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

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| '''Heavy Starter''' > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD || 815 || 600 || 3.5 Bar ||  || Corner || 3rd Character
| '''Heavy Starter''' > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD || 815 || 600 || 3.5 Bar ||  || Corner || 3rd Character
|-
|-
| 6B > j.214BD, cl.C(1) > MAX > 2147BD, 236AC > 6C, 4B > 236C > 6D, (slight delay) 6A > 2363214P || 397 || 345 || 2.5 Bar ||  || Corner || Overhead, 3rd Character. Delay timing for the final 6A > 2363214P may be tricky, can substitute with (no wait) 6A > 236236[P] for 6 less damage.
| 6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 623A > 214236CD || 515 || 345 || 2.5 Bar ||  || Corner || Overhead, 2nd Character. For '623A > 214236CD', I recommend using the following shortcut: '632146C > 236CD'.
|-
| 6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 4B > 236C > 6D, (slight delay) 6A > 2363214P || 397 || 345 || 2.5 Bar ||  || Corner || Overhead, 3rd Character. Delay timing for the final 6A > 2363214P may be tricky, can substitute with (no wait) 6A > 236236[P] for 6 less damage.
|-
|-
|}
|}

Revision as of 04:03, 21 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 > 2B 29 Standard low light confirm. (Some combos allow a third '2B').

Heavy Starters

Combo Damage Notes
j.X > 2C > 4B 181 Standard jump-in starter. cl.C is slightly faster but 2C has the better range.
cl.C > 4B 117 Fastest combo starter. Best used after a close jump-in for the extra speed.
Always works in the same combos as '2C > 4B'.
cl.D > 4B 127 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).

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes:

  • 2B * N can combo into (214BD)~214K, which is almost always optimal, but the timing is strict. Allows the use of any combos that begin with "{Heavy Starter} > (214BD)~214K"
  • Character Specific Ender* = These combos can end with 623C~6K 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 Meter cost notes
cl.A > A > A > B 186 0 Rush combo ending in a special move
cl.A > A > A > C 206 1 Rush combo ending in a super
cl.A > A > A > D 325 2 Rush combo ending in a Max super
cl.A > A > A > A 432 3 Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter cost Location notes
2B * 3 > 236A~6C 124 0 Anywhere Reliable meterless combo that works at just about any range that 2B connects. Good to have at any level of play.
2B * 3 > 236A~6D, 4B > 623C ~ 6K 202 0 Corner Reliable meterless corner combo with good Oki.
j.C > 2C > 4B > 214K~(214K) 257 0 Anywhere Jump-ins are the main way to land big hits for big damage. 214K can be followed up with another 214K to be closer to the opponent.
j.C > 2C > 4B > 236A~6D, 4B > 623A 332 0 Corner Same as the 2B corner combo. Reliable damage and worth learning.
2B * 3 > 236A~6C > 236236C 244 1 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'. Best way to start spending meter, learn these combos so that you're not just sitting with unspent meter.
2B * 3 > 236A~6C > 236236AC 349 2 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'. More meter, more damage.
2B * 3 > 236A~6C > 236236C > 214236CD 532 4 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'. Uses a Level 1 Super canceled into a Level 3 Super (Climax Art). Can be tricky, but the damage is solid.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > 236A~6C 116 130 Anywhere Hard to drop and works at any spacing. Always useful to know.
2B > 2A > 236A~6D, 214D~(214K) 175 155 Anywhere Must be point blank to land and requires quick inputs. Best used as a low mix-up from an empty hop.
Light Starter > 236A~6D, dl.4B > 623C~6K 230 320 Corner Not optimal, but useful if not close enough for 236C~6D.
Light/Heavy Starter > 236C~6D, 4B > 236C~6A, 623C~6K 275/409 420/590 Corner Doesn't work from lights if too far. Knowing the spacing is worth it, however, for some fantastic meterless damage. The wall is Ks friend.
Heavy Starter > (214K)~214K, 623A 294 350 Anywhere Can be tricky, must cancel the 214K into the follow-up 214K before the initial move hits.
6B > j.214D 140 100 Anywhere Bit of damage from an overhead.
AA f.A/cl.A, 2144D 120 70 0.2 Anywhere Anti Air Combo. 214D in the air combos after a 5A. Using the 2144D shortcut this becomes pretty reliable.

