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

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(→‎2 Bars: Added 2 bar Kyo combos. Do we really need "Meter Cost" in the table if it's in the title of the section?)
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'''General Notes'''
'''General Notes'''
* Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
* Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
* The Button Hold Trick can help with timing trickier combos such as Orochinagi into 623A.


===Rush Auto Combo===
===Rush Auto Combo===
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===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B*2 > 2A > 236A ~ 236P ~ P/K || 197 || || 0 || || Anywhere || Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.
| 2B*2 > 2A > 236A ~ 236P ~ K || 197 || 200 || || Anywhere || Simple confirm into Aragami. You can use the P ender in the corner for okizeme.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214K || 221 || || 0 ||  || Anywhere || Old Reliable, for when you're not able to do other routes after upkicks.
| 2B > 2A > 3D(1) > 236D ~ D, 63214K || 221 || 170 || || Anywhere || Old Reliable, for when you're not able to do other routes after upkicks.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 623C || 229 || || 0 ||  || Anywhere || You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
| 2B > 2A > 3D(1) > 236D ~ D, 623C || 229 || 250 || || Anywhere || You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
|-
|-
| 2B > 2A > 3D(1) > 236D~D > 421B || 181 || || 0 ||  || Anywhere || Less damage but ends in a hard knockdown, allowing for mixups afterward.
| 2B > 2A > 3D(1) > 236D~D > 4214B || 181 || 270 ||  || Anywhere || Less damage but ends in a hard knockdown, allowing for mixups afterward.
|-
|-
| 2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K || 231 || || 0 ||  || Anywhere || You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
| 2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K || 231 || 300 || || Anywhere || You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
|-
|-
| f.C > 236C ~ 63214P ~ 6P ~ 623P || 235 || || 0 ||  || Anywhere || Kyo's new f.C is quite the reliable combo starter from a distance.
| f.C > 236C ~ 63214P ~ 6P ~ 623P || 235 || 200 || || Anywhere || Kyo's new f.C is quite the reliable combo starter from a distance.
|-
|-
| CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P || 221 || || 0 ||  || Midscreen || The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
| CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P || 221 || 230 || || Midscreen || The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623C || 274 ||  || 0 ||  || Corner || Use this if you wanna end with DP. If not, refer to the below combo.
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623C || 274 ||  || || Corner || Use this if you wanna end with DP. If not, refer to the below combo.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 236A ~ 63214P ~ P/63214K || 278/296 ||  || 0 ||  || Corner || Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 236A ~ 63214P ~ P/63214K || 278/296 ||  || || Corner || Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.
|}
|}


===EX===
===0.5 Bar===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ P/K || 227 || || 0.5 ||  || Anywhere || You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.
| 2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ K || 227 || 280 || || Anywhere || You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks. In the corner you can instead end with the P ender for a hard knockdown.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P ~ 6P ~ 623P || 329 || 300 || 0.5 ||  || Anywhere || Great damage for just half a bar.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P ~ 6P ~ 623P || 329 || 300 || || Anywhere || Great damage for just half a bar.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A ~ 63214P ~ P/63214K || 315/333 || 380/260 || 0.5 ||  || Anywhere || Hard knockdown version of the previous route for better oki.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A ~ 63214P ~ P/63214K || 315/333 || 380/260 || || Anywhere || Hard knockdown version of the previous route for better oki.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623AC || 317 || 210 || 0.5 ||  || Corner ||  
| 2B > 2A > 3D(1) > 236D ~ D, 236C, 623AC || 317 || 210 || || Corner ||  
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A, 623C || 339 || 280 || 0.5 ||  || Corner ||  
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A, 623C || 339 || 280 || || Corner ||  
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 2141236P || 264 || 170 || 1 ||  || Anywhere || Simple route into Orochinagi.
| 2B > 2A > 3D(1) > 236D ~ D, 2141236P || 264 || 170 || || Anywhere || Simple route into Orochinagi.
|-
|-
| f.C > 236C ~ 63214P > SC 236236C || 311 || 140 || 1 || || Anywhere || f.C confirm into super.
| f.C > 236C ~ 63214P > SC 236236C || 311 || 140 || || Anywhere || f.C confirm into super.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, 63214D > SC 236236P || 338 || 270 || 1 || || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
| 2B > 2A > 3D(1) > 236D ~ D, 63214D > SC 236236P || 338 || 270 || || Anywhere || It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
|-
|2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P || 317 || 410 || || Anywhere || There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K || 345 || 280 || 1 ||  || Anywhere || Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K || 345 || 280 || || Anywhere || Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
|-
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC || 384 || 210 || 1 || || Corner || Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
| 2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC || 384 || 210 || || Corner || Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
|-
|-
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) > SC 2141236P, 623A || 393 || 310 || 1 || || Corner || An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
| 2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) > SC 2141236P, 623A || 393 || 310 || || Corner || An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
|-
|-
|}
|}
===1.5 Bars===
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 236236P || 396 || 240 || || Anywhere || Hold the input for 236236P briefly.
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, 236C, 623AC || 415 || 310 || || Corner ||
|-
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C > SC 2141236P, 623AC || 467 || 340 || Corner || || Only works if the opponent is hit by the top of 236A's hitbox.
|-
|}


