Difference between revisions of "The King of Fighters XV/Ramón/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/>
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2A > 2B''' || 39 || His only decent light starter, you actually only press 2A as 623BD will do the 2B for you.
|-
| 2A > 5A || 48 || His lights suck as starters.
|-
| 5B > 5A || 53 || No like, they really suck.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''cl.5D > 3D''' || 127 || His most damaging grounded starter.
|-
| cl.5C > 3D || 117 || His most reliable grounded starter.
|-
| j.C > cl.5C > 3D || 181 || Most reliable jump in, crosses up too.
|-
| j.C > cl.5D > 3D || 191 || More damage but doesn't cross up.
|-
| 2C > 3D || 117 || Poke confirm.
|-
| f.5C || 70 || Faster poke that only links into specials, great as an option select on jump ins if they roll away.
|-
| 2D(X) > 3D || 50 || Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 || Slow but cancelable.
|-
| 236CD || 75 || Raw Shatter does not combo into 3D.
|-
| 214A (counter) || 125 || Combos into 623B/BD in the corner, it's as risky as it gets.
|-
| 214AC (counter) || 162 || Combos into 623D anywhere, just as risky as 214A.
|-
| 214K , AB || 65 || Very versatile utility, 214BD can be used as a reversal and all versions can be frame traps on block.
|}


==Combos==
==Combos==
'''General Notes'''
* Any combo which includes dp+BD can be combo'd into from cr.B > cr.A > cr.A/cr.B as well as any close heavy starter.
* cl.D deals ten points more damage than cl.C and cr.C, but it is much slower than cl.C and has worse range than cr.C, making its usage situational.
* Unlike command normal overheads, dp+D is still treated as an overhead even when it is used in combos, and thus XV's damage scaling rules for overheads will apply. Even if you can link into df+D, for example after df+BD, it is preferable to go for df+B instead because you will lose plenty of damage otherwise.


===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:''' Ends with hcf+A. (172 DMG)<br>
{|class="wikitable sortable"
'''1 Meter:''' Ends with hcb,hcb+A/C. (223 DMG)<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Meter:''' Ends with hcb,hcb+AC. (347 DMG)<br>
|-
'''3 Meter:''' Ends with qcb,hcf+CD. (452 DMG)<br>
|  cl.A > A > A > B || 172 || 0 || Rush combo ending in a special move (41236A), cannot be followed up with a super.
|-
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super (6321463214P).
|-
|  cl.A > A > A > D || 347 || 2 || Rush combo ending in a Max super (6321463214AC).
|-
|  cl.A > A > A > A || 452 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| c.B/2B > 41236C || 144 || || 0 || || Anywhere || Doubles as a tick throw on block, given 41236C's slower startup. You can use 41236A instead for a more reliable combo.
| cl.5B > cl.5A > 41236A || 161 || 60 || 0 || .2 || Anywhere || The only true light confirm without any meter, you have to be pretty close still.
|-
|-
| c.B/2B > Rush Auto Combo || 192 || || 0 || || Anywhere || Yes, he's one of those characters.
| 2B > Rush Combo > 41236A || 177 || 45 || 0 || .25 || Anywhere || I think this shows how bad the light confirms are, this is all you'll get from 2B meterless.
|-
|-
| c.C/2C > 3D > 236A || 207 || || 0 || || Anywhere || Forward hard knockdown.
| '''Heavy Starter''' > 623B > 623K > 22C || 267 || 170 || 0 || .3 || Anywhere || His BNB with the more damaging ender.
|-
|-
| c.C/2C > 3D > 41236A/C || 225 || || 0 || || Anywhere || Backward hard knockdown.
| '''Heavy Starter''' > 623B > 623K > 22A || 239 || 170 || 0 || .27 || Anywhere || His BNB with a reset ender, be careful what you do with this.
|-
|-
| c.C/2C > 3D > 623B~623K > 22C || 257 || || 0 || || Anywhere || His most-damaging meterless combo, but it's a soft knockdown.
| '''Heavy Starter''' > 623B > 623K > 22C > cl.5C > 214C || 316 || 240 || 0 || .4 || Corner || His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block.
|-
|-
| c.C/2C > 3D > 214A > 22AC || 241 || || || || Corner || 214A gives you generous amounts of corner carry, so you'll have an opportunity to land an inescapable Bird of Paradise OTG more often than you'd think.
| '''Heavy Starter''' > 214A || 217 || 170 || 0 || .25 || Anywhere || For when you're too far away to do 623B, HKD.
|-
| '''Heavy Starter''' > 214A > 22AC || 251 || 170 || 0 || .35 || Near Corner || 214A leads into OTG 22AC when near the corner.
|}
|}


