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

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===3 Bars===
===3 Bars===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes  
|-
|-
| '''Light Starter''' > 214A > 236236K > 236236AC || 534 || 150 || 3 || 20% || Anywhere || Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing.
| '''Light Starter''' > 214A > 236236K > 236236AC || 534 || 150 || 3 || 20% || Anywhere || Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing.

Revision as of 02:01, 2 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 > 2A 80 Standard low light confirm.

Heavy Starters

Combo Damage Notes
cl.D > 6A 122 Grounded punish starter.
j.X > cl.C > 6A 176 Standard jump-in starter. Usually is more consistent than cl.D due to D normals' pushback.

Other Starters

Combo Damage Notes
CD 75
cl.D > 6B 113 Leads to his air specials.

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

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move.
cl.A > A > A > C 230 1 Rush combo ending in a super.
cl.A > A > A > D 350 2 Rush combo ending in a Max super.
cl.A > A > A > A 443 3 Rush combo ending in a Climax super.


Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A 135 150 20% Anywhere Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo 148 120 20% Anywhere Better Shun'ei low confirm, believe it or not.
Heavy Starter > 623C, 2D 266 270 40% Anywhere You can cancel 2D into 214A to get a little closer to the opponent on their wake up.
Heavy Starter > 214C 194 180 25% Anywhere The damage and meter gain are significantly less, but this does grant you a safe jump.
cl.D > 6B > j.236C, 214C 235 220 30% Corner
CD > {214A}, 214C 143 160 25% Anywhere This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general.
CD > {214A}, 623A, cl.C 194 250 30% Corner If you cancel into 214A in the corner, go for this combo. If you don't cancel, your BNB of 623C, 2D is stronger.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236AC, 214C 212 150 0.5 20% Anywhere Easy to execute grants a hard knockdown.
Light Starter/Heavy Starter > 623AC, (delay) 214C 230/282 150 0.5 20% Anywhere Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown.
Light Starter > 623AC, 623C, 214C 289 230 0.5 40% Corner
Light Starter > 236AC, 623C, 2D 276 240 0.5 35% Corner Easier combo.
cl.D > 6B > j.236C, 623AC, 623C, 214C 376 300 0.5 55% Corner Optimal corner combo. Meter positive.
CD > {214A}, 623AC, (delay) 214C 225 160 0.5 25% Midscreen Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo.
CD > {214A}, 623AC, 623C, 214C 284 240 0.5 45% Corner 623AC combos work in the corner after a CD, even if you whiff a 214A.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623AC, 623C, 214AC 317 170 1 25% Anywhere
Light Starter > 236AC, run, 623C, 214AC 306 170 1 25% Anywhere Requires a microdash before 623C. You can input 623 as 6623C to make it easier.
Light Starter > 236AC, 623AC, (delay) 214C 289 150 1 20% Anywhere Easiest light confirm combo.
Heavy Starter > 623C, 214A > 236236K or P 405/397 260 1 40% Anywhere 236236K swaps sides, so opt for the weaker 236236P if you want to keep screen positioning.
Light Starter > 236AC, 623AC, 623C, 214C 344 230 1 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C 441 300 1 55% Corner Optimal corner combo. Tiger Knee'ing the j.236C is recommended (2369C). Although 236AC combos from lights, light confirms will usually push Shun'ei too far to connect j.236C.
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C 421 310 1 45% Corner Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use 214AC instead of 236AC and end the combo there.
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC 370/431 170 1.5 25% Anywhere
Light Starter > 623AC, 623C, 214C > 236236K 411 230 1.5 40% Corner
Light Starter > 236AC, 623C, 214A > 236236K 396 230 1.5 35% Corner Easier combo.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K 498 300 1.5 55% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236AC, 623AC, 623C, 236236K 414 170 2 25% Anywhere Only 236236K works here, not 236236P.
Heavy Starter > 623C, 214A > 236236AC or BD 517 260 2 40% Anywhere Both supers do the same amount of damage, so pick based on whether or not you want to swap sides.
Light Starter > 236AC, 623AC, 623C, 214C > 236236K 458 230 2 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K 555 300 2 55% Corner If you don't want to do this combo, use the midscreen combo. Shun'ei doesn't have a very good 2 bar route from 6B.
(QM) 2B > 2B > 5B > BC, cl.C > 6A > 623AC, 623C, 236236K 376 280 2 10% Anywhere 1000 and 1250 Max timer combo. Weaker than your regular combos.
(QM) 2B > 2B > 5B > BC, cl.C > 6A 236AC, 623AC, 214C, 236236K 417 260 2 10% Anywhere 1500 Max timer combo. About as strong as your regular light confirm, though still weaker from heavy normals.
(QM) 2B > 2B > 5B > BC, cl.C > 6B > j.236C, 623AC, 214C > 236236K 397 300 2 10% Anywhere 1000 Max timer corner combo.
(QM) 2B > 2B > 5B > BC, cl.C > 6B > j.236C, 623AC, 623C, 214C > 236236K 435 300 2 10% Anywhere 1250 and 1500 Max timer corner combo.
Light Starter/Heavy Starter > 623AC, 623C, 236236BD 473/536 170 2.5 25% Anywhere You can use 236AC instead of 623AC instead for an easier confirm. The combo plays out exactly the same.
Light Starter/Heavy Starter > 623AC, (delay) 623C, 236236AC 464/533 150 2.5 20% Anywhere Alternate combo to avoid switching sides. The delay is fairly specific. 214C can be easier.
Light Starter > 623AC, 623C, 214C > 236236BD 519 230 2.5 40% Corner
Light Starter > 236AC, 623C, 214A > 236236BD 504 230 2.5 40% Corner
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD 606 300 2.5 55% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236K > 236236AC 534 150 3 20% Anywhere Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing.
Heavy Starter > 623C, 214A > 236236K > 236236AC 652 260 3 40% Anywhere
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD 564 230 3 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD 661 300 3 55% Corner
(QM) ... > BC, cl.C > 6A > 623AC, (delay) 214C > 214236CD 525 260 3 10% Corner 1000 Max timer combo.
(QM) ... > BC, cl.C > 6A > 214C > 236236K > 214236CD 588 260 3 10% Anywhere 1250 Max timer combo. Very strong, generally this will be optimal midscreen, even if you chose to spend 3.5 bars. You will have to input the Climax in reverse.
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD 611 340 3 10% Anywhere 1500 Max timer combo.
(QM) ... > BC, cl.C > 6B > 236C, 623AC, 214C > 214236CD 548 300 3 10% Corner 1000 Max timer corner combo. For 1250 and 1500, use the midscreen combos.
Light Starter > 623AC, 623C, 214C > 236236P > 236236BD 625 230 3.5 40% Corner Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD 712 300 3.5 55% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Shun'ei Combos by Meno

Navigation

The King of Fighters XV
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