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

From Dream Cancel Wiki
Jump to navigation Jump to search
Line 43: Line 43:
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A > Far B(1 Hit)''' || 1 || Standard low light confirm.
| '''2B > 2A > Far B(1 Hit)''' || 51 || Standard low light confirm.
|}
|}



Revision as of 17:37, 18 January 2023

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 > Far B(1 Hit) 51 Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > cl.D 146 Standard jump-in starter. cl.D is your strongest close starter, but cl.C is a couple frames faster while only dealing a little bit less damage.
cl.D > 6A 127 Ideal heavy starter. 6A lets you combo into j236B, your highest damage meterless ender, and j236BC, which has a ground bounce for combo extension.

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 anywhere on screen. 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 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214C 124 105 0.2 Anywhere Low combo. Without meter you won't be able to go very far off of lights alone.

EX

Combo Damage Stun Meter cost Meter Gain Location notes


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters