The King of Fighters XV/Kim Kaphwan/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 > 2A 60 Standard low light confirm.

Heavy Starters

Combo Damage Notes
cl.D > 6B 127 Standard heavy starter, works from a jump-in and crossup. cl.C deals slightly less damage, but also works fine.
cl.A , cl.C > 6B 136 Light linking into heavy, allows for heavy starter combos. Nice to have

Other Starters

Combo Damage Notes
CD , 66A 103 Works with opponent close to or in corner. Puts you airborne, letting you combo into j.214K or j.236KK.

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

Combos

General Notes

  • Kim gets hard knockdowns with relative ease, but they don't always lead to a safejump. [2]8D > j2D is a better damage ender resulting in HKD, but moves like j.214D and 214P > 6K > 2K give more reliable safejumps.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 272 0 Rush combo ending in a special move
cl.A > A > A > C 236 1 Rush combo ending in a super
cl.A > A > A > D 366 2 Rush combo ending in a Max super
cl.A > A > A > A 453 3 Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter Cost Location Notes
2B > 2A > 2A > 214A ~ 6K ~ 2K 167 0 Anywhere Building block confirm. Get comfortable with this, as it'll be a basis for future combos.
j.D > cl.D > 6B > 214C ~ 6K ~ 2K 298 0 Anywhere Basic heavy hitter combo from close up or a jump in.
Starter > 214AC ~ 4P ~ 4P , ... ~ 0.5 Anywhere This EX confirm works from any starter and can start many combos, notably leading back into a 214P series with the K enders. Get comfortable with this.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > [2]8D ~ 2D 176 225 0.5 Anywhere Strongest ender off of a light. You'll get less hits in the further you push the opponent away, which will mean less damage and meter build.
Light Starter > 214A ~ 6K ~ 2K 167 195 0.25 Anywhere Slightly worse combo, but travels further.
Heavy Starter > 214C ~ 4P ~ 4P 265 240 0.4 Anywhere Most damaging meterless combo, not much else to really say.

EX

Combo Damage Stun Meter Gain Location Notes
Starter > 214AC ~ 4P ~ 4P , [2]8D ~ 2D 270/351 225/290 -0.2 Anywhere Damage combo.
Starter > 214AC ~ 4P ~ 4P , 214A ~ 6K ~ 2K 262/342 195/260 -0.25 Anywhere Safejump combo, very nice for the amount of meter spent.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 214AC ~ 4P ~ 4P , 214AC ~ 6K ~ 2K , [2]8D ~ 2D 336/423 225/290 -0.75 15% Anywhere Damage combo.
Heavy Starter > 214D > 236236B , 66A > j.214D 470 360 1 -0.6 Anywhere Safejump ender, whiff a st.B to make it easier to time the safejump.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > ~ ~ ~ ~ ~
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

Combo Tree (WIP)

Trying a new combo listing format. Still WIP with readability and notes. Feel free to apply the format to other characters.
Common light starters
2AxN - can be chained up to 3x from point blank range (3rd 2A whiffs on block)
2B 2AxN - standard low starter, can chain 2A twice from close (2nd 2A whiffs on block)
c.B c.A~A~A~B - low confirm into auto combo from 2 lights. Leads to 214D (heavy confirm) routes. Can stop at c.A, which is +3 on block

Common heavy starters
c.C/c.D 6B - standard heavy confirm, typically into 426D midscreen or 214B in the corner
2C - typically cancelled into 214B, then confirmed into 236236K super cancel or juggles in the corner
2C 6B - whiffs outside of close range

Useful links
c.A, c.C - recommended from a cross up j.A, but can also use auto combo

All damage and stun values are calculated without the starter included unless otherwise noted

  • From light or heavy starters
214A
→~6/9K~2K recommended
0 gauge - 127 damage - 120 stun
214AC~4P~4P
→[2]8D~2D recommended - max damage and meter gain
0.5 gauge - 252 damage - 150 stun
→214A~6/9K~2K recommended - leads to safe jump (manual timing)
0.5 gauge - 243 damage - 120 stun
214AC~9K~2K
→[2]8D~2D recommended
1.0 gauge - 338 damage - 150 stun
→[2]8B 236236D - [2]8B must hit at lowest height possible
→214C~4P~4P recommended
1.5 gauge - 404 damage - 160 stun
j.2426K
j.2426BD
→214A~4P 236236D - easier variation of the above
→214C~4P~4P
j.2426K
j.2426BD
→corner 214A~4P~4P(1) 236236B
→236A
→[2]8D~2D recommended
1.5 gauge - 468 damage - 330 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
  • From heavy starters - all 214D routes work from auto combo B ender
214C~214P~214P
214B
2426K
236236BD
→[2]8D~2D recommended
3.0 gauge - 618 damage - 210 stun
→[2]8B
j.2426K
j.2426BD
[2]8BD
236236BD connects from all but max range
→[2]8D~2D recommended
2.0 gauge - 452 damage - 210 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
→corner [2]8B
236236B
→66A 214B
→[2]8D~2D recommended
1.0 gauge - 435 damage - 350 stun
→214A~delay~4A
→~delay~4A - max damage w/ safe jump
→[2]8B recommended
1.0 gauge - 439 damage - 320 stun
j.2426K
j.2426BD
2426CD
[2]8BD
→214A~9K~2K recommended - easy knock down/super cancel option
1.0 gauge - 427 damage - 320 stun
j.2426K
j.2426BD
214AC~4P~4P
→66A j.214B
→[2]8D~2D recommended
1.5 gauge - 506 damage - 350 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
j.214BD difficult
→66A j.214B
→[2]8D~2D
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
214AC~4P~4P
→66A j.214B
→[2]8D~2D recommended
2.0 gauge - 583 damage - 350 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
214D
236236D
→214C~214P~214P recommended
1.0 gauge - 373 damage - 220 stun
214AC~214P~214P - can delay or dash before 214AC, should side swap
→66A
→j.214B
→2D recommended
1.5 gauge - 473 damage - 270 stun
[2]8BD
j.214BD
→[2]8B
j.2426K
j.2426BD
[2]8BD
→corner 236236B
→66A 214B
→[2]8D~2D recommended
1.0 gauge - 427 damage - 350 stun
→214A~delay~4A
→~delay~4A - max damage w/ safe jump
→[2]8B recommended
1.0 gauge - 431 damage - 220 stun
j.2426K
j.2426BD
2426CD
→214A~9K~2K recommended - easy knock down/super cancel option
1.0 gauge - 418 damage - 220 stun
j.2426K
j.2426BD
[2]8BD
214AC~4P~4P
→66A j.214B
→[2]8D~2D recommended
1.5 gauge - 506 damage - 350 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
j.214BD difficult
→66A j.214B
→[2]8D~2D
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD
214AC~4P~4P
→66A j.214B
→[2]8D~2D recommended
2.0 gauge - 588 damage - 350 stun
→[2]8B
j.2426K
j.2426BD
2426CD
[2]8BD