Difference between revisions of "The King of Fighters XV/Duo Lon/Combos"

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(Created page with "{{#lst:{{BASEPAGENAME}}/Combos|Links}} {{ComboLegend-KOFXV}} {{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 followin...")
 
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| '''j.B/ j. D, cl.C/  cl. D''' || 106 || 100 || 11% || Standard jump-in starter. Cl. C is usually more consistent than cl.D due to cl. D's pushback. Values are calculated using light jump B, cl. C.
| '''j.B/ j. D, cl.C/  cl. D''' || 106 || 100 || 11% || Standard jump-in starter. Cl. C is usually more consistent than cl.D due to cl. D's pushback. Values are calculated using light jump B, cl. C.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Stun !! Meter Gain !! Notes
|-
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.
|-
| 6B || 40 || 40 || 4% || Only useful for combing into 21426A/AC Super from far range.
|-
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.
|}
|}

Revision as of 00:50, 2 January 2024

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 Gain Notes
2B > 2B > 2A 51 60 5.5% Standard low light confirm. It can be replaced with 2B > cl.A > 2A .
2B > 2A > Far A 60 75 6.5% On hit, Far A /cl. A is the most consistent light move into 236A when it comes to spacing.
2B > 2A > 6A 74 85 8% 6A whiffs on all crouching opponents, but can connect to 236C/AC.
2B > 2A > 6AC 92 45 4% 6AC hits on all crouching opponents and can connect to 236C/AC.
j. B/ j. D > Far A 63 to 93 60 to 100 6.5% to 9.5% Far A /cl. A is the most consistent light move into 236A when it comes to spacing. Keep in mind Far A whiffs on crouching opponents in neutral and guard state.

Heavy Starters

Combo Damage Stun Meter Gain Notes
cl.D > 6A 118 110 12% Best standard heavy starter. Cl. D places the opponent in a standing position which allows consistent hits into 6A.
cl.C > 6A 108 110 11% Grounded punish starter. Cl. C is a frame faster than cl. D, but does not place the opponent in a standing position. Can do cl. C, 6AC for consistent combo into 236C/AC.
j.B/ j. D, cl.C/ cl. D 106 100 11% Standard jump-in starter. Cl. C is usually more consistent than cl.D due to cl. D's pushback. Values are calculated using light jump B, cl. C.

Other Starters

Combo Damage Stun Meter Gain Notes
CD 75 100 7.5% If you trade and don't get knocked down you can still convert off CD.
6B 40 40 4% Only useful for combing into 21426A/AC Super from far range.
Counterhit j.CD 100 80 8% Leads to juggles.