Difference between revisions of "The King of Fighters XV/King of Dinosaurs/Combos"

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==Combos==
==Combos==
'''General Notes'''
* '''Light Starter''' will denote a 2B, 2A starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
**2A x2
**5B
* '''Heavy Starter''' will denote a 2C > 4A starter. Other heavy starters include, but not limited to:
**c.D/c.C > 4A
**2C/c.D/c.C > 6A
**(cancel) 236CD, 2C > 4A
* Any combo using aforementioned starters can be used after a jump in.
===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:'''<br>
 
'''1 Bar:'''<br>
'''Meterless:''' Ends with 63214A. (206 DMG)
'''2 Bars:'''<br>
 
'''3 Bars:'''<br>
'''1 Meter:''' Ends with 236236K. Can be followed up with a 214A. (230 DMG, 294 when using 214A followup.)
 
'''2 Meter:''' Ends with 236236BD. (359 DMG)
 
'''3 Meter:''' Ends with 2141236CD. (441 DMG)


===Meterless===
===Meterless===
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|-
|-
| '''Light Starter''' > 63214A || 197 || 60 || 0 || 26% || Anywhere || Will only work from near point-blank.
| '''Light Starter''' > 63214A || 197 || 60 || 0 || 26% || Anywhere || Will only work from near point-blank.
|-
| 2B > Rush Autocombo (B Ender) || 227 || 60 || 0 || 32% || Anywhere || Technically optimal, but has even more limited range than the above combo.
|-
|-
| '''Light Starter''' > 236A || 149 || 140 || 0 || 19% || Anywhere || Works from slightly further than 63214A.
| '''Light Starter''' > 236A || 149 || 140 || 0 || 19% || Anywhere || Works from slightly further than 63214A.
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| '''Heavy Starter''' > 236C || 259 || 270 || 0 || 33% || Anywhere || More consistent when using non-2C > 4A starters.
| '''Heavy Starter''' > 236C || 259 || 270 || 0 || 33% || Anywhere || More consistent when using non-2C > 4A starters.
|-
|-
| '''Heavy Starter''' > 236C(2) > 5D > 4214D || 421 || 300 || 0 || 55% || Corner ||  
| '''Heavy Starter''' > 236C(2) > 5D > 4214D || 421 || 300 || 0 || 55% || Corner || Big meterless damage.
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| ||  ||  ||  ||  || Anywhere ||  
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| || || || || || Anywhere ||  
| '''Light Starter''' > 236AC > 4A > 4214D || 294 || 160 || 0.5 || 32% || Anywhere || Works from 2B > 2A > 2A range. Will not work at all if near the corner.
|-
| '''Light Starter''' > 236AC > 214B || 195 || 60 || 0.5 || 18% || Corner || Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. '''In general, spending 0.5 Bars is not worth it in the corner.'''
|-
| '''Light Starter''' > 214BD || 179 || 60 || 0.5 || 5% || Anywhere || Quick sideswap. Not recommended if the opponent is cornered.
|-
| '''Heavy Starter''' > 236C > 214BD || 371 || 270 || 0.5 || 33% || Anywhere || Quick sideswap as well as some extra damage. Not recommended if the opponent is cornered.
|-
| '''Heavy Starter''' > 236AC > 4A > 4214D || 368 || 270 || 0.5 || 40% || Midscreen ||  
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| || || || ||  || Anywhere ||  
| '''Light Starter''' > 236A(1) > 236236B > 214B || 322 || 100 || 1 || 27% || Anywhere || Avoid using the 214B if you have the opponent cornered, otherwise you will lose all momentum.
|-
| 5B > 236A(1) > 236236B > 214B || 314 || 70 || 1 || 23% || Anywhere || Ranged 5B confirm. Cancel 236A(1) into AB on block.
|-
| '''Heavy Starter''' > 236C(2) > 236236B > 214B || 407 || 230 || 1 || 39% || Midscreen ||
|-
| '''Heavy Starter''' > 236C(2) > AB > 5D > 236236B > 214B || 503 || 300 || 1 || 50% || Corner || Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route.
|}
 
