The King of Fighters XV/Haohmaru/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 > f.B 65 Low light confirm. 2A is stubby, but on hit will always chain to f.B.

Heavy Starters

Combo Damage Notes
cl.C > 6A 127 Standard heavy starter. Be aware that cl.C's huge activation proximity means a cancelled-into 6A can whiff. Omission may be necessary to prevent drops.
2C > 6A 137 Big damage starter. Reserve for guaranteed punishes due to 2C's slow startup.
2B/2A > cl.A > cl.C 110/120 Light-heavy frame trap/link, allows for two lights before cl.C due to cl.C's large activation proximity. Enables beefier combos.

Other Starters

Combo Damage Notes
CD 75
6A 70 Overhead Quick Max starter.

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

Combos

General Notes

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 121 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 469 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C 192 245 0 31% Anywhere
Heavy Starter > 623C 262 280 0 37% Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 623C 253 245 0.5 31% Anywhere
Light Starter > 214BD, 214A, 623C 309 305 0.5 44% Corner 214A juggles on air hit, giving a DP followup.
Heavy Starter > 236BD, AC 407 260 0.5 33% Anywhere No oki, but big damage.
Heavy Starter > 236BD, 6623C 381 280 0.5 39% Anywhere Trades damage for slightly better metergain, stun, and oki.
Heavy Starter > 236BD, 214A, 623C 425 340 0.5 50% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236236P 310 155 1.0 26% Anywhere
Light Starter > 214BD, 214A, 623AC 344 135 1.0 20% Corner
Heavy Starter > 236BD, 4214AC, 623C 463 280 1.0 37% Anywhere
Light Starter > 214BD, 623C > 236236P 363 155 1.5 26% Anywhere
Light Starter > 214BD, 214A, 623C > 236236A 412 215 1.5 39% Corner
Heavy Starter > 236BD, 6623C > 236236P 499 190 1.5 34% Anywhere
Heavy Starter > 236BD, 214A, 623C > 236236A 535 250 1.5 45% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236236AC 430 155 2.0 26% Anywhere
Heavy Starter > 236BD, 4214AC, 623C > 236236P 566 190 2.0 32% Anywhere
Starter > BC, cl.C > 6A > 236BD, 6623C > 236236P 419/511 265/300 2.0 7%/13% Anywhere 1000/1250 Quick Max combo. Omission of 6A may be needed to prevent drops. Also, off Heavy starters, 2C can be used instead of cl.C for slightly more damage, however this can make followups more difficult, especially at longer ranges.
Starter > BC, cl.C > 6A > 236BD, 4214AC, 623C > 236236P 466/554 265/300 2.0 7%/13% Anywhere 1500 Quick Max combo.
Light Starter > 214BD, 623C > 236236AC 475 155 2.5 26% Anywhere
Light Starter > 214BD, 214A, 623C > 236236AC 517 215 2.5 39% Corner
Heavy Starter > 236BD, 6623C > 236236AC 619 190 2.5 34% Anywhere
Heavy Starter > 236BD, 214A, 623C > 236236AC 647 250 2.5 45% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236236P > 236236BD 564 155 3.0 26% Anywhere
Heavy Starter > 236BD, 4214AC, 623C > 236236AC 671 190 3.0 32% Anywhere
Starter > BC, cl.C > 6A > 236BD, 6623C > 2141236CD 567/673 265/300 3.0 7%/13% Anywhere 1000 Quick Max combo. Can use 623C instead of 6623C for slightly easier execution but less damage.
Starter > BC, cl.C > 623C > 236236P > 2141236CD 607/711 225/260 3.0 7%/13% Anywhere 1250/1500 Quick Max combo. Note the absence of 6A after the Quick Max > cl.C.
Light Starter > 214BD, 623C > 236236P > 236236BD 601 155 3.5 26% Anywhere
Light Starter > 214BD, 214A, 623C > 236236A > 236236BD 632 185 3.5 39% Corner
Heavy Starter > 236BD, 6623C > 236236C > 236236BD 753 190 3.5 34% Anywhere Note: Performing 6623C too early in this and similar routes will cause 236236BD to whiff on smaller characters. Delay your 6623C accordingly.
Heavy Starter > 236BD, 214A, 623C > 236236C > 236236BD 773 250 3.5 45% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.C > 623C > 236236AC > 2141236CD 704/816 225/260 4.0 7%/13% Anywhere Pretty much the 4-bar combo for this character, 1250 and 1500 Quick Max.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 236BD, 4214AC, 623C > 236236P > 2141236CD 871 190 5.0 19% Anywhere
cl.C/2C > 236BD, 236AC, BC, 623A > 236236A > 236236BD > 2141236CD 997/1007 130/150 5.0 17% Corner Hyper-specific corner only mid-combo Raw Max combo. Character has to be in the absolute corner, and 236BD must be directly from cl.C or 2C without using 6A. Jump-in starter recommended.

External Links

Haohmaru Combos by Kakuge
Haohmaru Combos by Meno


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