-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Yashiro Nanakase/Combos

From Dream Cancel Wiki
Jump to navigation Jump to search

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Can combo into cl.C from any jump in attack

Rush Auto Combo

Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)

1 Meter: Ends with 236236K. (240 DMG)

2 Meter: Ends with 236236BD. (367 DMG)

3 Meter: Ends with 2141236CD. (439 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A (x2) > 214A 151 0 Anywhere Quick and easy meterless BNB off a low starter. Ends in soft knockdown.
2B > Rush Autocombo 168 0 Anywhere Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.
(j.X) > c.C > 6B > 41236A > 236C 288 0 Anywhere You can start this combo with a f.C as well. Make sure to hit confirm the 236 C follow up.
(j.X) > c.C > 6B > 214C > 623A 324 0 Corner
CD > 41236 C (whiff) > 41236A > 236C 182 0 Midscreen

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A (x2) > 214AC > 6B > 41236C > 236C 263 0.5 Anywhere Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however.
2B > 2A (x2) > 214AC > 6B > 214D 255 0.5 Anywhere Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage.
2B > 2A (x2) > 214AC > 6B > 623C > c.D 269 0.5 Corner Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
(j.X) > c.C > 6B > 214C > 623AC > c.D 379 0.5 Corner Excellent damage for just half a bar. Slightly more damage than the above combo.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
... > 214A > [SC] 236236D 299 1 Anywhere
... > 214AC > 41236AC ~ 236C > 6B > 214D 320 1 Anywhere Max damage midscreen and ends in a hard knockdown.
... > 214AC > 6B > 41236AC ~ 236C > 6B > 623C > cl.D 330 1 Corner
(j.X) c.D > 6B > 41236A > 236C > [SC] 236236D 448 1 Anywhere Can also be started with f.C.
(j.X) c.D > 6B > 41236AC > 236C > 214AC > 6B > 623C > cl.D 462 1 Anywhere Optimal heavy starter corner combo. Can also be started with f.C.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A (x2) > 214AC > 6B > 41236C ~ 236C > [SC] 236236C 353 1.5 Anywhere
... > 214AC > 6B > 41236C > [SC] 236236D 323 1.5 Anywhere can end combo with 6A in the corner
... > 214C > [SC] 236236BD 399 2 Anywhere can end with 6A in the corner


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
Corner
Anywhere

External Links

Provided ID could not be validated.

Yashiro combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters