Difference between revisions of "The King of Fighters XV/Iori Yagami/Combos"

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| CD || 75 ||
| CD || 75 ||
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| 623D/BD || 80'''/'''90 || Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.<br />623BD on the other hand, pops the opponent up for a juggle.
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| 632146P/AC || 0 || Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.
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('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)

Revision as of 02:05, 20 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.

Light Starters

Combo Damage Notes
2B > 5A 38 Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > cl.C 136 Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A.
Can add 6B in short combos for a bit more damage.
2C > 6B 98 Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling.
2B > 2A > 6A 65 Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A.
cl.B, cl.C 91 Only works from close range, but good damage for a low confirm into a heavy normal.

Other Starters

Combo Damage Notes
CD 75
623D/BD 80/90 Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions.
623BD on the other hand, pops the opponent up for a juggle.
632146P/AC 0 Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage.

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

Combos

General Notes

  • Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
  • You can add both parts of Iori's 6A after crouching lows at point blank range.
  • Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
  • If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 164 0 Rush combo ending in a special move
cl.A > A > A > C 223 1 Rush combo ending in a super
cl.A > A > A > D 337 2 Rush combo ending in a Max super
cl.A > A > A > A 427 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A*3 139 145 0.2 Anywhere Low combo to use when too far for '2A > 2B > 6A'.
Heavy Starter > 63214D 273 140 0.4 Anywhere Slightly more damage, but less hits to confirm with.
632146P, 2C > 63214D 146 70 0.3 Anywhere Easier command grab combo.
632146P, 2C > (6A) ~ A > 63214D 183 130 0.4 Anywhere Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit.
CD > 63214D 204 100 0.3 Anywhere Reliable, Easy, Consistent, and doesn't require committing to anything after CD.
CD > (63214B), f.C > 63214D 255 130 0.4 Non-Corner If done quick enough, the f.C hits standing.
CD, 236A, 623C 235 250 0.4 Corner Reliable and doesn't require CD to be cancelled.
CD > 623D > 214A*2, 623C 288 330 0.5 Corner More damage, more commitment.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > 236A*3, 63214BD 195 145 0.2 Anywhere Reliable but not much damage. Useful if you build the necessary meter after the combo.
Light/Heavy Starter > 236AC, 623D > 63214D 285/383 125/220 0.4 Anywhere Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop.
Light/Heavy Starter > 214AC*3, 214A*3 306/404 275/370 0.5/0.6 Corner Strong corner combo and builds back all the bar spent.
Heavy Starter > 214AC*3, 214A*3 343 240 0.3 Anywhere Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C.
623BD, 63214D 235 0 0.2 Anywhere Basic combo from 623BD.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
... > 6A > 236CD, dash c.C > f.A/B > 214C 1 0.5 Anywhere Shatter Strike conversion. Usually deals less damage than an EX but returns more meter.
... > 236AC > 214AC/214A > ... 0.5+ Anywhere Example of using EX Yami Barai as a combo extender. Less useful than his other EX options but leads to more damage overall when using more meter.
... > 214C*2 > 2363214A/C > 63214BD 1.5 Anywhere Basic supercancel into OTG extension.
632146AC, 2C > 214AC*3, 214A*3, 63214BD 274 1.5 Anywhere Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo.
2B > 2A > 236AC, 236A > 214236P, 623D > 63214D 399 1.5 Corner Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back

Most of Iori's 1-bar combos are combinations of his 0.5 bar combos. Usually they'll follow the formula of EX Rekkas > A Rekkas > EX OTG or Shatter Strike > EX.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
... > 214C*2 > 2363214A/C > 236236AC 2 Anywhere Super dump combo.
2B/6A/6A~A/6B > BC > c.C > 6A/B > 214AC*3, 623A(1) > 2363214A/C 2 Anywhere Point Iori Quickmax conversion.
2B/6A/6A~A/6B > BC > c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214A/C 2 Anywhere Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect.
2B/6A/6A~A/6B > 214AC*3, 2363214A/C > 236236AC 2.5 Anywhere
2B > 2A > 236AC, 236A > 214236AC, 623D > 63214D 2.5 Anywhere Does a lot of damage. Midscreen you will need to microdash between 236AC and 236A, it is a bit difficult to get down. In the corner can end with 623D 214A*2 623C for more damage.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B/6A/6A~A/6B > BC > c.C > 6A/B > 2363214A/C > 2141236CD 3 Anywhere (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion.

Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214A/C into 236236AC.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B/6A/6A~A/6B > BC > c.C > 6A/B > 2363214AC > 2141236CD 4 Anywhere Mid Iori Quickmax conversion.
2B > 2B > f.5B > 2363214A > 236236AC > 2141236AC, 214A*2, 623A, 63214D 4 Corner Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Iori Combos by Meno
Iori Combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
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Characters