===2 Bars===
===2 Bars===
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| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C > SC 2141236P, 623A > SC 2141236P || 479 || 710 || || Corner || Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.
| 2B > 2A > 3D(1) > 236D ~ D, 236A, 623C > SC 2141236P, 623A > SC 2141236P || 479 || 710 || || Corner || Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.
|-
|-
|}
===2.5 Bars===
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236AC || 483 || 240 || || Hold the input for Orochinagi briefly to get all hits in.
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 579 || 350 || 3 ||  || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
| 2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD || 579 || 350 || || Anywhere || Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  || ||  || Anywhere ||  
| ||  ||  || || Anywhere ||  
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  || ||  || Anywhere ||  
| ||  ||  || || Anywhere ||  
|}
|}
==Combo Theory==


==External Links==
==External Links==

Revision as of 05:46, 22 February 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
  • The Button Hold Trick can help with timing trickier combos such as Orochinagi into 623A.

Rush Auto Combo

Meterless: An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)
1 Bar: Ends with qcfx2+P. (223 DMG)
2 Bars: Ends with qcfx2+P. (223 DMG)
3 Bars: Ends with qcb,hcf+CD. (421 DMG)

Meterless

Combo Damage Stun Meter Gain Location Notes
2B*2 > 2A > 236A ~ 236P ~ K 197 200 Anywhere Simple confirm into Aragami. You can use the P ender in the corner for okizeme.
2B > 2A > 3D(1) > 236D ~ D, 63214K 221 170 Anywhere Old Reliable, for when you're not able to do other routes after upkicks.
2B > 2A > 3D(1) > 236D ~ D, 623C 229 250 Anywhere You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
2B > 2A > 3D(1) > 236D~D > 4214B 181 270 Anywhere Less damage but ends in a hard knockdown, allowing for mixups afterward.
2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K 231 300 Anywhere You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
f.C > 236C ~ 63214P ~ 6P ~ 623P 235 200 Anywhere Kyo's new f.C is quite the reliable combo starter from a distance.
CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P 221 230 Midscreen The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
2B > 2A > 3D(1) > 236D ~ D, 236C, 623C 274 Corner Use this if you wanna end with DP. If not, refer to the below combo.
2B > 2A > 3D(1) > 236D ~ D, dl.236A, 236A ~ 63214P ~ P/63214K 278/296 Corner Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ K 227 280 Anywhere You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks. In the corner you can instead end with the P ender for a hard knockdown.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P ~ 6P ~ 623P 329 300 Anywhere Great damage for just half a bar.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A ~ 63214P ~ P/63214K 315/333 380/260 Anywhere Hard knockdown version of the previous route for better oki.
2B > 2A > 3D(1) > 236D ~ D, 236C, 623AC 317 210 Corner
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A, 623C 339 280 Corner

1 Bar

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > 236D ~ D, 2141236P 264 170 Anywhere Simple route into Orochinagi.
f.C > 236C ~ 63214P > SC 236236C 311 140 Anywhere f.C confirm into super.
2B > 2A > 3D(1) > 236D ~ D, 63214D > SC 236236P 338 270 Anywhere It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P 317 410 Anywhere There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K 345 280 Anywhere Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC 384 210 Corner Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) > SC 2141236P, 623A 393 310 Corner An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.

1.5 Bars

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 236236P 396 240 Anywhere Hold the input for 236236P briefly.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, 236C, 623AC 415 310 Corner
2B > 2A > 3D(1) > 236D ~ D, 236A, 623C > SC 2141236P, 623AC 467 340 Corner Only works if the opponent is hit by the top of 236A's hitbox.


2 Bars

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P > SC 236236P 425 240 Anywhere
2B > 2A > 3D(1) > 236D ~ D, 63214D > SC 2141236AC 434 270 Anywhere Charge the Orochinagi briefly to get every hit in.
2B > 2A > 3D > BD > c.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 236236P 434 380 Anywhere 1000 Meter Max Mode combo.
2B > 2A > 3D(1) > 236D ~ D, 236A, 623C > SC 2141236P, 623A > SC 2141236P 479 710 Corner Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.

2.5 Bars

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236AC 483 240 Hold the input for Orochinagi briefly to get all hits in.

3 Bars

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD 579 350 Anywhere Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.

4 Bars

Combo Damage Stun Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter Gain Location Notes
Anywhere

Combo Theory

External Links

Navigation

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