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

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Line 108: Line 108:
| j.(x) > cl.D > 3D > 214BD > 214B > 623K || 384 ||300||.5||.53|| Anywhere || Meter positive.
| j.(x) > cl.D > 3D > 214BD > 214B > 623K || 384 ||300||.5||.53|| Anywhere || Meter positive.
|-
|-
|2B > 2A > 3D > 214BD > 214B > 623K || 276 (337) || 205 (230) || .5  || .43 || Anywhere ||Midscreen Light Max Damage
|2B > 2A > 3D > 214BD > 214B > 623K || 276 (337) || 205 (230) || .5  || .43 || Anywhere ||Midscreen Light Confirm Max Damage
|-
|-
|2B > 2A > 3D > 236BD > 214B > 623K  || 293 (354) || 205 (230)|| .5 || .43 || Corner || Corner Light Max Damage
|2B > 2A > 3D > 236BD > 214B > 623K  || 293 (354) || 205 (230)|| .5 || .43 || Corner || Corner Light Confirm Max Damage
|-
|-
|cl.D > 6B > 236BD > 236B > 236B > 623K || 435 ||230|| .5 || .48 || Corner || .35 Meter Gain After EX
|cl.D > 6B > 236BD > 236B > 236B > 623K || 435 ||230|| .5 || .48 || Corner || .35 Meter Gain After EX

Revision as of 05:41, 23 March 2024

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 > 3D 74 2B > 2A is your low light confirm. 3D is unsafe on block from the max range that 2B > 2A lands on block, but is easy to confirm safely.

Heavy Starters

Combo Damage Notes
j.X > cl.C > 6B Standard jump-in starter.
cl.D 70 Reliable 2-hit confirm. Can be meatied after 214D. Opens up your combo routing with meter.

Other Starters

Combo Damage Notes
CD 75

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

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • Can chain a second cr.B into cr.A
  • Can use cl.C instead of cl.D too
  • You can delay canceling of 3D into specials to guarantee 623D doesn't whiff.
  • Meter Gain Values found by dividing number of pixels of gained meter by length of meter gauge (300 pixels).
  • Some meter gain values rounded to nearest hundredth.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 154 0 Rush combo ending in a special move
cl.A > A > A > C 231 1 Rush combo ending in a super
cl.A > A > A > D 363 2 Rush combo ending in a Max super
cl.A > A > A > A 460 3 Rush combo ending in a Climax super

0 Meter

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 3D > 214D 158 245 0 .24 Anywhere Corner Carry/Stun/Knockdown
2B > 2A > 3D > 623K 171 85 0 .32 Anywhere Max Light Confirm Meterless Damage
cl.D > 3D > 214D 208 270 0 Anywhere Corner Carry/Stun/Knockdown
cl.D > 3D > 623K 221 110 0 Anywhere Max Heavy Confirm Meterless Damage

King can combo into her Venom Strikes as well, but she can be punished on hit at certain ranges.

0.5 Meters

Heavy Starter information in ( ).

Combo Damage Stun Meter cost Meter Gain Location Notes
j.(x) > cl.D > 3D > 214BD > 214B > 623K 384 300 .5 .53 Anywhere Meter positive.
2B > 2A > 3D > 214BD > 214B > 623K 276 (337) 205 (230) .5 .43 Anywhere Midscreen Light Confirm Max Damage
2B > 2A > 3D > 236BD > 214B > 623K 293 (354) 205 (230) .5 .43 Corner Corner Light Confirm Max Damage
cl.D > 6B > 236BD > 236B > 236B > 623K 435 230 .5 .48 Corner .35 Meter Gain After EX
cl.D > 6B > 236BD > 236B > 214B > 623K 431 290 .5 .53 Corner .40 Meter Gain After EX

1 Meter

Heavy starter information in ( ).

Combo Damage Stun Meter cost Meter Gain Location Notes
j.(x) > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214D 479 300 1 .50-52 Anywhere Jump-in required for meter.
2B > 2A > 3D > 214D > 236236P 304 245 1 Anywhere Resets King to full screen
2B > 2A > 3D > 214D > 214214K 310 245 1 Anywhere Midscreen Light Max Damage, Safe Jump*
2B > 2A > 3D > 236BD > 214BD > 214B > 623D 345 205 1 Corner Corner Light Max Damage
cl.D > 3D > 214D > 214214K 369 270 1 Anywhere Safe Jump*
cl.D > 6B > 236BD > 663214BD** > 214B > 623D 447 230 1 .48? Anywhere Midscreen Heavy Max Damage
cl.D > 6B > 236BD > 236B > 236BD > 214B > 623D 504 290 1 .53 Corner

*Safe Jump after 214214K:

Corner - Forward Full Jump

Midscreen - Slightly Delayed Forward Hop

**Microdash before Tornado Kick Noted as 663

1.5 Meters

Heavy starter information in ( ).

