strong link from a close 2A, providing a hit-confirm and a damaging combo from a quick button. 3D works after 2C but will leave you at too far range for some combos.
cl.D > 3D 118 Most damaging combo starter. Use when you can in punishes.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes:

  • Many combos will end in X > 623K ~ AC for optimal damage but will sacrifice okizeme and the corner if done in the corner.
  • Those combos will have an alternative in parentheses next to them that can be used instead for better oki and screen positioning, but less damage.

Beginner Combos

Combo Damage Meter cost Location notes
2B > 2B > f.B > 214A 127 0 Anywhere Basic light confirm. For a bit more damage, try ending in 623C instead.
j.D > cl.C > 236A 194 0 Anywhere Basic heavy combo. Safe on block which makes up for Yuri's difficult heavy confirms.
2B > 2B > f.B > 214A > 214214A / 214214AC 283/395 1/2 Anywhere After 214A, all you need to do is another 214A/214AC and the super will come out, i.e. "214A > 214A" will give you 214A into Super.
j.D > cl.C > 236A > 236214B / 236214BD 360/483 1/2 Anywhere Nice and long confirm window for the super.

Meterless

Combo Damage Stun Meter Gain Location notes
Starter > 623C 170/209 245/270 25% Anywhere Basic confirm. Yuri can set up a meaty throw after by running.
Starter > 214A, 623A 174/215 265/290 40% Corner 214A will whiff at some ranges.
236A, 623A 134 160 20% Corner Confirm from a fireball.
(anti air) f.B > 623D ~ AC 130 30 15% Anywhere Also works off of anti air cl.C, a falling jump normal air-to-air, or anti air 2C if it hits early enough in 2C's animation. Yuri can get much more reward off of anti airs this way. Remember that the oki after landing the air throw is not very good.
214C, run, cl.D > 623K ~ AC (623C) 231 (167) 130 30% Anywhere Works off an anti-air 214C as well. Great damage and meter gain for meterless. cl.C can be used for more consistently as it's faster.
CD > 623D, 2D 143 170 20% Non-Corner Anywhere CD conversion. CD > 623D is not a bad sequence on block and can get you some damage if it hits. If you land close enough, a 623C is also possible.
CD > 623D ~ P, 214A, cl.D > 623K ~ AC 209 330 55% Corner CD corner combo. Delay the A/C follow-up from the first 623D as much as possible. Omit the air throw to keep the corner.
CD > 236C, 623C 228 300 35% Near Corner CD > 236C is also a good sequence on block. If Yuri is completely in the corner, use dp A or a normal into 623K ~ AC instead.