EX

Combo Damage Stun Meter Gain Location Notes
Light Starter > 236AC~6D~4K, 4B > 623C~6K 239 250 Anywhere
Light Starter > 236A~6D, dl.4B > 236AC~6C > 623C~6K 295 320 Corner Far Range
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D, 623A 366 350 Corner If the (2A) > 6B > j.214D hits high enough, it is possible to link 623C~6K
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K) 401 370 Anywhere
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623A 449 410 Midscreen
Heavy Starter > 236C~6D, 4B > 236C~6A, 236AC~6C, 623C~6K 456 590 Corner Builds most of an EX before spending.
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623A 482 520 Corner If the (2A) > 6B > j.214D hits high enough, it is possible to link 623C~6K
j.CD > j.214D 175(h)/185(j) 120 Anywhere Normal air Minute Spike was updated to be an anywhere juggle
j.CD > j.214BD 194(h)/204(j) 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~6K* 195 OR 225 110 OR 190 Corner Character Specific Ender*
AA f.A/cl.A, 2144BD, 236P ~ 6D, dl.4B > 623C ~ 6K 270 320 0.4 Corner Stronger anti-air conversion, but doesn't work if they're too low to the ground.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236A~6C > 236236P 244 130 Anywhere
Light Starter > 236A~6C > 2363214P 276 130 Anywhere Close Range
Light Starter > 236AC~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* 289 OR 308 150 OR 230 Midscreen Character Specific Ender*
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] 443 310 Corner
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* 485 OR 509 550 OR 630 Near Fullscreen Character Specific Ender*
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144K, 623A > 236236[P] 482 410 Midscreen
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] 559 480 Corner Works from near mid-screen
6B > j.214BD > 623AC 256 60 Corner
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236P ~ 6D, (2A) ~ 6B > j.214D, 623A 340 290 Corner Less precise than the cheaper anti-air combo due to 236AC being faster than 236C.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 236C~6C > 2363214P 371 320 Anywhere
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 214BD~(214K) > 236C~6C > 236214P 414 320 Anywhere 3rd Character
Light Starter > MAX, cl.C > 4B > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* 360 OR 374 410 OR 490 Near Fullscreen 2nd or 3rd Character, Character Specific Ender*
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] 518 310 Corner
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214BD~(214K), dl.236AC~6C, 214BD~(214K), 623C~6K 542 490 Anywhere
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623A > 236236[AC] 599 410 Midscreen
Heavy Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] 645 480 Corner
Heavy Starter > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K 500 1000 Corner Guaranteed Stun, Costs 2.5 bars but you regain about 0.5 during the combo

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > MAX, cl.D > 4B > (214BD)~214K, 4B > 623A > 214236CD 494/630 260/430 Anywhere Recommend using the '632146A > 236CD' method to input the last two moves.
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K > 236214P > 2141236CD 572/681 230/400 Anywhere 2nd Character
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K, 623A > 236236[P] > 2141236CD 558/689 270/440 Anywhere 3rd Character
Light/Heavy Starter > 236C~6D, 4B > 236C~6C > 2363214P > 236236[AC] 504/615 260/430 Corner
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[P] > 2141236CD 593/727 310/480 Corner 3rd Character
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD 699 430 3.5 Bar Corner 3rd Character
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD 815 600 3.5 Bar Corner 3rd Character
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 623A > 214236CD 515 345 2.5 Bar Corner Overhead, 2nd Character. For '623A > 214236CD', I recommend using the following shortcut: '632146C > 236CD'.
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 4B > 236C > 6D, (slight delay) 6A > 2363214P 397 345 2.5 Bar Corner Overhead, 3rd Character. Delay timing for the final 6A > 2363214P may be tricky, can substitute with (no wait) 6A > 236236[P] for 6 less damage.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[AC] > 2141236CD 668/802 310/480 Corner 3rd Character
(MAX) j.C > D > 4B > 214BD~214K > 2363214P > 236236[AC] > 2141236CD 1001 200 Anywhere TOD, 2nd or 3rd Character
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD 774 430 4.5 Bar Corner 3rd Character
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD 890 600 4.5 Bar Corner 3rd Character
6B > j.214BD, cl.C(1) > MAX, 2147BD, 236AC > 6C, 4B > 236C > 6D, 6A > 2141236CD 546 345 3.5 Bar Corner Overhead, 3rd Character.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
j.C > 2C > 4B > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K 500 1000 Corner Stun Combo, see below for follow-up
MAX, CD > dl 236C, cl.D > 4B > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214BD, 623A > 236236[P] > 2141236CD 1004 Anywhere Follow-up to Stun combo. TOD.

External Links

K Combos by Meno
K Combos by Kakuge

Navigation

The King of Fighters XV
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Characters