===EX===
===.5 Bar===
{|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 > 623BD, 214A || 228 || || || || Anywhere || Low starter, hard knockdown. Also works from c.C > 3D.
| '''Light Starter''' > 623BD > 623D > 623K > 22C || 274 || 115 || .5 || .25 || Anywhere || Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it.  
|-
|-
| ... > 623BD, 623B~623K > 22C || 275 || || || || Anywhere || Low starter, soft knockdown. Also works from c.C > 3D.
| cl.5B > '''Light Starter''' > 623BD > 623D > 623K > 22A || 262 || 145 || .5 || .25 || Anywhere || Standing light link with the mix up ender.
|-
|-
| ... > 41236AC, 22AC || || || || || Anywhere || Backward hard knockdown. The Bird of Paradise OTG is guaranteed.
| '''Light Starter''' > 623BD > 214K , AB > 623B > 623K > 22C > cl.5C > 214C || 350 || 235 || .5 || .4 || Corner || Corner only extender with 214K cancel.
|-
|-
| ... > 623BD, 214A, 22AC || || || || || Corner || Nearly the same amount of damage as the midscreen soft knockdown ender and with much better oki.
| '''Light Starter''' > 214AC || 156 || 60 || .5 || .02 || Anywhere || You will need to do the 214AC lightning fast and not hold it at all.
|-
| '''Light Starter''' > 214AC > 22AC || 190 || 45 || .5 || .12 || Near Corner || OTG extender.
|-
| '''Heavy Starter''' > 623BD > 623D > 623K > 22C || 362 || 190 || .5 || .35 || Anywhere || Same as the light starter just better.
|-
| '''Heavy Starter''' > 623B > 623K > 22A > 41236AC > 22AC || 377 || 170 || .5 || .4 || Anywhere || His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
|-
| '''Heavy Starter''' > 623BD > 66 >  214K , AB > 623B > 623K > 22C > cl.5C > 214C || 438 || 300 || .5 || .49 || Corner || Same as light but due to pushback you need to do a micro walk after 623BD (very micro).
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ... > 236CD, 623B~623K > 22C || 232 (raw 236CD) || || 1 || 0.5 || Anywhere || Shatter Strike combo. You get meter back to use dp+BD, but doing this after Shatter Strike will automatically end the combo.
| '''Light Starter''' > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 375 || 115 || 1 || .3 || Anywhere || The good part about light starters is they stop falling behind the heavy ones once you have a bar.
|-
|-
| c.C/2C > 3D > 6321463214A/C || 279 || || 1 || || Anywhere || Leaves the opponent behind you but way too far out to get pressure from it. Using EX Tiger Neck Chancery gives you better damage and okizeme for half the price, so do that instead.
| '''Light Starter''' > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC || 401 || 165 || 1 || .35 || Corner || Corner only variant, you will lose the corner unless you do a cross up after the combo.
|-
|-
| ... > 3D > 623B~623K > 22A > 6321463214A || 355 || || 1 || || Anywhere || Only practical use for Tiger Spin over his other grabs is for super cancels such as this one.
| '''Light Starter''' > 623BD > 66 > 214K , AB > 214AC || 288 || 105 || 1 || .1 || Anywhere || Tricky combo that rewards you with a HKD.
|-
|-
| CD > 214C, 2141236B/D || 235 || || 1 || || Midscreen || Grounded wall splat combo. The combo won't work if you don't feint cancel stCD for whatever reason. The super will fail to land in the corner.
| '''Light Starter''' > 623BD > 66 > 214K , AB > 214AC > 22AC || 318 || 105 || 1 || .15 || Near Corner || OTG extension.
|-
|-
| ... > 623BD, 623B~623K > 22A > 6321463214A || 429 (c.C > 3D) || || 1.5 || || Anywhere || Minor damage improvement if you need to kill.
| '''Heavy Starter''' > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 463 || 190 || 1 || .41 || Anywhere || Arguably his best combo.
|-
|-
| ... > 236CD, 623B~623K > 22A > 6321463214A || 344 (raw 236CD) || || 1.5 || || Anywhere || Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 214AC || 376 || 170 || 1 || .2 || Anywhere || Same as light but more damage.
|-
| '''Heavy Starter''' > 623BD > 66 > 214K , AB > 214AC > 22AC || 406 || 170 || 1 || .2 || Near Corner || OTG extends this combo once more.
|-
| '''Heavy Starter''' > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC || 489 || 230 || 1 || .47 || Corner || Like the light variant, will lose you the corner.
|-
| '''Heavy Starter''' > 623B > 2141236K || 345 || 170 || 1 || .25 || Anywhere || Super ender, but not the best use of 1 bar from heavies.
|-
| '''Heavy Starter''' > 623B > 2141236K > 22AC || 345 || 170 || 1 || .25 || Midscreen || OTG extension.
|-
| '''Light Starter''' > 623BD > 623D > 2141236K || 349 || 115 || 1.5 || .2 || Anywhere || Extended Super combo but again, damage not fully worth it.
|-
| '''Light Starter''' > 623BD > 623D > 2141236K > 22AC || 379 || 115 || 1.5 || .25 || Near Corner || OTG doing its best to save this combo.
|-
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C || 419 || 175 || 1.5 || .4 || Corner || His corner BNB, '''Note that this will whiff on characters like Kula, Yuri and Chris due to their smaller sizes.'''
|-
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > cl.5D > 214C || 326 || 125 || 1.5 || .15 || Corner || Use this against the smaller characters, results in a reset too.
|-
| '''Heavy Starter''' > 623BD > 623D > 2141236K || 437 || 190 || 1.5 || .25 || Anywhere || Like the light but a bit beefier.
|-
| '''Heavy Starter''' > 623BD > 623D > 2141236K > 22AC || 467 || 190 || 1.5 || .25 || Midscreen || OTG do what an OTG do.
|-
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C || 507 || 240 || 1.5 || .48 || Corner || Corner BNB again, and again it whiffs on smaller characters.
|-
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > cl.5D > 214C || 414 || 190 || 1.5 || .25 || Corner || The gremlin reset.
|}
|}


