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 are important for Yamazaki.
6A 70 Overhead Quick Max starter. Not an overhead when canceled into.

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

Combos

General Notes Midscreen 41236B/D, midscreen 2141236A/C, corner 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. Some routes that end in 214C will get more damage in the corner, as the first hit of 214C can whiff at range midscreen. 2141236P > 632146B/D will do 50 of the 100 bleed damage before the last stomp, effectively adding 50 damage to whatever is displayed in training mode. The last 50 damage will still be taken as bleed, but will not be lethal.

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). Requires a slight delay on 214C in the corner for full damage.
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 cost Meter Gain Location notes
Starter > 236AC, 6B > 623D ~ 214A, 214C 293/363 245/300 0.5 45%/52% Anywhere Your best half bar midscreen option, but range specific and prone to whiffing, especially from lights. Be mindful of your range.
Heavy Starter > 214AC, 2A > 5B > 623D ~ 214C 334 280 0.5 41.5% Anywhere Much less range-dependent, but less damage and more executionally demanding. You follow up 236AC with 632146P instead of the light chain but this will reduce the damage even further.
CD > 214A/B/C~D, run > 6B > 236AC, 623D ~ 214A, 214C 267 300 0.5 48.5% Anywhere 0.5 bar extension of the existing meterless combo. Generally not recommended, but if the extra 30 damage is needed to secure a kill, then it can be used.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623D ~ 214C > 2141236P (> 632146K) 255(303)+100/325(373)+100 165/220 1 29%(36%)/36%(43%) Anywhere The combo. The 10*10 poison/bleed damage from 2141236P can be interrupted by the opponent hitting you, so following up with 632146K is almost always recommended(damage values with it are in parentheses). If the opponent is cornered, you can either spend an extra half bar to OTG without sideswitch, OR you can stancel > shorthop for an autotimed safejump.
Heavy Starter > 214AC, 2A > 236AC, 6B > 623D ~ 214A, 214C 423 330 1 54.5% Anywhere Less damage(including bleed), but more metergain and no sideswitch. Worth considering at times. Also, the 2A before 236AC can be omitted for less damage.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 2141236P (> 632146K) 271(305)+100 260 1 37.5%(44.5%) Anywhere The combo, CD conversion edition. Beware of drops if you do not run up close enough.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, (delay) 214C > 2141236P (> 632146K) 271(305)+100 311(339) 1 51.5%(58.5%) Corner Corner extension.
Starter > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) 335(379)+100/405(449)+100 205/260 1.5 34%(41%)/41%(48%) Anywhere
Heavy Starter > 214AC, 2A > 5B > 623D ~ 214C > 2141236P (> 632146K) 400(434)+100 280 1.5 41.5%(48.5%) Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214AC, 2A > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) 456(490)+100 290 2 43.5%(50.5%) Anywhere
Starter > BC, cl.D > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) 343(377)+100/413(447)+100 275/330 2 4%(11%)/11%(18%) Anywhere Easy and basic Quick Max, but not optimal.
Starter > BC, cl.D > 6B > 236AC, 6B > 623D ~ 214A, 2141236P (> 632146K) 353(383)+100/423(453)+100 305/360 2 4%(11%)/11%(18%) Anywhere 1000 Quick Max optimal, can be difficult to get to 2141236P without running out of time. Previous combo omits first 6B for ease of execution.
Starter > BC, cl.D > 6A > 214AC, 2A > 5B > 623D ~ 214C > 2141236P (> 632146K) 379(399)+100/449(469)+100 335/390 2 4%(11%)/11%(18%) Anywhere 1250 and 1500 Quick Max.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623D ~ 214C > 2141236P > 236236AC (> 632146K) 456(500)+100/526(570)+100 165/220 3 29%(36%)/36%(43%) Anywhere(Corner) Generally, the 236236AC extension is used for either corner carry or to finish an opponent who will not be killed by OTG stomp.
Starter > BC, cl.D > 6B > 623D ~ 214C(1) > 2141236CD 505/575 225/280 3 4%/11% Anywhere 1000 Quick Max.
Starter > BC, cl.D > 623D ~ 214C > 2141236P > 2141236CD 546+100/616+100 235/290 3 4%/11% Anywhere 1250 Quick Max. The bleed damage ends before the last hit of the Climax, guaranteeing full damage.
Starter > BC, cl.D > 6B > 623D ~ 214C > 2141236P > 2141236CD 560+100/630+100 265/320 3 4%/11% Anywhere 1500 Quick Max.
CD > 214A/B/C~D, run > 6B > 623D ~ 214A, 2141236P > 236236AC 414+100 260 3 37.5% Anywhere
CD > 214A/B/C~D, run > 6B > BC, 623D ~ 214A, 2141236P > 2141236CD 517+100 260 3 14.5% Anywhere 1250 and 1500 mid-combo Quick Max.
Starter > 236AC, 6B > BC, 623D ~ 214A, 2141236P > 2141236CD 577+100/647+100 205/260 3.5 11%/18 Anywhere 1250 and 1500 mid-combo Quick Max.
Starter > 236AC, 6B > BC, 623D ~ 214A, (delay) 214C > 2141236P > 2141236CD 614+100/684+100 285/340 3.5 11%/18 Anywhere 1500 corner-only expansion of the above combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.D > 623D ~ 214C > 2141236AC > 2141236CD 624+120/694+120 235/290 4 4%/11% Anywhere 1250 Quick Max.
Starter > BC, cl.D > 6B > 623D ~ 214C > 2141236AC > 2141236CD 623+120/701+120 265/320 4 4%/11% Anywhere 1500 Quick Max.
BC, cl.D > 6B > 623D ~ 214C > 2141236P > 236236AC(early cancel) > 2141236CD 840+100 220 4 37% Anywhere Raw Max punish combo. Note: you need to cancel 236236AC early to combo into Climax midscreen. While this does result in losing some damage, the Climax will not combo otherwise. You can cancel 236236AC later in the corner for more damage.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214AC, 2A > 236AC > 6B > BC > 623D ~ 214A, 2141236AC > 2141236CD 767+120 290 5 9.5% Anywhere

External Links

Yamazaki Combos by Kakuge
Yamazaki Combos by Meno


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