EX

Combo Damage Stun Meter cost Location notes
Starter > 63214BD 195/233 115/130 10% Anywhere Weak, but 100% consistent and leads to a safe jump set-up.
Starter > 214AC, run, cl.D > 623K ~ AC (623C) 298/346 (244/289) 175/200 30% Anywhere 214AC has short range and can sometimes drop from further ranges.
Starter > 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) 369/423 (300/350) 295/320 45% Corner Be careful if you use the button hold trick for 236A, as you can accidentally charge the move, causing the combo to drop. 214AC also combos after an uncancelled CD in the corner, and leads to the exact same combo.
236C, 63214BD 211 60 10% Corner Reliable conversion from 236C.
CD > 623D, 63214BD 196 100 15% Non-Corner Very consistent.
CD > 623D, run, cl.D > 623BD ~ AC (623AC) 255 170 20% Non-Corner
CD > 623D ~ P, 214AC, 214C, 236A, cl.C > 623K ~ AC (623A) 417 (347) 390 60% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 2363214K 292 170 1 25% Anywhere Input the 623C as 6236C, then input 214B/D to input the super.
Light Starter > 3D > 623A > 2363214K 300 210 1 25% Anywhere Drops at max spacing.
Heavy Starter > 214AC, 623BD ~ P, cl.D > 623K ~ AC (623C) 403 (343) 140 (210) 1 30% Anywhere Yuri will switch sides after the 623BD ~ A/C, so swap your inputs accordingly.
Heavy Starter > 236A > 2363214K 310 130 1 20% Anywhere Low damage, but hit confirmable.
Light Starter > 214A, 623A > 214214P 303 210 1 30% Corner You can input 623A as 632146A, then input 214A/C for the super. Otherwise input the 623A as early as possible, then hold the A button to give yourself more time to input the super.
Heavy Starter > 214AC, 214C, 236A, 2C > 623BD ~ AC (623AC) 440 (417) 260 (190) 1 30% Corner The alternate 623AC extension does not work on smaller opponents. Omit the 236A if you want that ender against smaller opponents.
CD > 623D, 2363214K 241 100 1 15% Non-Corner Reliable CD combo. Only does slightly more than a normal into air throw.
CD > 623D, 623C > 214214P 286 180 1 30% Midscreen More screen position dependent conversion but more rewarding.
236CD, cl.D > 623K ~ AC (623C) 255 (173) 70 (140) 1 70% Anywhere Shatter Strike conversion. Yuri can get more complex combos if the Shatter Strike hits airborne, but they're very inconsistent based on positioning and spacing, so just aim for this conversion.
Heavy Starter > 214AC, 623BD~P > j.236BD, cl.D > 623K ~ AC 510 140 1.5 30% Anywhere Very strong combo for the meter spent, even stronger than her 2-2.5 bar conversions bar conversions. Landing this combo will be your primary goal as Yuri. If you're in the corner and don't want to lose the corner, just omit the last air throw.
236CD, 214AC, run, cl.D > 623K ~ AC (623C) 341 (262) 70 (140) 1.5 75% Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236214BD 404 170 2 25% Anywhere Technically 214214AC scales better and does 4 more damage, but the oki is not very good.
Heavy Starter > 214AC, 623BD ~ P > j.236BD, cl.D > 623BD ~ AC (623AC) 533 (502) 140 (70) 2 20% Anywhere Use the 623AC to keep the corner if done in the corner.
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P, cl.D > 623K ~ AC 395/440 290/270 2 35% Anywhere 1000 Max Gauge combo.
Light Starter/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P > j.236BD, cl.D > 623K ~ AC 450/509 290/270 2 35% Anywhere 1250 Max Gauge combo. Go-to confirm from lights. Also your 1500 Gauge combo.
Light Starter > 214A, 623A > 2363214BD 415 210 2 30% Corner
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236A, 623A > 214214P 420/466 400/380 2 10% Corner 1000 Max Gauge combo.
Light/Heavy Starter > 3D > BC, cl.D > 214AC, neutral jump, j.236BD, 623C > 214214P 441/491 300/280 2 10% Corner Optimized 1250 Max Gauge combo.
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P, 623C > 214214P 424/482 300/280 2 10% Corner Easier 1250 Max Gauge combo.
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236AC, 623C > 214214P 452/504 360/340 2 10% Corner 1500 Max Gauge combo.
CD, 2363214BD 364 900 2 10% Anywhere Very consistent, no cancel needed.
214C, 2363214BD 382 60 2 10% Anywhere Consistent conversion from 214C.
236CD (anti air), 214C, 2363214K 319 60 2 65% Anywhere Consistent anti air Shatter strike conversion. If Shatter Strike hits on the ground, your standard 214AC combos work.
Heavy Starter > 214AC, 214C, 236A, 623A > 2363214BD 567 250 2.5 40% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 623C > 214214P > 2363214BD 552/601 170/150 3 25% Anywhere 214A can be used instead of 623C for an easier cancel, doing 539 damage. Doing this combo from a Heavy Starter is also max damage for point Yuri.
Heavy Starter > 236A > 641236C > 2363214BD 592 130 3 20% Anywhere Stronger, hit confirmable combo.
Heavy Starter > 214AC, 623BD ~ P, 623C > 2363214BD 579 210 3 25% Anywhere Conversion from BNB heavy combo.
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623C, 623A > 2141236CD 529/561 340/320 3 15% Non-Corner 1000 Max Gauge combo.
Light/Heavy Starter > 3D > BC, cl.D > 623C > 214214P > 214236CD 585/630 300/280 3 15% Anywhere 1250/1500 Max Gauge combo.
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 623BD ~ P, 623C > 2141236CD 581/623 300/280 3 15% Anywhere Easier 1250/1500 Max Guage combo.
Heavy Starter > 214AC, 214C, 236AC, 623C > 2363214BD 617 210 3 35% Corner
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236A, 623A > 2141236CD 577/612 400/380 3 15% Corner 1000 Max Gauge corner combo.
Light/Heavy Starter > 3D > BC, cl.D > 214AC, 214C, 236AC, 623C > 2141236CD 609/650 360/340 3 15% Corner 1500 Max Gauge corner combo.
Heavy Starter > 214AC, 623BD ~ P > j.236BD, 623A > 2363214BD 636 130 3.5 20% Anywhere
Heavy Starter > 214AC, 214C, 236A, 623A > 214214P > 2363214BD 686 250 3.5 40% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 3D > BC, cl.D > 623C > 214214AC > 214236CD 669/723 300/280 4 10% Anywhere Using Max combos is Yuri's best source of damage at 4 bars.
Heavy Starter > 214AC, 214C, 236AC, 623C > 214214P > 2363214BD 736 210 4 30% Corner
Max Mode > j.D > cl.D > 214A > 214214A > 641236AC > 2141236CD 960 200 4 Anywhere Very simple jump-in Blue Max combo (1250/1500)
Max Mode > 2C > 214A > 214214A > 641236AC > 2141236CD 919 130 4 Anywhere Heavy starter version of the above combo (1250/1500)
Heavy Starter > 214AC, 623BD ~ P > j.236BD, 623A > 214214P > 2363214BD 760 130 4.5 20% Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 623C > 214214AC > 2141236CD 715/790 170/150 5 0% Anywhere Yuri's only efficient 5 bar combo.

External Links

Yuri Combos by Meno

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