===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
|-
|-
| c.C/2C > 3D > 623B~623K > 22A > 2141236BD || 467 || || 2 || || Anywhere || This super deals more damage than EX Tiger Spin and gives much better corner carry and okizeme.
| '''Heavy Starter''' > 623B > 2141236BD || 473 || 170 || 2 || .25 || Anywhere || Much like the war in Ba Sing Se, there is no 2 Bar Light starters.
|-
|-
| ... > 236CD > 623B~623K > 22A > 2141236BD || 472 (raw 236CD) || || 2 || || Anywhere || Shatter Strike combo. If it hits anti-air you can still land the dp+B, but you have to time it.
| '''Heavy Starter''' > 623B > 2141236BD > 22AC || 505 || 170 || 2 || .26 || Midscreen || But much like death and taxes there is always the OTG extension.
|-
|-
| CD > 214C, 2141236BD || 363 || || 2 || || Anywhere || More expensive version of the wall splat combo above.
| '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC || 466 || 105 || 2 || .35 || Corner || Ok I lied there is this, but it still doesn't work on short characters and you lose the corner.
|-
|-
| ... > 2141236BD, 22AC || || || 2 || || Corner || Free Bird of Paradise OTG in the corner.
| '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC || 554 || 180 || 2 || .35 || Corner || Same as the light variant but more damage and bar.
|-
| '''Light Starter''' > 623BD > 623D > 2141236BD || 469 || 115 || 2.5 || .2 || Anywhere || Now the super cancel is worth it.
|-
| '''Light Starter''' > 623BD > 623D > 2141236BD > 22AC || 499 || 115 || 2.5 || .25 || Midscreen || AYYO DO A FLIP.
|-
| '''Light Starter''' > 623BD > 214K , AB > 623B > 2141236BD > 22AC || 518 || 165 || 2.5 || .3 || Corner || 2141236BD keeps showing its worth
|-
| '''Heavy Starter''' > 623BD > 623D > 2141236BD || 557 || 190 || 2.5 || .25 || Anywhere || Stonks.
|-
| '''Heavy Starter''' > 623BD > 623D > 2141236BD > 22AC || 587 || 190 || 2.5 || .25 || Midscreen || Stomp.
|-
| '''Heavy Starter''' > 623BD > 214K , AB > 623B > 2141236BD > 22AC || 606 || 230 || 2.5 || .4 || Corner || Stonks and Stomp.
|}
|}
Ramón can turn any of his 1.5 bar combos into 2.5 bar combos by using 2141236BD instead of the non-EX version.