===1.5 Bars===
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
| 5B > 236A(1) > 236236B > 214BD || 367 || 70 || 1.5 ||  || Anywhere || Ranged 5B confirm. Cancel 236A(1) into AB on block.
|-
| '''Light Starter''' > 236AC > 236C(2) > 236236B > 214B || 387 || 140 || 1.5 || 32% || Midscreen ||
|-
| '''Light Starter''' > 236AC > 236C(2) > 236236B > 214B || 357 || 90 || 1.5 || 27% || Corner || Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki.
|-
| '''Light Starter''' > 236A(1) > 236236B > 214BD || 370 || 100 || 1.5 || 13% || Corner || Highest corner damage from a light for 1.5 bars. Loses the corner.
|-
| '''Heavy Starter''' > 236C(2) > AB > 5D > 236236B > 214BD || 550 || 300 || 1.5 || 37% || Corner || '''All 1.5 bar corner combos lose the corner. If planning on keeping the corner, don't bother with 1.5 bar.'''
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| '''Light Starter''' > 236AC > 236C(2) > 236236B > 214BD || 428 || 140 || 2 ||  || Midscreen ||
|-
| '''Light Starter''' > BC > 2C > 4A > 236AC > 236C(2) > 236236B > 214B || 396 || 310 || 2 ||  || Midscreen || Slightly less damage, more metergain.
|-
| '''Heavy Starter''' > 236AC > 236C(2) > 236236B > 214BD || 502 || 250 || 2 ||  || Midscreen ||
|-
| '''Heavy Starter''' > BC > 2C > 4A > 236AC > 236C(2) > 236236B > 214B || 470 || 420 || 2 ||  || Midscreen || Slightly less damage, more metergain and stun.
|-
| '''Light Starter''' > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B || 396 || 360 || 2 ||  || Corner ||
|-
| '''Light Starter''' > 236AC > 236C(2) > 236236B > 214BD || 398 || 90 || 2 ||  || Corner || Slightly more damage and metergain, much worse oki.
|-
| '''Heavy Starter''' > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B || 470 || 530 || 2 ||  || Corner ||
|-
| '''Heavy Starter''' > 236AC > 236C(2) > 236236B > 214BD || 472 || 200 || 2 ||  || Corner || Slightly more damage and metergain, much worse oki.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  || ||  || Anywhere ||  
| '''Light Starter''' > BC > 2C > 4A > 236C(2) > 236236B > 2141236CD || 592 || 290 || 3 || 5% || Anywhere ||
|-
| '''Light Starter''' > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B > 2141236CD || 654 || 360 || 3 || 5% || Corner ||
|-
| 5B > 236A(1) > 236236B > 6321463214AC || 500 || 70 || 3 ||  || Anywhere || Ranged 5B confirm. Cancel 236A(1) into AB on block.
|-
| '''Heavy Starter''' > BC > 2C > 4A > 236C(2) > 236236B > 2141236CD || 666 || 400 || 3 ||  || Anywhere ||
|-
| '''Heavy Starter''' > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B > 2141236CD || 728 || 470 || 3 ||  || Corner ||  
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  ||  || || Anywhere ||  
| '''Light Starter''' > BC > 2C > 4A > 236C(2) > 236236BD > 2141236CD || 684 || 320 || 4 || 5% || Anywhere ||
|-
| '''Light Starter''' > BC > 2C > 4A > 236C(2) > AB > 5D > 236236BD > 2141236CD || 744 || 360 || 4 || 5% || Corner ||
|-
| 5B > 236A(1) > 236236B > 2141235CD || 619 || 70 || 4 ||  || Anywhere || Ranged 5B confirm. Cancel 236A(1) into AB on block.
|-
| '''Heavy Starter''' > BC > 2C > 4A > 236C(2) > 236236BD > 2141236CD || 758 || 400 || 4 ||  || Anywhere ||
|-
| '''Heavy Starter''' > BC > 2C > 4A > 236C(2) > AB > 5D > 236236BD > 2141236CD || 818 || 470 || 4 ||  || Corner ||
|-
| Max Mode '''Heavy Starter''' > 236AC > 236C(2) > 236236BD > 2141236CD || 848 || 250 || 4 || 0% || Midscreen ||
|-
| Max Mode '''Heavy Starter''' > 236C(2) > AB > 5D > 236236BD > 2141236CD || 962 || 300 || 4 || 0% || Corner || ToD if started with j.C c.D 4A.
|}
|}



Revision as of 04:48, 17 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Light Starter will denote a 2B, 2A starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
    • 2A x2
    • 5B
  • Heavy Starter will denote a 2C > 4A starter. Other heavy starters include, but not limited to:
    • c.D/c.C > 4A
    • 2C/c.D/c.C > 6A
    • (cancel) 236CD, 2C > 4A
  • Any combo using aforementioned starters can be used after a jump in.