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 3D > 214BD > 214B > 623D > 214214K 371 205 1.5 .43 Anywhere Safe Jump*
2B > 2A > 3D > 214BD > 214B > 623D > 236236P 376 205 1.5 .43 Anywhere Midscreen Light Confirm Max Damage
2B > 2A > 3D > 236BD > 214B > 623D > 214214K 388 205 1.5 .43 Corner Safe Jump*
2B > 2A > 3D > 236BD > 214B > 623D > 236236P 393 205 1.5 .43 Corner Corner Light Confirm Max Damage
cl.D(2) > 6B > 236BD > 663214D** > 214214K 481 270 1.5 Midscreen Midscreen Heavy Confirm Max Damage, Safe Jump*
cl.D(2) > 6B > 236BD, 236B, 236B > 236236K 530 230 1.5 Corner Corner Heavy Confirm Max Damage, Safe Jump*
(j.D) > cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D 552 (583) 290 (360) 1.5 .53 Corner

*Safe Jump after 214214K:

Corner - Forward Full Jump

Midscreen - Slightly Delayed Forward Hop

**Microdash before Tornado Kick Noted as 663

2 Meters

Combo Damage Stun Meter cost Meter Gain Location Notes
j.x > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD 575 300 2 Anywhere Jump-in required for meter.
cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D > [SC] 214214D 647 290 2 Corner
cl.D > 6B > 236BD > 236B > 236B > 623D > [SC] 214214BD 626 348 2 .49 Corner
2B > 2A > 3D > 214D > 214214KK 431 245 2 Anywhere Midscreen Light Max Damage, *Safe Jump (See Note Above)
2B > 2A > 3D > 236KK, 214KK, 214B, 623K > 214214K 440 205 2 Corner *Safe Jump (See Note Above)
2B > 2A > 3D > 236KK, 214KK, 214B, 623K > 236236P 445 205 2 Corner Corner Light Max Damage

2.5 Meters

Combo Damage Stun Meter cost Meter Gain Location Notes
cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD 528 230 2.5 Anywhere
2B > 2A > 3D > 214BD, 214B, 623K > 214214KK 467 205 2.5 .42 Anywhere Midscreen Light Max Damage, *Safe Jump (See Note Above)
2B > 2A > 3B > 236BD, 214B, 623K > 214214KK 484 205 2.5 .42 Corner Corner Light Max Damage, *Safe Jump (See Note Above)

3 Meters

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 3D > BC, cl.D(2) > 214BD, 214D > 2143216CD 552 315 3 Anywhere 1000 Max Mode Combo, Point Midscreen Light Max Damage
2B > 2A > 3D > BC, cl.D(2) > 3D > 214BD > 214B > 623K > 2143216CD 594 355 3 Anywhere 1250 Max Mode Combo, Mid Midscreen Light Max Damage
2B > 2A > 3D > BC, cl.D(2) > 3D > 214D > 214214K > 2141236CD 674 355 3 Anywhere 1500 Max Mode Combo, Anchor Midscreen Light Max Damage
2B > 2A > 3D > BC, cl.D(2) > 6B > 236BD, 236B, dl.214D* > 2141236CD 637 385 3 Corner 1000 Max Mode Combo, Point Corner Max Damage
2B > 2A > 3D > BC, cl.D(2) > 6B > 236BD, 236B, 236B, 623K > 2141236CD 666 285 3 Corner 1250/1500 Max Mode Combo, Mid/Anchor Corner Light Max Damage
j.x > cl.D > 3D > 214BD > 214B > 623D > Climax 627-674 230 (300) 3 Anywhere Jump in or above 3 meter required.
(j.D) > cl.D > 6B > j.236BD > 236B > 214B > 623D > Climax 721 (768) 290 (300) 3 Corner Replace 214B with 236B, if you start from a jump in or with above 3 meter.

*Delay is very slight and to ensure that both kicks land. You have just enough time to cancel into Climax right as the second kick hits.

The last two combos in this section require King to have just above 3 meters or to start from a jump in at 3 meters to convert into Climax. Otherwise you can cancel into level 2 supers.

4 Meters

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 3D > BC > cl.D(2) > 214214KK > 2143216CD 674 4 Anywhere 1250 Max Mode Combo, Mid Light Confirm Max Damage
2B > 2A > 3D > BC > cl.D(2) > 3D > 214D > 214214KK > 2141236CD 721 4 Anywhere 1500 Max Mode Combo, Anchor Light Confirm Max Damage
Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 214D > 236236PP > 2143216CD 750 45 5 0 Anywhere Light Confirm Max Possible Damage
cl.D(2) > 214D > 236236PP > 2143216CD 841 45 5 0 Anywhere Heavy Confirm Max Possible Damage

External Links

King Combos by Meno
King combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
System

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Characters