===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
|-
|-
| ... > 623B > 2141236CD || || || 3 || || Anywhere || Being a two-hit Climax, Hyper Sonic • Ramón is hit hard by damage scaling. Cancelling Rolling Sobat itself is optimal for Climax combos, as the Hoist sequence will scale it down too much. This doesn't affect EX Volando, as its damage is spread across many hits and it has a tendency to miss when cancelled into from raw Rolling Sobat anyway.
| '''Light Starter''' > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX || 577 || 215 || 3 || .05 || Anywhere || Basic Quick Max combo, nothing special. Works with 1250 and 1500 Max Gauge (Mid and Anchor).  
|-
|-
| 236CD > 2141236B/D > 6321463214AC || 527 || || 3 || 0.5 || Back to Corner || Very situational anti-air Shatter Strike combo which only works if your back is near the wall. Worth noting because this is the only feasible way for Ramón to land an Advanced Cancel, unless you actually go for qcb,hcf+B/D raw for whatever reason.
| '''Heavy Starter''' > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX || 665 || 280 || 3 || .15 || Anywhere || Same as light variant but beefier.
|}
|}


===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
|-
|-
| ... > f.B/3D > BC > c.C/2C > 3D > 623B > 2141236BD > 2141236CD || || || || || Anywhere || You're super cancelling Rolling Sobat itself because otherwise you won't have enough time to cancel into Climax, and even if you did the combo would be hit harder by damage scaling.
| '''Light Starter''' > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX || 675 || 215 || 4 || .05 || Anywhere || Same as the 3 bar version but with more damage. Works with 1250 and 1500 Max Gauge (Mid and Anchor).  
|-
| '''Heavy Starter''' > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX || 763 || 280 || 4 || .15 || Anywhere || Same as light variant but stronger.
|-
| '''Light Starter''' > 623BD > 214K , AB > 623B > 2141236K > CLIMAX || 692 || 165 || 4.5 || .2 || Corner || Enough OTG extensions, time for the butt extension.
|-
| '''Heavy Starter''' > 623BD > 214K , AB > 623B > 2141236K > CLIMAX || 780 || 230 || 4.5 || .25 || Corner || More caked up.
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Heavy Starter''' > 623B > 2141236BD > CLIMAX || 833 || 170 || 1 || .25 || Anywhere || Yeah no lights for this section, heavies only.
|}
 
