Difference between revisions of "The King of Fighters XV/Benimaru Nikaido/Combos"

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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage/stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}


==Combos==
==Combos==
===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:''' Ends with qcf+B du+B/C. (177 DMG)<br>
{|class="wikitable sortable"
'''1 Bar:''' Ends with qcf,qcf+A. (228 DMG)<br>
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
'''2 Bars:'''Ends with qcf,qcf+AC. (350 DMG)<br>
|-
'''3 Bars:'''Ends with qcb,hcf+CD. (434 DMG)<br>
|  cl.A > A > A > B || 177 ||  || 0 ||  || Anywhere|| Rush combo ending in a special move
|-
|  cl.A > A > A > C || 228 ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|-
|  cl.A > A > A > D || 350 ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|-
|  cl.A > A > A > A || 434 ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===EX===
===EX===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-

Revision as of 00:12, 29 April 2022

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.
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 "{}".

Combos

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 177 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 228 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 350 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 434 3 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2BxN > 236B > 28B/D 150/172/192 210/240/270 Anywhere More damage than c.C midscreen if all three 2Bs connect. Works at any distance as long as you skip enough 2Bs.
2B > Rush Auto Combo 197 240 0 Anywhere Close 2B starter route.
(2A) > c.D > 236B/D > 28B/D 200 (215) 250 (280) 0 Anywhere 2A c.D works from crossups.
CD > dash 214C > 236D > 28B/D 225 360 0 Midscreen/Corner At max blowback range 236B is hard to combo from 214C but still possible. Doesn't work when cornered.
(2A) > c.D > 214A > 236D > 28B/D 251 (262) 330 (360) 0 Corner
CD > 6B > 236C > 236B/D > 28B/D 273 360 0 Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 632146AC > 6B > 214C > 236D > 28B/D 233 330 0.5 Anywhere Hard to confirm so it's better to just do the combo below.
2BxN 236BD > 28B/D 189/208/226 30/60/90 0.5 Anywhere
(2A) > c.D > 236AC > 6B > 214C > 236D > 28B/D 337 (341) 370 (400) 0.5 Anywhere
CD > dash 214C > 236BD > 28B/D 255 180 0.5 Midscreen/Corner
632146AC > 6B > 214D > 236D > 28B/D 223 300 0.5 Midscreen
2B > 632146AC > 6B > 236C > 236D > 28B/D 248 290 0.5 Corner Close 2B starter route.
(2A) > c.D > 236AC > 6B > 236C > 236D > 28B/D 359 (362) 330 (360) 0.5 Corner
CD > 236AC > 2C > 214A > 236D > 28B/D 322 430 0.5 Corner Corner CD combo anywhere but tip range.
CD > 236AC > 6B > 236C > 236D > 28B/D 316 360 0.5 Corner Max range CD combo.
CD > 236AC > walk c.D > 214A > 236D > 28B/D 329 430 0 Corner Point blank CD combo.
632146AC > 6K > 236C > 236D > 28B/D 239 260 0.5 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2BxN > 236B > 28B/D > 236236A/C 266/284/296 210/240/270 1 Anywhere One of your better uses of meter as it'll make 2B more of a threat boasting both damage, corner carry and a good knockdown. 2369B > C > 236A/C to make it easier.
(2A) > c.D > 236AC > 6B > 214C > 236BD > 28B/D 362 (363) 220 1 Anywhere
(2A) > c.D > 236B/D > 28B/D > 236236A/C 316 (327) 250 (280) 1 Anywhere Sacrifices dmg for better oki.
632146AC > 6B > 214D > 236BD > 28B/D 239 220 1 Anywhere
2B > 632146AC > j.236AC > 236C > 214A > 236D > 28B/D 262 330 1 Corner Close 2B starter route.
c.D > 236B/D > 28B/D > 236236A/C 401 370 1 Corner
(2A) > c.D > 236B/D > 28B/D > 236236A/C 361 (366) 250 (280) 1 Corner Sacrifices dmg for better oki.
632146AC > j.236AC > 236C > 214A > 236D > 28B/D 256 220 1 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2BxN > 236B > 28B/D > 236236AC 388/398/407 210/240/270 2 Anywhere
2BxN > f.B > BC > c.D > 236AC > 6B > 214C > 236B/D > 28B/D > 236236A/C 388/394/400 390/420/450 2 Anywhere Point/mid QM combo.
2BxN > f.B > BC > c.D > 236AC > j.236AC > 214C > 236B/D > 28B/D > 236236A/C 401/405/409 390/420/450 2 Anywhere Anchor QM combo.
2B > 2A > f.C > BC > c.D > 236AC > 6B > 214C > 236B/D > 28B/D > 236236A/C 425 500 2 Anywhere Close point/mid QM combo.
2B > 2A > f.C > BC > c.D > 236AC > j.236AC > 214C > 236B/D > 28B/D > 236236A/C 436 460 2 Anywhere Close anchor QM combo.

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
Anywhere

External Links

Benimaru Combos by Meno

Navigation

The King of Fighters XV
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