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Combos

Started by Sharnt, December 14, 2011, 07:40:06 PM

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Sharnt

Combos will be sort by difficulty, then by gauge consumption and over conditions and at last by damages.
It's not because you're starting the game you can't try to learn the standard or expert ones. Especially standards are Kim players main BnBs. Basics are just here if you didn't have try a KOF yet.
Combos with a * are the ones which you must learn, they are useful at every levels of the game.

Oh and keep in mind, if you want to learn how to play Kensou forget Trials, it's just bullshit (it's true for the others character too).

Glossary :
s/d/u/f/b : The five different direction, stand (nothing, the middle of the stick), down, up, forward, backward. df means down forward etc.
Example : ff.A is the Kim's Twio Yop Chagi move (What a shitty name srly).
qcf/qcb : Quarter circle front/quarter circle back you must do d, df, f/d, db, b to do them.
hcf/hcb : Half circle front/half circle back you must do b, bf,d, df, f/d, db, b, df, f to do them.
~ : It means following to, the charge moves, follow-up moves are written like this.
Example : s.B~s.C is Kensou's Target Combo.
, : It means combo into.
Example : s.B~s.C,d.B,qcf.A~qcf.A~qcf.B
To do this you must cancel the s.B into s.C then link the d.B, then cancel the s.B, into qcf.A, then cancel the qcf.A into qcb.A and the qcf.B.


Since the two rekkas version are the same you can do it with the version you prefer. What's why they are noticed as : qcf.P/K.


No gauge consumption BnB's (Start here):

d.B,qcf.P~qcf.P~qcf.K 145 Dmg (If to much far for s.B)
s.B~s.C,d.B,qcf.P~qcf.P~qcf.K 224 Dmg
(Corner) Throw,rdp.B 189 Dmg

Gauge consumption BnB's :

(1 Ex) s.B~s.C,d.B,qcf.AC~qcf.P~qcf.P~qcf.P,qcf.K 321 Dmg Hardknockdown
(50% DC) s.B~s.C,d.B,rdp.D,(DC)qcb.P,qcb.A,qcf.P~qcf.P,qcf.P~qcf.P,rdp.B 388 Dmg
(2 Ex) s.B~s.C,d.B,qcf.AC~qcf.P~qcf.P~qcf.P,qcf hcb.P 406 Dmg

(Corner, 1 Ex) Throw,rdp.BD 340 Dmg
(Corner, 50% DC) Throw,rdp.B,(DC)qcb.P,qcb.A,qcf.P~qcf.P,qcf.P~qcf.P,rdp.B 395 Dmg
(Corner, 1 Ex, 50% DC) Throw,rdp.BD,(DC)qcb.P,qcb.A,qcf.A~qcf.A,qcf.A~qcf.A,rdp.B 479 Dmd

Maxmodes :

(100% DC, 2 Ex (Option)) s.B~s.C,(HD)s.B~s.C,[(HD)rdp.D(2Hits),(HD)qcf.P~qcf.P]*3,(HD)rdp.D(2Hits)* ,(HD)qcf.P~qcf.P~qcf.K 447 Dmg/693 Dmg With Neomax

This combo has an heavy damage reduce but push your opponent in the corner so you can end it with a rdp.D(HD)qcb.P  loop.

(100% DC, Corner, 2 Ex (Option)) s.B~s.C,(HD)s.B~s.C,rdp.D,[(HD)qcb.P,qcb.A,rdp.B]*3,(HD)qcb.P,qcb.A*,qcf.P~qcf.P***,qcf.P~qcf.P~qcf.K** 555 Dmg/757 Dmg With Neomax

* If you want to end it with a Neomax it's here
** I end it with a qcf.K because of the hardknockdown which is much worthing than the 13 Dmg less.
qcf.P~qcf.P*** You can bypass this because it just add 12 Dmg, and makes the end of the combo a lot more difficult.


I don't think it worth using more than 2 Ex in an HD combo. If you really want to do it do :
(100% DC, Corner, 4 Ex)) s.B~s.C,(HD)s.B~s.C,rdp.B,(HD) qcb qcb.AC,rdp.B,...
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I posted this combo list for Kensou in the Arcade Thread... I think it fits more appropriately in here...


Standard B&B Combos -

(0 meter + 0 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, qcf+C, qcf+C, qcf+D = 280/240 dmg

(0 meter + 1 DC) - j.C/cr.B, s.B, s.C, s.B, rdp+D *4 hits*, DC, air qcb+C, qcb+C = 353/313 dmg

(1 meter + 0 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD = 382/342 dmg

(1 meter + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, qcb+C = 430/390 dmg

(2 meter + 0 DC) - j.C/cr.B, s.B, s.C, cr.B, qcbx2+AC = 450/410 dmg

(2 meters + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, rdp+BD = 488/448 dmg

(3 meters + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, qcbx2+AC = 536/496 dmg

*...If "air qcb+C" takes them to the corner*

(0 meter + 1 DC) - j.C/cr.B, s.B, s.C, s.B, rdp+D *4 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 427/387 dmg

(1 meter + 1 DC) - j.C/cr.B, s.B, s.C, cr.B/s.B, rdp+BD *7 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 482/442 dmg


rdp+BD *7 hits* Combos -

(1 meter + 1 DC) - DC, air qcb+C, qcb+C = 326 dmg

(2 meters + 1 DC) - DC, air qcb+C, rdp+BD = 424 dmg

(3 meters + 1 DC) - DC, air qcb+C, qcbx2+AC = 485 dmg

*...If "air qcb+C" takes them to the corner*

(1 meter + 1 DC) - DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 411 dmg

(2 meters + 1 DC) - DC, air qcb+C, qcb+A, qcf+C,C, rdp+BD = 452 dmg

(3 meters + 1 DC) - DC, air qcb+C, qcb+A, qcbx2+AC = 507 dmg


Corner Throw Combos -

(0 meter + 0 DC) - rdp+B = 189 dmg

(1 meter + 0 DC) - rdp+BD = 340 dmg

(0 meter + 1 DC) - rdp+B *3 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 395 dmg

(1 meter + 1 DC) - rdp+BD *7 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 479 dmg


Air qcb+A/C Combos -

(0 meter + 0 DC) - qcf+D = 117 dmg

(1 meter + 0 DC) - rdp+BD = 245-290 dmg *depends on how deep you land*

(2 meters + 0 DC) - qcbx2+AC = 363 dmg


HD Combos -

(0 meter) - j.C/cr.B, cr.B, s.B, s.C, HD, s.B, s.C, (qcf+C, qcf+C, DC, rdp+D *2 hits*) x 3, qcf+C, qcf+C, DC, rdp+D *4 hits*, DC, air qcb+C, qcb+A, qcf+C,C, qcf+A,A, rdp+B = 503/463 dmg

(2 meters) - j.C/cr.B, cr.B, s.B, s.C, HD, s.B, s.C, (qcf+C, qcf+C, DC, rdp+D *2 hits*) x 4, DC, Neomax = 720/680 dmg

(2 meters) - j.C/cr.B, cr.B, s.B, s.C, HD, s.B, s.C, rdp+D *2 hits*, DC, Neomax = 621/581 dmg (easy version)


HD Bypass "Custom Grab Neomax" Combo -

(3 meters) - jump, buffer "qcf+BC" right before landing, input "hcb+C" right after landing, "Max Cancel" to "Neomax" on "50th" hit = 688 dmg
KOFXIII - Raiden, Billy, Mai, Karate, Kim, Ralf, Ryo, Robert

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