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The King of Fighters XV/King of Dinosaurs/Combos

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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 briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
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
2B > 2A 38 Standard two-hit low light confirm. Add up to two extra 2As for 60/81 damage.
5B 30 Excellent midrange poke that can convert to any special on-hit without cancelling on-whiff.

Heavy Starters

Note: A Heavy Starter can use any Light Starter combo and it is often optimal to do so. When comparing combos, replacing a Light Starter with a Heavy Starter will do 79 more damage and generate .08 more meter.

Combo Damage Notes
2C > 6A 117 Even with sub-optimal damage, this string is his best hit-confirm because 6A won't whiff on crouch-blocking opponents.
2C > 4A 127 Because 4A whiffs on crouching opponents, this high damage string is reserved for jump-in confirms and punishes.
cl.C > 6A 117 cl.C is 2F faster than 2C, making it vital for specific punishes. However, cl.C is worse than 2C in combos so its uses are specific.
cl.D > 4A 137 cl.D is the slowest starter at 11 frames, 3 slower than 2C and 5 slower than cl.C. Best used for hard punishes and has its own routes that aren't possible with other starters. A small delay is required between cl.D and 4A is required for some combos. Referred to as Heavy Starter 4 (HS4) in combo notation.

Other Starters

CD

Combo Damage Stun Meter cost Meter Gain Location Notes
CD, 6AB, 236C 149 170 0 .235 Midscreen Doesn't work in the corner, but there are significantly better combos anyway.
CD, f.D > 236C~AB, c.D > 4A, 4214D 364 420 0 .665 Corner After a max range CD, walk forward a bit otherwise f.D will whiff.
CD, c.D > 4A, 236C~AB, 4214B 290 350 0 .525 Corner If CD somehow connects deep, f.D may not be possible.

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

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 206 0 Rush combo ending in a special move. Maybe one of the only worthwhile Auto Combos thanks to the 63214P ender.
cl.A > A > A > C 230 1 Rush combo ending in a super. 294 damage after a 214K follow-up.
cl.A > A > A > D 359 2 Rush combo ending in a Max super.
cl.A > A > A > A 441 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > cl.A > A > A > B 209 45 0 .3 Anywhere Optimal meterless combo from a 2B starter, but requires point blank spacing. Grants a safe jump.
Light Starter > 63214A 182 45 0 .25 Anywhere Ideal meterless combo ender, but requires relatively close spacing. Grants a safe jump.
Light Starter > 236A 134 125 0 .18 Anywhere When too far for 63214A, 236A is the next best ender. Can fit an extra 2A with good execution.
Light Starter > 236A~AB 83 85 0 .12 Anywhere When too far for 236A, 236A~AB is the next best ender. Can fit an extra 2A reliably.
Heavy Starter > 236C 249 230 0 .32 Anywhere Simple ender with decent corner carry. Grants a weak autotimed safejump when midscreen (strong in the corner).
Heavy Starter > 236C~AB, CD 261 290 0 .335 Anywhere Massive corner carry. Cancel into 236D to close the gap at -1.
Heavy Starter 4 , 236C~AB, f.D 303 320 0 .335 Anywhere Requires delay between cl.D and 4A.
Heavy Starter > 236C~AB, cl.D > 4A, 4214D 434 360 0 .61 Corner Unreal meterless damage that works from surprising ranges.
Heavy Starter > 236C~AB, f.D > 4214D 411 260 0 .57 Corner At further ranges, cl.D will be out of range so use f.D instead.
Light Starter > 214B 110 45 0 .18 Anywhere Side Switch. Use 2A > 2A instead for 10 more damage.
Heavy Starter 236C > 214B 330 290 0 .45 Anywhere Side Switch. Use HS4 instead for 10 more damage.
CH j.CD > 236C > 214B 317 200 0 .45 Anywhere Side Switch.
CH j.CD > 236C.AB > 5D 287 320 0 .45 Anywhere Sub 5D for CD for 264 damage and more consistency. Cancel f.D into 236D to be in optimal 624P range and be at -1.
CH j.CD > 5D > 236C.AB > 5D > 4A > 4214D 524 400 0 .6 Corner Step back a bit to get 5D instead of cl.D

