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The King of Fighters XV/Ash Crimson/Combos
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Combos
General Notes
- Light Starter will denote a 2B, 2B, 2B starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
- 2A x3
- 2B > 2A > 2.B
- Heavy Starter will denote a 2C. Other heavy starters include, but not limited to:
- c.C
- c.D
- c.A, c.C (combos into 214AC won't work)
- CD > [4]6A, 2C (Corner)
- Any combo using aforementioned starters can be used after a jump in, aside from the CD starter.
Rush Auto Combo
Meterless: Ash performs a knee kick into a breakdance kick after the initial slap into [d]~u+K. (135 DMG)
1 Bar: Ends with qcfqcf+K. (237 DMG)
2 Bars: Ends with qcfqcf+BD. (363 DMG)
3 Bars: Ends with qcb,hcf+CD. (455 DMG)
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [2]8B | 142 | 160 | 0 | 25% | Anywhere | Meterless light confirm. Can drop if the lights are chained too late or the special cancel is too late. Has good oki after. |
Light Starter > [4]6B | 136 | 170 | 0 | 20% | Anywhere | More consistent light confirm. Can still drop if cancelled to late, but range is usually not an issue. Oki is worse than [2]8B ender. |
2B > 2B > 4B, [2]8B | 168 | 180 | 0 | 30% | Anywhere | Optimal light confirm. The 4b, [2]8B is a link. Notice how only 2 2Bs are listed. The combo will drop if any more are used due to pushback. |
Heavy Starter > [4]6D, [2]8D | 248 | 270 | 0 | 40% | Anywhere | |
CD > [4]6A | 130 | 140 | 0 | 15% | Anywhere | Safe CD string that happens to combo. |
CD > [4]6C | 143 | 140 | 0 | 15% | Anywhere | Works as well but tends to be less useful on block. |
Heavy Starter > [4]6D, 4D, [2]8D | 286 | 310 | 0 | 45% | Corner | Corner combo. You have just enough time to charge after the 4D to get the [2]8D to combo. Press 8D as Ash touches the ground from the 4D. You can also go for a soft knockdown with 2D. This will apply to most of Ash's corner combos. |
CD, [4]6D, 4D, [2]8D | 266 | 340 | 0 | 45% | Corner | Uncancelled CD confirm. Notice how the combo is the same as the previous combo. These will not be noted in the future, as the optimal combo after CD will always be the same as the [4]6D starter combo. |
CD > [4]6A, [4]6D, 4D, [2]8D | 309 | 380 | 0 | 55% | Near Corner | If [4]6A juggles you can use this combo. |
CD > [4]6A, [4]6B | 178 | 220 | 0 | 25% | Near Corner | If the [4]6A hits standing you can get a small conversion. |
CD > [4]6A (whiff), [2]8B | 140 | 180 | 0 | 25% | Corner | When CD > [4]6A is done directly in the corner, the [4]6A will whiff and this will be all you can get. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6BD, [2]8D | 266 | 210 | 0.5 | 30% | Anywhere | Very consistent combo. |
Heavy Starter > 214AC, [4]6D, [2]8D | 303 | 270 | 0.5 | 40% | Anywhere | Punish route without charge beforehand. When juggling into [2]8D, delay as much as possible to get all 3 hits. |
Heavy starter > [4]6D, [2]8BD | 293 | 150 | 0.5 | 20% | Anywhere | |
Light Starter > [4]6BD, 4D, 6D, [2]8B | 298 | 240 | 0.5 | 30% | Corner | The 6D, [2]8B is another tight window. |
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D | 385 | 350 | 0.5 | 55% | Corner | Meter positive combo. Also can work off of stray 214BDs. [4]6A doesn't work at certain spacings, omit if necessary. |
Heavy Starter > [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 481 | 460 | 0.5 | 70% | Corner | Strong and meter positive. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6BD, [2]8BD | 303 | 90 | 1 | 10% | Anywhere | The lack of stun or meter build makes this a non-ideal combo. Save your meter. |
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, [2]8D | 449 | 400 | 1 | 65% | Non-Corner | This combo doesn't work in the corner. A shortcut for the [2]8D > 236236C cancel is to input the [2]8D as [2]368D, then input 236C for the super. |
Heavy Starter > 214AC, [4]6D, [4]6BD, [2]8D | 389 | 270 | 1 | 40% | Anywhere | Delay the [4]6BD to when the opponent is just about to reach the ground. |
236CD, [4]6D, [2]8D | 262 | 200 | 1 | 80% | Anywhere | Shatter Strike combo. Delay the [2]8D to get all the hits if this hits as an anti-air. |
Light Starter > [4]6B > 236236A/C, 4D, 6D, [2]8B | 358 | 320 | 1 | 45% | Corner | |
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 4D, [2]8D | 398 | 370 | 1 | 60% | Corner | 4B > [2]8B starter. This is where the value of learning the 4B, [2]8B link comes; it allows for stronger corner combos. Not recommended unless confident in your execution. |
Light Starter > [4]6BD, 4D, [2]8BD | 303 | 130 | 1 | 20% | Corner | |
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D | 503 | 480 | 1 | 75% | Corner | You can use [2]8B instead of D for the Super Cancel to give yourself a more time to charge. |
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 546 | 500 | 1 | 75% | Corner | Most damaging combo. |
236CD, [4]6D, 4D, [2]8D | 304 | 240 | 1 | 80% | Corner | If Shatter Strike anti-airs in the corner, the side switch that can happen from the wallbounce can be awkward for Ash. Opt for just a [2]8D in those situations. |
Light Starter > [4]6BD, 6D > 236236B/D | 353 | 130 | 1.5 | 25% | Anywhere | Input the 6D as 236D to make the Super Cancel easier. Make sure to hold the 6 input longer than you normally would for a regular 236 input. |
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, [4]6BD, [2]8D | 517 | 400 | 1.5 | 65% | Non-Corner | |
Heavy Starter > 214AC, [4]6D, [2]8D > 236236A/C, [4]6D, [2]8D | 493 | 400 | 1.5 | 65% | Non-Corner | |
236CD, [4]6D, [2]8BD | 311 | 80 | 1.5 | 60% | Anywhere | |
236CD, [4]6D, [4]6BD, [2]8D | 360 | 200 | 1.5 | 80% | Anywhere | Only works if the Shatter Strike hits airborne. |
Light Starter > [4]6B > 236236A/C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 485 | 480 | 1.5 | 70% | Corner | you can easier to the first 4D as soon as possible or micro dash in order to get the second 4D. You can stick with only one 4D if you don't want to bother. |
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 510 | 520 | 1.5 | 80% | Corner | |
Light Starter > [4]6BD, 4D, 6D, [4]6B > 236236A/C, [4]6D, 4D, [2]8D | 458 | 430 | 1.5 | 65% | Corner | |
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 615 | 630 | 1.5 | 100% | Corner | Notice how much more stun and meter these combos are building now. |
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D | 569 | 520 | 1.5 | 85% | Corner | |
236CD, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 515 | 390 | 1.5 | 60% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6B > A~B~C~D, 28D > 6D > 46D > (whiff) 4D, (46B > 4D > 46D > (whiff)4D)x3, [2]8D | 462 | 290 | 2 | 40% | Anywhere | Standard Sans-Culotte loop. A~B~C~D can drop if cancelled too late. Time the first 28D as late as possible. You can cancel 46D into 6B to side switch. If you side switch, repeat the loop from the beginning with 28D. For brevity, future combos featuring this loop highlight in bold will just say "Midscreen Sans Loop". |
Light Starter > [4]6B > A~B~C~D, (28D > 6D > 46D > (whiff)4D)x4, [2]8D | 456 | 290 | 2 | 40% | Anywhere | Alternate Sand-Culotte loop. Only slightly less damage and corner carry, but can be easier for some players. The whiffed 4D is technically unnecessary, but it causes the combo to be slightly faster which gives you just enough more install timer to cancel the last 46D, which can be useful for converting to a corner combo. |
Light Starter > [4]6B > A~B~C~D, (4D or 6D > 46D)x5, [2]8D | 452 | 270 | 2 | 45% | Anywhere | Easier A~B~C~D loop. Somewhat harder to convert into corner combos. |
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, [4]6BD, [2]8BD | 544 | 380 | 2 | 45% | Non-Corner | |
Heavy Starter > 214AC, [4]6D, [2]8D > 236236A/C, [4]6D, [4]6BD, [2]8D | 555 | 400 | 2 | 65% | Non-Corner | |
Light Starter > 4B > BC, c.D > 214AC, [4]6D, [2]8D > 236236A/C, [4]6D, [2]8D | 445 | 530 | 2 | 45% | Non-Corner | 1000 Max Guage combo. c.C can be used if spacing is an issue, since it's faster than c.D. |
Light Starter > 4B > BC, c.D > 214AC, [4]6D, [4]6BD, [2]8D > 236236A/C, [4]6D, [2]8D | 485 | 530 | 2 | 45% | 1500 Max Guage combo. | |
Light Starter > [4]6B > A~B~C~D, 28D > 6D > 46D > (wh)6D, (46D > 4D > 46D > (wh)4D)x2, 46D > 4D > 46D > (wh)4B, [4]6C, 4D, [2]8D | 508 | 410 | 2 | 60% | Corner | [4]6B > A~B~C~D is much more consistent in the corner. Midscreen combos can easily transition into this combo. For brevity, future combos feature this loop in bold will say "Corner Sans Loop". |
Light Starter > 4B > BC, c.D > 214AC, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D | 472 | 610 | 2 | 55% | Corner | 1000 Max gauge combo. |
Light Starter > 4B > BC, c.D > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D | 493 | 650 | 2 | 60% | Corner | 1250 Max gauge combo. |
Heavy Starter > [4]6D, 4D, [2]8D > 236236AC, [4]6D, [4]6C, 4D, [2]8D | 617 | 560 | 2 | 85% | Corner | |
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 657 | 670 | 2 | 110% | Corner | |
Light Starter > 4B > BC, CD > [4]6A, 2C > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D | 447 | 750 | 2 | 55% | Corner | Stun focused combo for 1000 Max gauge. Delay the [4]6A slightly. |
Light Starter > 4B > BC, CD > [4]6A, 2C > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D | 486 | 790 | 2 | 55% | Corner | Stun focused combo for 1250 Max gauge. |
Light Starter > [4]6BD, [2]8D > A~B~C~D, Midscreen Sans Loop, [2]8D | 544 | 260 | 2.5 | 45% | Anywhere | More consistent than the 2 bar combo. You can input the [2]8D by buffering 2A~2B during the recovery of the [4]6BD, then press 8D~C~D. If you have a CD macro, you can do 2A~2B~CD macro x2. |
Heavy Starter > [4]6D, [2]8D > 236236AC, [4]6D, [4]6BD, [2]8D | 596 | 400 | 2.5 | 65% | Non-Corner | |
Heavy Starter > 214AC, [4]6D, [2]8D > 236236A/C > [4]6D, [4]6BD, [2]8BD | 580 | 380 | 2.5 | 45% | Non-Corner | |
Light Starter > [4]6BD, 6D, [2]8B > A~B~C~D, Corner sans Loop, [4]6C, 4D, [2]8D | 606 | 390 | 2.5 | 65% | Corner | You can input 2A during the recovery of 6D, then input 8B~C~D to get the Sans-Culotte cancel. After using [4]6BD, 6D, [2]8B > A~B~C~D, you can start the Sans-Culotte loop with 46B instead, which is more consistent than 28D. |
Light Starter > [4]6B > 236236AC, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 589 | 560 | 2.5 | 80% | Corner | |
2B > 2B > 4B, [2]8B > 236236AC, [4]6D, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 592 | 600 | 2.5 | 90% | Corner | |
Heavy Starter > [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 809 | 610 | 2.5 | 90% | Corner | 46B to start the Sans-Culotte loop works here too. In general, it's possible if you are comboing from [4]6BD. |
Heavy Starter > 214AC, [4]6A, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 687 | 490 | 2.5 | 80% | Corner | |
Light Starter > 4B > BC, CD > [4]6A, 2C > [4]6D, 4D, [2]8D > 236236A/C , [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 515 | 900 | 2.5 | 75% | Corner | Stun focused combo for 1000 Max gauge. |
