The King of Fighters XV/Orochi Shermie/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

Note: O. Shermie can string together a myriad of light attacks.

Combo Damage Notes
2B > f.B(1) 29 The most consistent light confirm. f.B negates pushback so it is vital for light confirms.
2B > 2A > f.B(1) 51 2A is surprisingly stubby, so it can sometimes whiff.
cl.A > 2A > cl.A > 2A > f.B(1) 94 Any string of light attacks that ends with f.B can function as a light confirm.

Heavy Starters

Combo Damage Notes
cl.C 70 The most practical heavy starter due to its speed.
cl.D 80 Slower than cl.C but the highest damage, single-hit heavy starter making it ideal for punishes.
2A/cl.A, 2C/cl.C 91 Light to heavy link. The added hit enables better confirms. Unreliable after a jump-in but very useful after a cross-up.
2A > cl.A, cl.C 111 Double light to heavy link. Must be absolutely point blank. Can works after a cross-up but is much less reliable.

Other Starters

Combo Damage Notes
CD 75 Combos reliably into 214C, which also combos into your 236236B/D/BD, which can go into 236236A/C/AC and/or climax. This works everywhere on screen, except when your opponent is near the corner. Take note, CD > 214C is also safe on block.

(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 151 0 Rush combo ending in a special move.
cl.A > A > A > C 237 1 Rush combo ending in a super.
cl.A > A > A > D 358 2 Rush combo ending in a Max super.
cl.A > A > A > A 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214C 115 90 0.130 Anywhere Standard low combo. +33 but sends them too far for oki.
Heavy Starter > 6A > j.236B 207 160 0.27 Anywhere Certain characters can punish 6A on block, so be sure to hit confirm by using a light link or jump-in attack.
Heavy Starter > 6B > 214C 203 150 0.22 Anywhere If 6A cannot be confirmed, use 6B for a safer (but slightly less rewarding) confirm.
Light Starter > 214C, cl.C 171 160 0.2 Corner Cancel cl.C into 426A for a meaty fireball setup. Plus on-block and can convert on-hit.
Heavy Starter > 6A > j.236B, cl.D 276 230 0.35 Corner Cancel cl.D into 426A for a meaty fireball setup.
Heavy Starter > 6B > 214C, cl.C 259 220 0.29 Corner Cancel cl.C into 426A for a meaty fireball setup.

EX

Note: Heavy Starter > 6B can access any Light Starter combo for 88 extra damage, 60 stun, and .09 meter.

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 214C 192 90 0.5 0.13 Anywhere
Heavy Starter > 6A > j.236BD, 214D 337 160 0.5 0.29 Anywhere 214D guarantees a meaty 426A for powerful pressure.
Light Starter > 214BD, 214C, cl.C 241 160 0.5 0.2 Corner
Heavy Starter > 6A > j.236BD, 214C, cl.D 366 230 0.5 0.3 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 214AC, 214D 276 90 1 0.2 Anywhere
Heavy Starter > 6B > 214B > 236236P 365 150 1 0.26 Anywhere 1 more damage than using the Light Starter route.
Heavy Starter > 6A > j.236BD, 214AC, 214D 396 160 1 0.29 Anywhere
Light Starter > 214BD, 214AC, 214B, cl.D 304 160 1 0.25 Corner
Heavy Starter > 6A > j.236BD, 214B, 214BD, 214C, cl.C 526 360 1 0.50 Corner Ludicrous damage that regenerates half of its cost with a jump-in.
Light Starter > 214BD, 214C > 236236P 330 90 1.5 0.13 Anywhere
Heavy Starter > 6A > j.236BD, 214BD, 214AC, 214D 455 160 1.5 0.29 Anywhere
Heavy Starter > 6A > j.236BD, 214B, 214C > 236236P 515 220 1.5 0.36 Corner 1.5 bar corner variant that grants a safejump with 2Ax2(whiff cancel) jump.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214C > 236236AC 391 120 2 0.155 Anywhere For a Light Starter, it is more efficient to super instead of using multiple EX moves.
Heavy Starter > 6A > j.236BD, 214BD, 214C > 236236P 515 160 2 0.22 Anywhere
Heavy Starter > 6A > j.236BD, 214B, 214BD, 214C > 236236P 574 220 2 0.36 Corner Corner route. Leads to a safejump with 2Ax2(whiff cancel) jump.
6B > (QM) > cl.D > 6A > j236BD, 214C > 236236A/C 344 240 2 0.1 Anywhere Raw overhead combo for any team position.
6B > (QM) > cl.D > 6A > j236BD, 214AC, 214C > 236236A/C 367 220 2 0.1 Anywhere Overhead starter into quick max combo. Requires 1500 MAX Mode Gauge, so use in anchor position.
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD > 214B > 236236P 509 270 2 0.2 Anywhere Only requires 1000 MAX Mode Gauge, so it can be used on any team position.
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD > 214BD > 214AC > 214D 495 270 2 0.2 Anywhere Only works at anchor. Sacrifices a bit of damage for better oki and mixup with 214D kiss setups
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD > 214BD > 214C > 236236P 542 270 2 0.2 Anywhere Only works at anchor. the optimal 2 bar QM combo at anchor. make sure to cancel into super after both hits of 214C hit otherwise you will do less damage than the usual 2 bar QM route
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD > 214AC > 214B > 214A > 236236P 570 310 2 0.2 Corner Only works at anchor. the optimal 2 bar QM combo at anchor in corner.
Heavy Starter > 6A > j.236BD, 214B, 214C > 236236AC 625 220 2.5 0.36 Corner 2.5 bar corner route.
41236BD > Heavy Starter > 6A, cl.D > 6A > j.236BD, 214B, 214BD, 214C > 236236A/C 656 320 2.5 0.5 Near Corner High damage combo with 41236BD. You need to be very close with 426BD for this to work. You can omit the 214B for it to work midscreen for a little less damage.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter 6B > BC > cl.D > 6A > j.236BD > 214B > 214236CD 653 270 3 0 Anywhere 3 bar route for point Shermie. massive damage for point
Heavy Starter > 6B > BC > cl.D > 6B > 214B > 236263P > 214236CD 701 260 3 0 Anywhere the optimal 3 bar QM route works on mid and anchor.
Heavy Starter > 6A > j236B > j236236B/D > 236236AC 634 260 3 0.27 Anywhere As of patch 1.62 O.Shermie can now advance/climax cancel her air super. Only gets oki in the corner, though.
Heavy Starter > 6B > (QM) cl.D > 6A > j236BD > 214C > 236236AC 419 240 3 0.1 Anywhere Add some damage onto the 2 meter quick max combo for just an extra bar.
Heavy Starter > 6B > (QM) cl.D > 6B(1 Hit) > 214B > 236236A/C > Climax 701 260 3 0.2 Anywhere This combo requires 1250 MAX Mode Gauge, so you must be in the mid or anchor position.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax 797 260 4 0.2 Anywhere mid/anchor 4 bar QM
MAX Mode > Light Starter > 214C > 236236B/D > 236236AC > Climax 813 120 4 0.2 Anywhere Works on both mid and anchor.
MAX Mode > Heavy Starter > 6A > j236B > 236236B/D > 236236AC > Climax 1024 160 4 0.3 Anywhere Obligatory raw activation TOD. Works on both mid and anchor.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

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