Difference between revisions of "The King of Fighters XV/K'/Combos"

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==Starters==
==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/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
===Light Starters===
{|class="wikitable"
{|class="wikitable"
Line 47: Line 50:
| cl.C > 4B || 117 || 130 || Fastest combo starter. Best used after a close jump-in for the extra speed.
| cl.C > 4B || 117 || 130 || Fastest combo starter. Best used after a close jump-in for the extra speed.
|-
|-
| cl.D > 4B || 127 || 130 || Most damaging combo starter.
| cl.D > 4B || 127 || 130 || Most damaging combo starter. Some combos don't work with this starter after a jump-in however<br/>(cancels into 214B/D/BD will always work).
|-
|-
| CD || 75 || 100 ||  
| CD || 75 || 100 ||  

Revision as of 23:57, 5 April 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
{Starter X} 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 canceled before it finishes.
~ 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.
X * N Repeat 'X' input 'N' amount of times.

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 Notes
2B > 2B 58 60 Standard low light confirm. (Some combos allow a third '2B').

Heavy Starters

Combo Damage Stun Notes
j.C/D > 2C > 4B 181 200 Standard jump-in starter. cl.C is faster but 2C has the best range.
cl.C > 4B 117 130 Fastest combo starter. Best used after a close jump-in for the extra speed.
cl.D > 4B 127 130 Most damaging combo starter. Some combos don't work with this starter after a jump-in however
(cancels into 214B/D/BD will always work).
CD 75 100

Combos

Footnotes:

2B * N can combo into (214BD)~214B/D, which is almost always optimal, but the timing is incredibly precise. Allows the use of any combos that begin with "{Starter 2} > (214BD)~214B/D"
Character Specific Ender* = These combos can end with 623C~6B/D on everyone EXCEPT the following: 
Angel, Athena, Blue Mary, Chris, Elizabeth, Joe, King, Kula, Leona, Meitenkun, Ramon, Ryo, Whip, Yuri.

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 186 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 206 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 325 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 432 3 Anywhere Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter cost Location notes
2B * 3 > 236A~6C 167 0 Anywhere
2B * 3 > 236A~6D, 4B > 623A 236 0 Corner
j.C > 2C > 4B > 214D~(214D) 257 0 Anywhere
j.C > 2C > 4B > 236A~6D, 4B > 623A 332 0 Corner
2B * 3 > 236A~6C > 236236C 287 1 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'
2B * 3 > 236A~6C > 236236AC 392 2 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'
2B * 3 > 236A~6C > 236236C > 214236CD 575 4 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'

Meterless

Combo Damage Stun Meter Gain Location Notes
{Starter 1} > 236A~6C 145 160 Anywhere
{Starter 1} > 236A~6D, 214D~(214D) 195 170 Anywhere Point Blank
{Starter 1} > 236A~6D, dl.4B > 623C~6B/D 259 350 Corner
{Starter 1} > 236C~6D, 4B > 236C~6A, 623C~6B/D 313 480 Corner Close Range
{Starter 2} > (214B/D)~214B/D, 623A 294 350 Anywhere
{Starter 2} > 236C~6D, 4B > 236C~6A, 623C~6B/D 409 590 Corner
6B > j.214D 140 100 Anywhere

EX

Combo Damage Stun Meter Gain Location Notes
{Starter 1} > 236AC~6D~4B/D, 4B > 623C~6B/D 268 280 Anywhere
{Starter 1} > 236A~6D, dl.4B > 236AC~6C > 623C~6B/D 324 350 Corner Far Range
{Starter 1} > 236AC~6C, 4B > 236C~6D, (2A) ~ 6B > j.214B/D, 623A 395 380 Corner
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 214D~(214D) 407 370 Anywhere
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 2144B/D, 623A 449 450 Midscreen
{Starter 2} > 236C~6D, 4B > 236C~6A, 236AC~6C, 623C~6B/D 456 590 Corner Builds most of an EX before spending.
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, (2A) ~ 6B > j.214B/D > 623A 517 440 Corner
j.CD > j.214BD 194 80 Anywhere Can link into 623A or 623C in the corner depending on how deep the j.CD was.
6B > j.214BD > 623A 204 140 Corner
AA f.A/cl.A, 2144BD, 623A OR 623C~6B/D* 195 OR 225 110 OR 190 Corner Character Specific Ender*

