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

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(Added a Starters and Enders section.)
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==Starters and Enders==
===Starters===
{|class="wikitable"
! Number !! Combo !! Damage !! Stun !! Notes
|-
| 1 || j.X || X || X || Jump-in. Can be used before starters 2 and 3.
|-
| 2 || 2B > 5B > 3C || 112 || 120 || Basic light confirm.
|-
| 3 || 5D > 6A || 146 || 150 || Most damaging combo starter.
|-
| 4 || CD || 75 || 100 || Goes over most low projectiles in the game and has ''huge'' range, but relatively slow start-up.
|}
===Enders===
{|class="wikitable"
! Number !! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 1 || 214B || 78 || 80 || 0 || ? || Anywhere || Advantageous on hit. Best used for continued pressure.
|-
| 2 || 214A || 90 || 60 || 0 || ? || Anywhere || Provides less stun than the above and the opponent can recover on hit but does more damage.
|-
| 3 || 41236B~623B || 154 || 120 || 0 || ? || Anywhere || Ending in Power Dunk does less damage, the oki is more rewarding on hit.
|-
| 4 || 41236B~623C || 172 || 140 || 0 || ? || Anywhere || Most damaging meterless combo ender. Opponent can recover safely on hit unless if canceled into 2141236P. 
|-
| 5 || 41236BD > 623BD > 41236B~623C || 328 || 140 || 1 || 33% || Anywhere || Got meter to burn? No problem!
|-
| 6 || 2141236P || 200 || 0 || 1 || 0 || Anywhere || Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
|-
| 7 || 236236K || 190 || 0 || 1 || 0 || Anywhere || Slightly less damaging, but has better range. Are you OK? 
|-
| 8 || 2141236AC || 355 || 0 || 2 || 0 || Anywhere || Most damaging Level 2 Super if you have the time to spare.
|-
| 9 || 236236BD || 343 || 0 || 2 || 0 || Anywhere || If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
|-
| 10 || 2141236CD || 450 || 0 || 3 || 0 || Anywhere || Buster... '''LAUNCHER'''!!!
|}


==Combos==
==Combos==
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 5B > 3C > 214B || 178 || 200 || 0 || 25% || Anywhere || Quick and dirty light confirm into continued pressure.
| || || ||  ||  || Anywhere ||  
|-
| 2B > 5B > 3C > 214A || 188 || 180 || 0 || 25% || Anywhere || More damage than the above, but the opponent can recover on hit.
|-
| 5D > 6A > 214B || 216 || 230 || 0 || 25% || Anywhere || Ditto, but with a heavy normal.
|-
| 5D > 6A > 214A || 227 || 210 || 0 || 25% || Anywhere ||   
|-
| 2B > 2A > 3C > 41236B > 623B/623C || 238-250 || 230-240 || 0 || 45% || Anywhere || Ending in 623C grants more damage, but the opponent can roll back safely. 623B on the other hand offers better oki and more stun.  
|-
| 5D > 6A > 41236B > 623B/623C || 284-300 || 270-280 || 0 || 45% || Anywhere || Same as the above, just with a heavy starter.
|}
|}



Revision as of 04:13, 10 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Starters and Enders

Starters

Number Combo Damage Stun Notes
1 j.X X X Jump-in. Can be used before starters 2 and 3.
2 2B > 5B > 3C 112 120 Basic light confirm.
3 5D > 6A 146 150 Most damaging combo starter.
4 CD 75 100 Goes over most low projectiles in the game and has huge range, but relatively slow start-up.

Enders

Number Combo Damage Stun Meter Cost Meter Gain Location Notes
1 214B 78 80 0 ? Anywhere Advantageous on hit. Best used for continued pressure.
2 214A 90 60 0 ? Anywhere Provides less stun than the above and the opponent can recover on hit but does more damage.
3 41236B~623B 154 120 0 ? Anywhere Ending in Power Dunk does less damage, the oki is more rewarding on hit.
4 41236B~623C 172 140 0 ? Anywhere Most damaging meterless combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.
5 41236BD > 623BD > 41236B~623C 328 140 1 33% Anywhere Got meter to burn? No problem!
6 2141236P 200 0 1 0 Anywhere Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
7 236236K 190 0 1 0 Anywhere Slightly less damaging, but has better range. Are you OK?
8 2141236AC 355 0 2 0 Anywhere Most damaging Level 2 Super if you have the time to spare.
9 236236BD 343 0 2 0 Anywhere If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
10 2141236CD 450 0 3 0 Anywhere Buster... LAUNCHER!!!

Combos

Rush Auto Combo

Meterless: Terry follows up on the initial jab with a straight punch into a back fist, ending in qcb+A. (146 DMG)
1 Bar: Ends in qcfqcf+K. (231 DMG)
2 Bars: Ends in qcfqcf+BD. (356 DMG)
3 Bars: Ends in qcb,hcf+CD. (452 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Terry Combos by Meno
Terry Bogard Combo Guide by Rooglemonger

Navigation

The King of Fighters XV
System

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Characters