Difference between revisions of "The King of Fighters XV/Yashiro Nanakase/Combos"

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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B, 2A, 2A''' || 75 || Standard low light confirm.
| '''2B > 2A > 5A''' || 60 || Standard low confirm. 5A has further reach than 2A, making this string more consistent than just 2B > 2A > 2A.
|}
|}


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|-
|-
| '''j.X > 2C > 6B''' || 181 || Standard jump-in starter.
| '''j.X > 2C > 6B''' || 181 || Standard jump-in starter.
|-
|-  
| 2A > cl.B, 2C > 6B || 158 || Link from 2 light hits, nothing else like it.
| 2A > cl.A, 2C > 6B || 143 || A link into a heavy from 2B. Leads to a lot of damage, but must be point blank to work.
|-
|-  
| cl.D > 6B || 127 || Most damaging starter, a little slower than the other heavies. Use for punishes or deep jump-ins.
| cl.D > 6B || 127 || Damaging low starter. Use on oki.
|-
|-
| cl.C > 6B || 117 || Slightly faster than 2C, little else of note. Use after a jump-in when near opponent.
| cl.C > 6B || 117 || Slightly faster than 2C, little else of note. Use after a jump-in when near opponent.

Revision as of 07:29, 18 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 > 2A > 5A 60 Standard low confirm. 5A has further reach than 2A, making this string more consistent than just 2B > 2A > 2A.

Heavy Starters

Combo Damage Notes
j.X > 2C > 6B 181 Standard jump-in starter.
2A > cl.A, 2C > 6B 143 A link into a heavy from 2B. Leads to a lot of damage, but must be point blank to work.
cl.D > 6B 127 Damaging low starter. Use on oki.
cl.C > 6B 117 Slightly faster than 2C, little else of note. Use after a jump-in when near opponent.
f.C 70 Cancelable far normal. Nice to have.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes:

  • Any combo with a super in the corner can be followed up with an OTG 6A. 236236AC needs to connect meaty (e.g. having the opponent fall into the super) in order to be able to hit 6A after.

Rush Auto Combo

Combo Damage Meter cost Notes
cl.A > A > A > B 146 0 Rush combo ending in a special move.
cl.A > A > A > C 240 1 Rush combo ending in a super.
cl.A > A > A > D 367 2 Rush combo ending in a Max super.
cl.A > A > A > A 439 3 Rush combo ending in a Climax super.

Beginner Combos

Combo Damage Meter cost Location Notes
2B > 2A > 2A > 214A 149 0 Anywhere Standard light combo. Use often.
j.D > cl.C > 6B > 214C 280 0 Anywhere Standard heavy combo. Nearly optimal and does nice damage.
2B > 2A > 2A > 214A > 236236B / 236236BD 299/411 1/2 Anywhere Spend some meter from your light combo. Use either super ender depending on how much meter you have.
j.D > cl.C > 6B > 214C > 236236B / 236236BD 410/507 1/2 Anywhere Spend some meter from your heavy combo. Use either super ender depending on how much meter you have.
2B > 2A > 2A > 214A > 236236B > 236236AC 523 3 Anywhere Spend 3 Bars by cancelling one super into a stronger super.
j.D > cl.C > 6B > 214C > 236236B > 236236AC 602 3 Anywhere More meter, more damage.

Meterless

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A 151 170 0 20% Anywhere Quick and easy meterless BNB off a light starter. Ends in soft knockdown.
2B > Rush Autocombo 165 140 0 25% Anywhere Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.
Heavy Starter > 41236A ~ 236C 288 300 0 35% Anywhere Especially useful confirm from poking with f.C. Make sure to hit confirm the 236C follow up.
Heavy Starter > 214C, cl.D 332 350 0 40% Corner 623A can be used instead after 214C for a soft knockdown.
CD > (41236C), 41236A ~ 236C 182 220 0 30% Midscreen In the corner, CD > 41236 C will combo, so just input the 236 C follow up there.
CD, run, 2D 182 170 0 15% Anywhere An option for uncancelled CD.
CD, 6B > 623C, c.D 235 310 0 30% Corner If slightly away from corner, cancel CD into a whiffed 41236A.

0.5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214AC, 6B > 41236C ~ 236C 263 250 0.5 30% Anywhere Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however.
Light Starter > 214AC, 6B > 214D 255 190 0.5 30% Anywhere Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage.
Light Starter > 214AC, 6B > 623C, c.D 269 300 0.5 30% Corner Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
Heavy Starter > 41236AC ~ 236C, 214A, cl.C 399 330 0.5 40% Corner Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo.
CD > 41236C (whiff), 41236AC ~ 236C, 6B > 214D 304 200 0.5 35% Midscreen Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here.
CD > 41236AC ~ 236C, 6B > 623C, c.D 322 310 0.5 30% Corner
623AC, 214A 168 80 0.5 15% Corner A small extension after landing 623 AC near the corner. If 623 AC connects as an anti air, use a f.D instead of 214A. If it connects as an anti air in the corner, can do dl.214A, cl.C.
214BD, c.D 156 70 0.5 10% Anywhere Extension after landing 214BD.

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A > [SC] 236236D 299 170 1 20% Anywhere
Light Starter > 214AC, 41236AC ~ 236C, 6B > 214D 320 190 1 30% Anywhere Max damage midscreen and ends in a hard knockdown.
Light Starter > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D 330 300 1 30% Corner
Heavy Starter > 41236A ~ 236C > 236236K 438 300 1 30% Anywhere In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo.
Heavy Starter > 41236AC ~ 236C, 214AC, 6B > 623C, c.D 452 390 1 40% Corner Against some characters, a delay on the 623C will be necessary. Works after a CD in the corner too.
CD, 6B > 41236C ~ 236C > 236236P 377 260 1 30% Corner When charging 236236C, release the button as the opponent reaches the apex of the launch.
236CD, 6B > 41236C ~ 236C 254 160 1 75% Anywhere Shatter Strike combo.
236CD, 6B > 214D 239 100 1 70% Anywhere Hard knockdown ender. Also most consistent after an anti-air Shatter Strike.
236CD, 6B > 623C, c.D 254 210 1 75% Corner
236CD, 41236AC ~ 236C, 6B > 214D 349 100 1 25% Anywhere On anti-air hit, you will have to delay the 236C slightly.
236CD, 41236AC ~ 236C, 6B > 623C, c.D 373 210 1 25% Corner
623C > 236236K 258 100 1 15% Anywhere Note it is impossible to combo after 623A. If used as an anti air, use 236236P instead.
623AC, 214AC, 6B > 41236C ~ 236C 279 160 1 20% Corner Consider just ending the combo with a f.D instead of continuing with 214AC if the 623AC lands as an anti air.
214BD, 623AC, 214A 238 80 1 15% Corner
Light Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] 353 250 1.5 30% Anywhere When charging 236236C, release the button as the opponent reaches the apex of the launch.
Heavy Starter > 41236AC ~ 236C, 214A > 236236[P], 6A 462 190 1.5 30% Corner
CD > (41236C), 41236AC ~ 236C, 6B > 41236C > 236236K 399 200 1.5 30% Midscreen Works in the corner if you omit the 41236C whiff.
236CD, 6B > 41236C ~ 236C > 236236[P] 407 160 1.5 25% Anywhere
623AC, 236236C 247 0 1.5 0% Anywhere
623AC, 214A > 236236[P], 6A 331 80 1.5 20% Corner
214BD, 623AC, 214AC, 6B > 41236C ~ 236C 340 160 1.5 25% Corner

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A > 236236BD 411 170 2 20% Anywhere
Heavy Starter > 41236A ~ 236C > 236236BD 550 300 2 30% Anywhere
Light Starter > BC, c.D > 6B > 41236A ~ 236C > 236236K 361 320 2 10% Anywhere 1000 Max gauge combo. Remember you can Max cancel any normal, even non-cancellable ones. c.C can be used instead of c.D for more consistency, especially when Max cancelling from further away.
Light Starter > BC, c.D > 6B > 214AC, 6B > 41236C ~ 236C > 236236[P] 390 360 2 5% Anywhere 1250 Max gauge combo. This is also your best option for 1500 Max gauge.
CD, 6B > 41236C ~ 236C > 236236AC, 6A 475 260 2 40% Corner 236236AC must connect meaty (i.e late) in order to connect the 6A after. If you release the button as the opponent reaches the apex of their launch, you will get the proper meaty timing.
236CD, 41236AC ~ 236C, 6B > 41236C > 236236K 466 100 2 15% Anywhere
623C > 236236BD 393 100 2 10% Anywhere If used as an anti air, use 236236AC instead.
623AC, 214AC, 6B > 41236C ~ 236C > 236236[P] > 6A 393 160 2 30% Corner
214BD, 623AC, 236236C 313 0 2 10% Anywhere
214BD, 623AC, 214AC, 41236AC ~ 236C, 6B > 214D 397 100 2 25% Corner
Light Starter > 214AC, 6B > 41236C ~ 236C > 236236[AC] 423 250 2.5 30% Anywhere
Heavy Starter > 41236AC ~ 236C, 214A > 236236[AC] > 6A 586 260 2.5 30% Corner
CD > (41236C), 41236AC ~ 236C, 6B > 41236C > 236236BD 496 200 2.5 30% Midscreen
236CD, 6B > 41236C ~ 236C > 236236[AC] 526 160 2.5 25% Anywhere
623AC, 236236AC 366 0 2.5 0% Anywhere
623AC, 214A > 236236[AC], 6A 436 80 2.5 20% Corner
214BD, 236236AC 384 0 2.5 0% Anywhere
214BD, 623AC, 214AC, 6B > 41236C ~ 236C > 236236[P], 6A 448 160 2.5 25% Corner

