Difference between revisions of "The King of Fighters XV/Ash Crimson/Combos"

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===Combo Theory===
==Combo Theory==


==External Links==
==External Links==

Revision as of 07:12, 23 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 later you Advanced Cancel into A~B~C~D, the more consistent the standard midscreen loop is. 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 706 600 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 236236B/D 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
Light Starter > 4B > BC, CD > [4]6A, 2C > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236AC, [4]6D, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 623 1000 3.5 85% Corner Stun combo.

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
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > (whiff)4B, [4]6C, 4D, [2]8D 928 680 4 90% Non-Corner
Heavy Starter > 214AC, [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > (whiff)4B, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 878 700 4 80% Non-Corner
Light Starter > 4B > BC, cl.D > 4B > 236236B/D > A~B~C~D, Midscreen Sans Loop, [4]6D > 236236A/C, [4]6D, 4D, [2]8D 770 530 4 70% Back to Corner Make sure to convert to a corner ender if you reach the corner by the end of your Sans-Culotte loop.
Light Starter > [4]6B > 236236A/C, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 846 610 4 70% Corner Add the 4D at 1500 Max Gauge.
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 988 760 4 100% Corner Replace the [2]8D at the end with a [2]8BD for exactly 1000 damage.
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 1019 790 4 95% Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

Combo Theory

External Links

Ash Combos by Meno
Ash Combos by Renato Ramos

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