===Blue Max===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| BC > '''Light Starter''' > 623BD > 623D > 2141236K > CLIMAX || 712 || 125 || 3 || .15 || Anywhere || Kinda useless since cl.5C exists.
|-
| BC > '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 773 || 105 || 3 || .2 || Corner || Use to punish panic DPs, unless its Kula, Yuri or Chris as this still doesn't work on short characters..
|-
| BC > '''Heavy Starter''' > 623BD > 623D > 2141236K > CLIMAX || 750 || 190 || 3 || .25 || Anywhere || Make them pay for a mistake.
|-
| BC > '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 883 || 170 || 3 || .3 || Corner || Still not gremlin proof but will make your opponent cry.
|-
| BC > '''Light Starter''' > 623BD > 623D > 2141236BD > CLIMAX || 832 || 125 || 4 || .15 || Anywhere || More bar.
|-
| BC > '''Light Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 878 || 105 || 4 || .2 || Corner || Still not gremlin proof.
|-
| BC > '''Heavy Starter''' > 623BD > 623D > 2141236BD > CLIMAX || 942 || 190 || 4 || .25 || Anywhere || MAKE THEM PAY.
|-
| BC > '''Heavy Starter''' > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 988 || 170 || 4 || .3 || Corner || The gremlins may win this time, but with a jump in this is a ToD.
|-
| BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX || 880 || 120 || 3 || .25 || Corner || This is not very practical but it does a lot...If only it hit short characters.
|-
| BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX || 1000 || 120 || 4 || .25 || Corner || Just barely a ToD and still the gremlins laugh, for they can't be hit by it.
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ... > 623B > 2141236BD > 2141236CD || || || 5 || || Anywhere || Not exactly anchor material. If you do a Hoist sequence you will lose damage.
| CD > 41236K(X) , AB > 623B > 623K > 22C || 182 || 160 || 0 || .3 || Anywhere || Basic CD combos using 41236K to get near if you're not near the corner.
|-
| 236CD > 623B > 623K > 22A > 41236AC > 22AC || 358 || 60 || 1 || .25 || Anywhere || Basic Shatter strike combo.
|-
| 214AC (counter) > 623D > 623K > 22A > 41236AC > 22AC || 443 || 80 || 1 || .25 || Anywhere || Basic 214AC (counter) combo start, still an extremely risky starter.
|-
| 214AC (counter) > 623D > 2141236BD || 544 || 80 || 1 || .15 || Anywhere || Super cancel, requires timing on the 523D otherwise the super will whiff.
|-
| 214AC (counter) > 623D > 2141236BD > 22AC || 578 || 80 || 1 || .15 || Midscreen || OTG for bonus damage.
|-
| 214A (counter) > 623B > 623K > 22C > cl.5C > 214C || 325 || 210 || 0 || .45 || Corner || Very niche starter but is very useful when it happens.
|-
| 214A (counter) > 623BD > 214BD , AB > 623B > 22C > cl.5C > 214C || 455 || 210 || 1 || .5 || Corner || Extended version that pays back 50% of the bar spent. Wont work on small characters.
|-
| 214A (counter) > 623B > 2141236BD > 22AC || 526 || 130 || 2 || .45 || Corner || Super cancel version with OTG.
|-
| 214K , AB > f.5C > 623BD > 623D > 623K > 22A > 41236AC > 22AC || 467 || 210 || 1 || .45 || Anywhere || Can be done off of 214BD too.
|-
| 214K , AB > f.5C > 623BD > 623D > 2141236BD || 561 || 210 || 2.5 || .25 || Anywhere || Super version.
|-
| 214K , AB > f.5C > 623BD > 623D > 2141236BD > 22AC || 591 || 210 || 2.5 || .35 || Midscreen || OTG bonus.
|-
| 214K , AB > f.5C > BC > cl.5D > 3D > 2141236BD > CLIMAX || 767 || 300 || 4 || .35 || Anywhere|| Works as a Quick Max starter.
|}
|}


==External Links==
==External Links==
{{#ev:youtube|1su7Z6SVy4c|||'''Ramón Combos by Meno'''|frame}} {{#ev:youtube|npVaJvcGDxo|||'''Ramón Combos by Persona'''|frame}} {{#ev:youtube|4xG5qbIhdms|||'''Ramón Combos by Kakuge'''|frame}} {{#ev:youtube|lRMyJO2iaTc|||'''Ramón Combos, Starters and Resets by Faizer'''|frame}}




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

Latest revision as of 12:31, 18 May 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).