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
{Starter 1} > 236A~6C > 236236A/C 273 160 Anywhere
{Starter 1} > 236A~6C > 2363214A/C 305 160 Anywhere Close Range
{Starter 1} > 236AC~6D, 214D~(214D), 2144BD, 623A OR 623C~6B/D* 318 OR 337 180 OR 260 Midscreen Character Specific Ender*
{Starter 1} > 236AC~6C, 4B > 236C~6D, (2A) ~ 6B > j.214B/D > 623A > 236236[A/C] 472 340 Corner
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 214B/D~214B/D, 2144BD, 623A OR 623C~6B/D* 485 OR 499 450 OR 530 Near Fullscreen Character Specific Ender*
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 2144B/D, 623A > 236236[A/C] 524 410 Midscreen
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, (2A) ~ 6B > j.214B/D > 623A > 236236[A/C] 559 480 Corner Works from near mid-screen
6B > j.214BD > 623AC 256 60 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
{Starter 1} > MAX, cl.D > 4B > (214BD)~214B/D > 4B > 236C~6C > 2363214A/C 400 350 Anywhere
{Starter 1} > MAX, cl.D > 4B > (214BD)~214B/D > 4B > 214BD~(214B/D) > 236C ~ 6C > 236214A/C 443 350 Anywhere 3rd Character
{Starter 1} > MAX, cl.C > 4B > (214BD)~214B/D, 4B > 236C~6D, 214B/D~214B/D, 2144BD, 623A OR 623C~6B/D* 389 OR 400 470 OR 520 Near Fullscreen 2nd or 3rd Character, Character Specific Ender*
{Starter 1} > 236AC~6C, 4B > 236C~6D, (2A) ~ 6B > j.214B/D > 623A > 236236[AC] 547 340 Corner
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 214BD~214B/D, 236AC~6C, 214BD~214B/D, 623C~6B/D 542 490 Anywhere
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 2144B/D, 623A > 236236[AC] 599 410 Midscreen
{Starter 2} > 236AC~6C, 4B > 236C~6D, (2A) ~ 6B > j.214B/D > 623A > 236236[AC] 635 480 Corner
{Starter 2} > MAX, CD > dl 236C, D > 4B > 236CD, D > 4B > 236C~6A, A, 2144BD, 623C~6B/D 492 1000 Corner Guaranteed Stun

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
{Starter 1/2} > MAX, cl.D > 4B > (214BD)~214B/D, 4B > 623A > 214236BD 523 / 630 290 / 430 Anywhere Recommend using the '632146A > 236BD' method to input the last two moves.
{Starter 1/2} > MAX, cl.D > 4B > (214D)~214D > 236214A/C > 2141236CD 572 / 681 260 / 400 Anywhere 2nd Character
{Starter 1/2} > MAX, cl.D > 4B > (214B/D)~214B/D, 623A > 236236[A/C] > 2141236CD 587 / 689 300 / 440 Anywhere 3rd Character
{Starter 1/2} > 236C~6D, 4B > 236C~6C > 2363214A/C > 236236[AC] 533 / 615 290 / 430 Corner
{Starter 1/2} > 236A~6D, 4B > MAX, (2A) ~ 6B > j.214B/D > 623A > 236236[A/C] > 2141236CD 622 / 727 340 / 480 Corner 3rd Character
{Starter 1} > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) ~ 6B > j.214B/D, 623A > 236236[A/C] > 2141236CD 728 460 3.5 Bar Corner 3rd Character
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 6A > MAX, (2A) ~ 6B > j.214B/D, 623A > 236236[A/C] > 2141236CD 815 600 3.5 Bar Corner 3rd Character

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
{Starter 1/2} > 236A~6D, 4B > MAX, (2A) ~ 6B > j.214B/D > 623A > 236236[AC] > 2141236CD 697 / 802 340 / 480 Corner 3rd Character
(MAX) j.C > D > 4B > 214BD~214B/D >2363214A/C > 236236[AC] > 2141236CD 1001 200 Anywhere TOD, 2nd or 3rd Character
{Starter 1} > 236AC ~ 6C, 4B > 236C~6D, 6A > MAX, (2A) ~ 6B > j.214B/D, 623A > 236236[AC] > 2141236CD 803 460 4.5 Bar Corner 3rd Character
{Starter 2} > (214BD)~214B/D, 4B > 236C~6D, 6A > MAX, (2A) ~ 6B > j.214B/D, 623A > 236236[AC] > 2141236CD 890 600 4.5 Bar Corner 3rd Character

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
j.C > 2C > 4B > MAX > CD > dl 236C > D > 4B > 236CD > D > 4B > 236C~6A > A > j.214BD > 623C~6B/D 492 1000 Corner Stun Combo, see below for follow-up
MAX, j.C > 2C > 4B > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214B/D, 623A > 236236A/C > 2141236CD Anywhere Follow-up to Stun combo. Almost a TOD but not quite. Let us know if this can be optimzed.

External Links

K Combos by Meno
K Combos by Kakuge

Navigation

The King of Fighters XV
System

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Characters