Light Starter > 4B > BC, CD > [4]6A, 2C > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 554 | 940 | 2.5 | 75% | Corner | Stun focused combo for 1250 Max gauge. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6B > 236236B/D, A~B~C~D, Midscreen Sans Loop, [2]8D | 598 | 290 | 3 | 45% | Anywhere | Massive corner carry. Can easily transition to corner combo enders. The [2]8D loop can be more consistent after an Advanced cancel. |
Heavy Starter > [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop, [2]8D | 676 | 310 | 3 | 45% | Anywhere | |
Heavy Starter > [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, [2]8D | 765 | 540 | 3 | 60% | Anywhere | Guaranteed corner carry. Delay the first 6D as much as possible. Only works at 1250-1500 Max Gauge. If you do the [2]8D loop instead, the corner carry isn't perfect, and if you started fullscreen, you won't properly be in the corner for the corner ender. Adjust as necessary. |
Heavy Starter > 214AC > [4]6D > [4]6BD > [2]8D > A~B~C~D, Midscreen Sans Loop, [2]8D | 667 | 310 | 3 | 45% | Anywhere | |
Light Starter > 4B > BC > c.D > 214AC > [4]6D > [2]8D > A~B~C~D, Midscreen Sans Loop, [2]8D | 627 | 450 | 3 | 35% | Anywhere | 1000 Max Gauge combo. |
Light Starter > 4B > BC, c.D > 4B > 236236B/D > A~B~C~D, Midscreen Sans Loop, [2]8D | 659 | 360 | 3 | 35% | Anywhere | 1250 Max Gauge combo. |
Light Starter > 4B > BC > c.D > 214AC, [4]6D, [4]6BD, [2]8D > A~B~C~D > Midscreen Sans Loop, [2]8D | 684 | 450 | 3 | 35% | Anywhere | 1500 Max Gauge combo. Technically stronger than the 1250 gauge combo, but since this uses up your [4]6BD juggle with less reward than it would in the corner, and this carries to corner so far, it might be worth using the 1250 combo instead. |
Light Starter > [4]6B > 236236A/C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 670 | 470 | 3 | 75% | Corner | |
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 714 | 510 | 3 | 90% | Corner | |
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 819 | 620 | 3 | 110% | Corner | With many of Ash's extended combos, you will gain enough meter to turn the combo into one of higher meter cost even if you started with exactly the right amount of meter. Ash has a lot of flexibility this way. |
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 884 | 650 | 3 | 105% | Corner | |
Light Starter > 4B > BC, c.D > 214AC, [4]6A, [4]6D, 6D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 706 | 6000 | 3 | 55% | Corner | 1000 Max Gauge combo. Simply a [2]8B after the 6D for your 1250 Max Gauge version. |
Light Starter > [4]6BD, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, [2]8D | 748 | 490 | 3.5 | 55% | Anywhere | Guaranteed corner carry. |
Heavy Starter > [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B | 833 | 700 | 3.5 | 80% | Anywhere | Guaranteed corner carry. |
Heavy Starter > 214AC, [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, [2]8D | 810 | 550 | 3.5 | 65% | Anywhere | |
Light Starter > [4]6B > 236236A/C, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 833 | 630 | 3.5 | 90% | Corner | |
Light Starter > [4]6BD, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 789 | 530 | 3.5 | 60% | Corner | At 1500 Max gauge, you can add the 4D. |
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 861 | 670 | 3.5 | 120% | Corner | |
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 966 | 780 | 3.5 | 125% | Corner | Convert to a super at the end with the meter you gained for a touch of death. |
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D | 895 | 660 | 3.5 | 115% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6B > 236236B/D > A~B~C~D, Midscreen Sans Loop, 6D > 236236B/D | 678 | 210 | 4 | 25% | Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |