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

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==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''?''' ||  || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''?''' ||  || Standard jump-in starter.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==

Revision as of 00:15, 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 "{}".

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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

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

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