Light Starters

Combo Damage Notes
2A > 2B 39 His only decent light starter, you actually only press 2A as 623BD will do the 2B for you.
2A > 5A 48 His lights suck as starters.
5B > 5A 53 No like, they really suck.

Heavy Starters

Combo Damage Notes
cl.5D > 3D 127 His most damaging grounded starter.
cl.5C > 3D 117 His most reliable grounded starter.
j.C > cl.5C > 3D 181 Most reliable jump in, crosses up too.
j.C > cl.5D > 3D 191 More damage but doesn't cross up.
2C > 3D 117 Poke confirm.
f.5C 70 Faster poke that only links into specials, great as an option select on jump ins if they roll away.
2D(X) > 3D 50 Allows you to use cancel 3D as a poke, thanks to 2D being whiff cancelable.

Other Starters

Combo Damage Notes
CD 75 Slow but cancelable.
236CD 75 Raw Shatter does not combo into 3D.
214A (counter) 125 Combos into 623B/BD in the corner, it's as risky as it gets.
214AC (counter) 162 Combos into 623D anywhere, just as risky as 214A.
214K , AB 65 Very versatile utility, 214BD can be used as a reversal and all versions can be frame traps on block.

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 172 0 Rush combo ending in a special move (41236A), cannot be followed up with a super.
cl.A > A > A > C 223 1 Rush combo ending in a super (6321463214P).
cl.A > A > A > D 347 2 Rush combo ending in a Max super (6321463214AC).
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
cl.5B > cl.5A > 41236A 161 60 0 .2 Anywhere The only true light confirm without any meter, you have to be pretty close still.
2B > Rush Combo > 41236A 177 45 0 .25 Anywhere I think this shows how bad the light confirms are, this is all you'll get from 2B meterless.
Heavy Starter > 623B > 623K > 22C 267 170 0 .3 Anywhere His BNB with the more damaging ender.
Heavy Starter > 623B > 623K > 22A 239 170 0 .27 Anywhere His BNB with a reset ender, be careful what you do with this.
Heavy Starter > 623B > 623K > 22C > cl.5C > 214C 316 240 0 .4 Corner His Corner BNB, with a reset at the end that, can swap 214C with 22AC for another reset or chip damage, whilst also safe on block.
Heavy Starter > 214A 217 170 0 .25 Anywhere For when you're too far away to do 623B, HKD.
Heavy Starter > 214A > 22AC 251 170 0 .35 Near Corner 214A leads into OTG 22AC when near the corner.

.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623BD > 623D > 623K > 22C 274 115 .5 .25 Anywhere Finally, a proper light starter, after the 2A just do 623BD, the 2B will come out on its own as a result of it.
cl.5B > Light Starter > 623BD > 623D > 623K > 22A 262 145 .5 .25 Anywhere Standing light link with the mix up ender.
Light Starter > 623BD > 214K , AB > 623B > 623K > 22C > cl.5C > 214C 350 235 .5 .4 Corner Corner only extender with 214K cancel.
Light Starter > 214AC 156 60 .5 .02 Anywhere You will need to do the 214AC lightning fast and not hold it at all.
Light Starter > 214AC > 22AC 190 45 .5 .12 Near Corner OTG extender.
Heavy Starter > 623BD > 623D > 623K > 22C 362 190 .5 .35 Anywhere Same as the light starter just better.
Heavy Starter > 623B > 623K > 22A > 41236AC > 22AC 377 170 .5 .4 Anywhere His best .5 bar anywhere combo, can swap the OTG for a safe jump set up but even with it you can still do whatever you want after.
Heavy Starter > 623BD > 66 > 214K , AB > 623B > 623K > 22C > cl.5C > 214C 438 300 .5 .49 Corner Same as light but due to pushback you need to do a micro walk after 623BD (very micro).