3 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A > 236236[P] > 236236BD 529 170 3 20% Anywhere The damage if you swap the order of the supers (236236D > 236236 AC instead), is negligible, so use that if you are more comfortable.
Heavy Starter > 41236A ~ 236C > 236236[P] > 236236BD 668 300 3 30% Anywhere
Light Starter > BC, c.D > 6B > 41236A ~ 236C > 214236CD 532 320 3 10% Anywhere 1000 Max gauge combo.
Light Starter > BC, c.D > 41236A ~ 236C > 236236K > 214236CD 623 280 3 10% Anywhere 1250 Max gauge combo. Using just c.D without 6B gives enough Max mode timer to successfully fit in both a super and a Climax.
Light Starter > BC, c.D > 6B > 41236A ~ 236C > 236236K > 214236CD 637 320 3 10% Anywhere 1500 Max gauge combo.
CD > (41236C), 41236A ~ 236C > 236236C > 236236BD 562 220 3 30% Midscreen
CD, 214236CD 444 100 3 10% Anywhere A reliable option for an uncancelled CD.
236CD, 41236AC ~ 236C, 6B > 41236C > 236236BD 586 100 3 15% Anywhere
623C > 236236[C] > 236236BD 537 100 3 10% Anywhere
623AC, 214AC, 6B > 41236C ~ 236C > 236236[AC], 6A 475 160 3 30% Corner
214BD, 623AC, 236236AC 425 0 3 10% Anywhere
214BD, 623AC, 214A (1) > 236236BD 491 30 3 15% Corner The 2nd hit of 214A can be cancelled before it comes out, making this super cancel possible. 214A (both hits) > [SC] 236236AC works just fine too.
Heavy Starter > 41236AC ~ 236C, 214A > 236236[P] > 236236BD, 6A 703 260 3.5 30% Corner Interestingly, combos starting with 214AC do less damage than their 3 bar variants.
CD > (41236C), 41236AC ~ 236C, 6B > 41236C > 236236P > 236236BD, 6A 618 200 3.5 30% Midscreen Carries from corner to corner, so the 6A is guaranteed.
236CD, 6B > 41236C ~ 236C > 236236[P] > 236236BD 687 160 3.5 25% Anywhere
623AC, 214A > 236236[P] > 236236BD, 6A 574 80 3.5 20% Corner
214BD, 623AC, 214AC, 6B > 41236C ~ 236C > 236236[AC], 6A 518 160 3.5 25% Corner

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A > 236236K > 214236CD 595 170 4 20% Anywhere
Heavy Starter > 41236A ~ 236C > 236236K > 214236BD 734 300 4 30% Anywhere
Light Starter > BC, c.D > 41236A ~ 236C > 236236BD > 214236CD 713 280 4 10% Anywhere 1250 Max gauge combo.
Light Starter > BC, c.D > 6B > 41236A ~ 236C > 236236BD > 214236CD 719 320 4 10% Anywhere 1500 Max gauge combo.
CD > (41236C), 41236A > 236236K > 214236CD 625 160 4 25% Midscreen Interestingly this does more damage than doing the 236C extension and 236236C. Feel free to use that combo to not learn multiple combos.
236CD, 41236AC ~ 236C, 6B > 41236C > 236236P > 236236BD 712 100 4 15% Anywhere
623C > 236236K > 214236CD 627 100 4 10% Anywhere If used as an anti air, use 236236C instead.
623AC, 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A 571 160 4 30% Corner
214BD, 623AC, 214A > 236236[P] > 236236BD 615 80 4 15% Corner
Light Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] > 214236CD 629 250 4.5 25% Anywhere
CD > (41236C), 41236AC ~ 236C, 6B > 41236C > 236236K > 214236CD 685 200 4.5 20% Midscreen
236CD, 41236AC ~ 236C, 6B > 41236C > 236236K > 214236CD 805 100 4.5 15% Anywhere
623AC, 236236P > 214236CD 601 0 4.5 0% Anywhere
623AC, 214A (1) > 236236K > 214236CD 627 30 4.5 10% Corner The damage you get for the meter you spent falls off in this 623AC combo, so consider that before spending on this.
214BD, 623AC, 214AC, 6B > 41236C ~ 236C > 236236P > 236236BD, 6A 621 160 4.5 25% Corner

5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A > 236236BD > 214236CD 707 170 5 0% Anywhere
Heavy Starter > 41236A ~ 236C > 236236BD > 214236CD 846 300 5 0% Anywhere
CD > (41236C), 41236A > 236236BD > 214236CD 745 160 5 0% Midscreen
236CD, 41236AC ~ 236C, 6B > 41236C > 236236K > 214236CD 805 100 5 15% Anywhere
623C > 236236BD > 214236CD 762 100 5 0% Anywhere
623AC, 214AC, 6B > 41236C ~ 236C > 236236[C] > 214236CD 654 160 5 25% Corner
214BD, 623AC, 236236AC > 214236CD 652 0 5 0% Anywhere
214BD, 623AC, 214A > 236236[C] > 214236CD 655 0 5 0% Corner

External Links

Yashiro Combos by Meno
Yashiro combos by Pak of Warriors
Yashiro combos by Kakuge / Fighting Games

Navigation

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