Rush Auto Combo

Meterless: Ends with 63214A. (206 DMG)

1 Meter: Ends with 236236K. Can be followed up with a 214A. (230 DMG, 294 when using 214A followup.)

2 Meter: Ends with 236236BD. (359 DMG)

3 Meter: Ends with 2141236CD. (441 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 63214A 197 60 0 26% Anywhere Will only work from near point-blank.
2B > Rush Autocombo (B Ender) 227 60 0 32% Anywhere Technically optimal, but has even more limited range than the above combo.
Light Starter > 236A 149 140 0 19% Anywhere Works from slightly further than 63214A.
Light Starter > 2A > 236A(1) > AB 117 220 0 16% Anywhere If too far, must cancel 236A early, otherwise the second hit will whiff and you will be punishable.
Heavy Starter > 63214A 271 170 0 35% Anywhere Works consistently from all ranges if using 2C > 4A.
Heavy Starter > 236C 259 270 0 33% Anywhere More consistent when using non-2C > 4A starters.
Heavy Starter > 236C(2) > 5D > 4214D 421 300 0 55% Corner Big meterless damage.
Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC > 4A > 4214D 294 160 0.5 32% Anywhere Works from 2B > 2A > 2A range. Will not work at all if near the corner.
Light Starter > 236AC > 214B 195 60 0.5 18% Corner Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. In general, spending 0.5 Bars is not worth it in the corner.
Light Starter > 214BD 179 60 0.5 5% Anywhere Quick sideswap. Not recommended if the opponent is cornered.
Heavy Starter > 236C > 214BD 371 270 0.5 33% Anywhere Quick sideswap as well as some extra damage. Not recommended if the opponent is cornered.
Heavy Starter > 236AC > 4A > 4214D 368 270 0.5 40% Midscreen

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236A(1) > 236236B > 214B 322 100 1 27% Anywhere Avoid using the 214B if you have the opponent cornered, otherwise you will lose all momentum.
5B > 236A(1) > 236236B > 214B 314 70 1 23% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > 236C(2) > 236236B > 214B 407 230 1 39% Midscreen
Heavy Starter > 236C(2) > AB > 5D > 236236B > 214B 503 300 1 50% Corner Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route.

1.5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
5B > 236A(1) > 236236B > 214BD 367 70 1.5 Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Light Starter > 236AC > 236C(2) > 236236B > 214B 387 140 1.5 32% Midscreen
Light Starter > 236AC > 236C(2) > 236236B > 214B 357 90 1.5 27% Corner Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki.
Light Starter > 236A(1) > 236236B > 214BD 370 100 1.5 13% Corner Highest corner damage from a light for 1.5 bars. Loses the corner.
Heavy Starter > 236C(2) > AB > 5D > 236236B > 214BD 550 300 1.5 37% Corner All 1.5 bar corner combos lose the corner. If planning on keeping the corner, don't bother with 1.5 bar.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC > 236C(2) > 236236B > 214BD 428 140 2 Midscreen
Light Starter > BC > 2C > 4A > 236AC > 236C(2) > 236236B > 214B 396 310 2 Midscreen Slightly less damage, more metergain.
Heavy Starter > 236AC > 236C(2) > 236236B > 214BD 502 250 2 Midscreen
Heavy Starter > BC > 2C > 4A > 236AC > 236C(2) > 236236B > 214B 470 420 2 Midscreen Slightly less damage, more metergain and stun.
Light Starter > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B 396 360 2 Corner
Light Starter > 236AC > 236C(2) > 236236B > 214BD 398 90 2 Corner Slightly more damage and metergain, much worse oki.
Heavy Starter > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B 470 530 2 Corner
Heavy Starter > 236AC > 236C(2) > 236236B > 214BD 472 200 2 Corner Slightly more damage and metergain, much worse oki.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC > 2C > 4A > 236C(2) > 236236B > 2141236CD 592 290 3 5% Anywhere
Light Starter > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B > 2141236CD 654 360 3 5% Corner
5B > 236A(1) > 236236B > 6321463214AC 500 70 3 Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC > 2C > 4A > 236C(2) > 236236B > 2141236CD 666 400 3 Anywhere
Heavy Starter > BC > 2C > 4A > 236C(2) > AB > 5D > 236236B > 2141236CD 728 470 3 Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC > 2C > 4A > 236C(2) > 236236BD > 2141236CD 684 320 4 5% Anywhere
Light Starter > BC > 2C > 4A > 236C(2) > AB > 5D > 236236BD > 2141236CD 744 360 4 5% Corner
5B > 236A(1) > 236236B > 2141235CD 619 70 4 Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC > 2C > 4A > 236C(2) > 236236BD > 2141236CD 758 400 4 Anywhere
Heavy Starter > BC > 2C > 4A > 236C(2) > AB > 5D > 236236BD > 2141236CD 818 470 4 Corner
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD 848 250 4 0% Midscreen
Max Mode Heavy Starter > 236C(2) > AB > 5D > 236236BD > 2141236CD 962 300 4 0% Corner ToD if started with j.C c.D 4A.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

Dino Combos by Meno

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