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623BD > 623D > 623K > 22A > 41236AC > 22AC 375 115 1 .3 Anywhere The good part about light starters is they stop falling behind the heavy ones once you have a bar.
Light Starter > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC 401 165 1 .35 Corner Corner only variant, you will lose the corner unless you do a cross up after the combo.
Light Starter > 623BD > 66 > 214K , AB > 214AC 288 105 1 .1 Anywhere Tricky combo that rewards you with a HKD.
Light Starter > 623BD > 66 > 214K , AB > 214AC > 22AC 318 105 1 .15 Near Corner OTG extension.
Heavy Starter > 623BD > 623D > 623K > 22A > 41236AC > 22AC 463 190 1 .41 Anywhere Arguably his best combo.
Heavy Starter > 623BD > 66 > 214K , AB > 214AC 376 170 1 .2 Anywhere Same as light but more damage.
Heavy Starter > 623BD > 66 > 214K , AB > 214AC > 22AC 406 170 1 .2 Near Corner OTG extends this combo once more.
Heavy Starter > 623BD > 214K , AB > 623B > 623K > 22A > 41236AC > 22AC 489 230 1 .47 Corner Like the light variant, will lose you the corner.
Heavy Starter > 623B > 2141236K 345 170 1 .25 Anywhere Super ender, but not the best use of 1 bar from heavies.
Heavy Starter > 623B > 2141236K > 22AC 345 170 1 .25 Midscreen OTG extension.
Light Starter > 623BD > 623D > 2141236K 349 115 1.5 .2 Anywhere Extended Super combo but again, damage not fully worth it.
Light Starter > 623BD > 623D > 2141236K > 22AC 379 115 1.5 .25 Near Corner OTG doing its best to save this combo.
Light Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C 419 175 1.5 .4 Corner His corner BNB, Note that this will whiff on characters like Kula, Yuri and Chris due to their smaller sizes.
Light Starter > 623BD > 623BD > 214BD , AB > cl.5D > 214C 326 125 1.5 .15 Corner Use this against the smaller characters, results in a reset too.
Heavy Starter > 623BD > 623D > 2141236K 437 190 1.5 .25 Anywhere Like the light but a bit beefier.
Heavy Starter > 623BD > 623D > 2141236K > 22AC 467 190 1.5 .25 Midscreen OTG do what an OTG do.
Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22C > cl.5C > 214C 507 240 1.5 .48 Corner Corner BNB again, and again it whiffs on smaller characters.
Heavy Starter > 623BD > 623BD > 214BD , AB > cl.5D > 214C 414 190 1.5 .25 Corner The gremlin reset.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623B > 2141236BD 473 170 2 .25 Anywhere Much like the war in Ba Sing Se, there is no 2 Bar Light starters.
Heavy Starter > 623B > 2141236BD > 22AC 505 170 2 .26 Midscreen But much like death and taxes there is always the OTG extension.
Light Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC 466 105 2 .35 Corner Ok I lied there is this, but it still doesn't work on short characters and you lose the corner.
Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 623K > 22A > 41236AC > 22AC 554 180 2 .35 Corner Same as the light variant but more damage and bar.
Light Starter > 623BD > 623D > 2141236BD 469 115 2.5 .2 Anywhere Now the super cancel is worth it.
Light Starter > 623BD > 623D > 2141236BD > 22AC 499 115 2.5 .25 Midscreen AYYO DO A FLIP.
Light Starter > 623BD > 214K , AB > 623B > 2141236BD > 22AC 518 165 2.5 .3 Corner 2141236BD keeps showing its worth
Heavy Starter > 623BD > 623D > 2141236BD 557 190 2.5 .25 Anywhere Stonks.
Heavy Starter > 623BD > 623D > 2141236BD > 22AC 587 190 2.5 .25 Midscreen Stomp.
Heavy Starter > 623BD > 214K , AB > 623B > 2141236BD > 22AC 606 230 2.5 .4 Corner Stonks and Stomp.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX 577 215 3 .05 Anywhere Basic Quick Max combo, nothing special. Works with 1250 and 1500 Max Gauge (Mid and Anchor).
Heavy Starter > BC > cl.5D > 3D > 623B > 2141236K > CLIMAX 665 280 3 .15 Anywhere Same as light variant but beefier.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX 675 215 4 .05 Anywhere Same as the 3 bar version but with more damage. Works with 1250 and 1500 Max Gauge (Mid and Anchor).
Heavy Starter > BC > cl.5D > 3D > 623B > 2141236BD > CLIMAX 763 280 4 .15 Anywhere Same as light variant but stronger.
Light Starter > 623BD > 214K , AB > 623B > 2141236K > CLIMAX 692 165 4.5 .2 Corner Enough OTG extensions, time for the butt extension.
Heavy Starter > 623BD > 214K , AB > 623B > 2141236K > CLIMAX 780 230 4.5 .25 Corner More caked up.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623B > 2141236BD > CLIMAX 833 170 1 .25 Anywhere Yeah no lights for this section, heavies only.

