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The King of Fighters XV/Orochi Shermie/Combos: Difference between revisions
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→2 Bars: new combos |
→1 Bar: new combo |
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| '''Heavy Starter''' > 6A > j.236BD, 214B > 236236P || 461 || 160 || 1.5 || 0.26 || Anywhere || Worse oki than 214D but slightly higher damage. | | '''Heavy Starter''' > 6A > j.236BD, 214B > 236236P || 461 || 160 || 1.5 || 0.26 || Anywhere || Worse oki than 214D but slightly higher damage. | ||
|- | |- | ||
| '''Heavy Starter''' > 6A > j.236BD | | '''Heavy Starter''' > 6A > j.236BD, 214B, 214C > 236236P || 515 || 220 || 1.5 || 0.36 || Corner || 1.5 bar corner variant. | ||
|} | |} | ||
Revision as of 20:17, 25 October 2023
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, 214AC, 214B, 214C, cl.C | 474 | 290 | 1 | 0.43 | 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 > 236236P | 461 | 160 | 1.5 | 0.26 | Anywhere | Worse oki than 214D but slightly higher damage. |
Heavy Starter > 6A > j.236BD, 214B, 214C > 236236P | 515 | 220 | 1.5 | 0.36 | Corner | 1.5 bar corner variant. |
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 | 505 | 160 | 2 | 0.22 | Anywhere | |
Heavy Starter > 6A > j.236BD, 214B, 214BD, 214C > 236236P | 564 | 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 > j236BD > 214C > 236236A/C | 501 | 270 | 2 | 0.2 | Anywhere | Only requires 1000 MAX Mode Gauge, so it can be used on any team position. |
Heavy Starter > 6A > j.236BD, 214B, 214C > 236236AC | 615 | 220 | 2.5 | 0.36 | Corner | 2.5 bar corner route. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214B > Climax | 459 | 120 | 3 | 0.2 | Anywhere | Easy hit confirm into climax. There's better, higher damaging combos (see below) but this is fine in a pinch. |
Light Starter > (QM) > cl.D > 6A > j236BD > 214C > 236236AC | 494 | 220 | 3 | 0.1 | Anywhere | This works at any level of MAX Mode Gauge. Can use 236236BD for less damage and better oki when outside of corner. |
Light Starter > (QM) > cl.D > 6B > 214B > 236236A/C > Climax | 563 | 210 | 3 | 0.1 | Anywhere | This works at 1250 MAX Mode Gauge, so you must be in the mid or anchor position. |
Heavy Starter > 6A > j236B > j236236B/D > 236236AC | 644 | 260 | 3 | 0.3 | 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 |
---|---|---|---|---|---|---|
Light Starter > (QM) > cl.D > 6B > 214B > 236236AC > Climax | 645 | 210 | 4 | 0.1 | Anywhere | This combo can be used regardless of team position. |
Heavy Starter > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax | 797 | 740 | 4 | 0.2 | Anywhere | Exact same combo as above, just a heavier start. Noticeably more damage because of it. |
MAX Mode > Light Starter > 214C > 236236B/D > 236236AC > Climax | 813 | 120 | 4 | 0.2 | Anywhere | Requires 1250 MAX Mode Gauge and raw MAX Mode activation. Can only be done when in mid or anchor team position. |
MAX Mode > Heavy Starter > 6A > j236B > 236236B/D > 236236AC > Climax | 1024 | 160 | 4 | 0.3 | Anywhere | Requires 1250 MAX Mode Gauge, a raw activation, and zero morals whatsoever. Delete a character for only 4 bars! |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|