Blue Max

Combo Damage Stun Meter cost Meter Gain Location notes
BC > Light Starter > 623BD > 623D > 2141236K > CLIMAX 712 125 3 .15 Anywhere Kinda useless since cl.5C exists.
BC > Light Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX 773 105 3 .2 Corner Use to punish panic DPs, unless its Kula, Yuri or Chris as this still doesn't work on short characters..
BC > Heavy Starter > 623BD > 623D > 2141236K > CLIMAX 750 190 3 .25 Anywhere Make them pay for a mistake.
BC > Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX 883 170 3 .3 Corner Still not gremlin proof but will make your opponent cry.
BC > Light Starter > 623BD > 623D > 2141236BD > CLIMAX 832 125 4 .15 Anywhere More bar.
BC > Light Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX 878 105 4 .2 Corner Still not gremlin proof.
BC > Heavy Starter > 623BD > 623D > 2141236BD > CLIMAX 942 190 4 .25 Anywhere MAKE THEM PAY.
BC > Heavy Starter > 623BD > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX 988 170 4 .3 Corner The gremlins may win this time, but with a jump in this is a ToD.
BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236K > CLIMAX 880 120 3 .25 Corner This is not very practical but it does a lot...If only it hit short characters.
BC > 214A (counter) > 623BD > 214BD , AB > 623B > 2141236BD > CLIMAX 1000 120 4 .25 Corner Just barely a ToD and still the gremlins laugh, for they can't be hit by it.

Other Starters

Combo Damage Stun Meter cost Meter Gain Location notes
CD > 41236K(X) , AB > 623B > 623K > 22C 182 160 0 .3 Anywhere Basic CD combos using 41236K to get near if you're not near the corner.
236CD > 623B > 623K > 22A > 41236AC > 22AC 358 60 1 .25 Anywhere Basic Shatter strike combo.
214AC (counter) > 623D > 623K > 22A > 41236AC > 22AC 443 80 1 .25 Anywhere Basic 214AC (counter) combo start, still an extremely risky starter.
214AC (counter) > 623D > 2141236BD 544 80 1 .15 Anywhere Super cancel, requires timing on the 523D otherwise the super will whiff.
214AC (counter) > 623D > 2141236BD > 22AC 578 80 1 .15 Midscreen OTG for bonus damage.
214A (counter) > 623B > 623K > 22C > cl.5C > 214C 325 210 0 .45 Corner Very niche starter but is very useful when it happens.
214A (counter) > 623BD > 214BD , AB > 623B > 22C > cl.5C > 214C 455 210 1 .5 Corner Extended version that pays back 50% of the bar spent. Wont work on small characters.
214A (counter) > 623B > 2141236BD > 22AC 526 130 2 .45 Corner Super cancel version with OTG.
214K , AB > f.5C > 623BD > 623D > 623K > 22A > 41236AC > 22AC 467 210 1 .45 Anywhere Can be done off of 214BD too.
214K , AB > f.5C > 623BD > 623D > 2141236BD 561 210 2.5 .25 Anywhere Super version.
214K , AB > f.5C > 623BD > 623D > 2141236BD > 22AC 591 210 2.5 .35 Midscreen OTG bonus.
214K , AB > f.5C > BC > cl.5D > 3D > 2141236BD > CLIMAX 767 300 4 .35 Anywhere Works as a Quick Max starter.

External Links

Ramón Combos by Meno
Ramón Combos by Persona
Ramón Combos by Kakuge
Ramón Combos, Starters and Resets by Faizer


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