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 2A > 2A > 62134AC 225 105 .5 .09 Anywhere The damage is awful but 62134AC combos at any range for great oki.
Light Starter > 236AC, 4A > 4214D 279 145 .5 .31 Outside Corner 236AC combos off 2A at most ranges, allowing for extra 2A chains.
Light Starter > 236AC, 236C~AB, f.D > 4214D 363 195 .5 .45 Midscreen Just past center stage, 236AC pushes far enough to combo into 4214D meterlessly for incredible damage.
Light Starter > 236AC, f.D > 236C~AB, c.D > 4A, 4214D 436 365 .5 .63 Midscreen At just the right distance from the corner, f.D > 236C~AB links after 236AC for unparalleled damage.
Light Starter > 236AC, 214K 180 45 .5 .17 Corner 236AC side swaps when close to the corner, limiting followups. 214K salvages a bad 236AC by maintaining the corner.
Light Starter > 236AC, 236C~AB, 4214B 243 75 .5 .31 Corner Gives up the corner and oki for a fair amount of damage after a suboptimal 236AC.
Light Starter > 236AC, 236C 201 115 .5 .2 Corner Gives up the corner and sacrifices damage for oki after a suboptimal 236AC.
Light Starter > 214BD 164 45 .5 .04 Anywhere Instant sideswap with good range. Good oki when back is to the corner.
Heavy Starter > 236C~AB, 4214BD 378 230 .5 .27 Anywhere Optimal damage outside of the corner. Good oki when close to corner.
Heavy Starter > 236C, 214BD 371 270 .5 .33 Anywhere Quick sideswap with solid damage. Good oki when back is to the corner.
Heavy Starter > 236C~AB, f.D > 4214BD 453 300 .5 .58 Corner Same combo as the meterless Heavy Starter corner combo but spending .5 meter to add 32 damage.
Heavy Starter 4 > 236C~AB, f.D > 4214BD 463 320 .5 .25 Anywhere Requires delay for HS4
Light Starter > 236AC, 236C , 214B 281 165 .5 .3 Anywhere Side switch. Sub in 214BD for a total of 322.
ch. j.CD > 236C, 214BD 370 165 .5 .3 Anywhere Side switch.
ch. j.CD > 236C.AB, 5D > 214BD 470 230 .5 .3 Anywhere 5D can be omitted in case out of range for a total of 377.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 236C~AB, f.D > 4214BD 359 145 1 .24 Anywhere Max damage regardless of position. Outside of the corner, dash up before 236C. In the corner, 236AC will swap sides so adjust 236C accordingly.
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A > 4214D 387 245 1 .49 Midscreen Using a second 236AC to corner carry, 236AC can combo into 4214D from a remarkable distance from the corner.
Light Starter > 236AC, f.D > 236AC, 236C~AB, cl.D > 4A > 4214D 441 315 1 .59 Midscreen At just the right distance from the corner, f.D fits between the two 236ACs to maximize damage.
Light Starter > 236AC, 236C, 214BD 292 115 1 .2 Corner Deals solid damage and, more importantly, maintains corner pressure. Grants a safe jump.
f.B > 236A(1) > 6321463214P 293 70 1 .11 Anywhere Powerful midrange confirm. 236A(1) can always be confirmed into a super. Cancel 236A(1) into 236A~AB on block. Grants a safejump.
f.B > 236A(1) > 236236K, 214K 314 70 1 .24 Anywhere For maximum damage (at the cost of oki and positioning) on a 236A(1) confirm. 214BD instead of 214K costs .5 meter to add 53 damage.
Heavy Starter > 236C~AB, f.D > 236236K >> 214K 445 (503) 300 1 .375 (.5) Corner 1 bar maximum damage at the cost of all momentum. 214BD instead of 214K costs .5 meter to add 47 damage.
Heavy Starter > 236CD, 2C > 4A > 236C~AB, CD 347 500 1 .975 Midscreen Poor damage for a 1 bar Heavy Starter combo but it builds 500 stun while refunding its cost.
Heavy Starter > 236CD, f.D > 236C~AB, c.D > 4A, 4214D 434 490 1 1.22 Corner In the corner, the 236CD combo is meter positive while still dealing decent damage and monstrous stun.
Light Starter > 236AC, 236C~AB, f.D > 236236K >> 214K 399 145 1.5 .37 Anywhere 44 extra damage than the universal 1 bar route but you sacrifice oki and screen positioning.
Heavy Starter 4 > 236C.AB > f.D > 236236K >> 214K 455 (513) 320 1 .375 (.5) Anywhere Best heavy combo without requiring a side switch.
Heavy Starter 4 > 236C.AB > f.D > 236236K, 214BD 560 320 1.5 .375 Anywhere -
Heavy Starter > 236AC > 236C.AB > f.D >4214BD 426 320 1 .1 Anywhere -
j.CD > 236C.AB > f.D > 236236K > 214K 447 (511) 320 1 .1 Anywhere Optional side switch.
Heavy Starter > 236AC > 236C.AB > f.D > 236236K > 214K 452 (500) 320 1 .3 Anywhere Optional side switch.

2 Bars

Note: King of Dinosaurs' 2 bar combos are rather meter inefficient and should generally be avoided.

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 236C~AB, f.D > 236236K, 214BD 435 145 2 .24 Anywhere The same combo as the 1.5 meter variant but using 214BD for 36 extra damage.
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A, 236236K, 214K 436 245 2 .41 Midscreen Only 29 more damage than the 1.5 meter variant (4214BD ender) but with no oki.
Light Starter > BC, 2C > 4A > 236AC, 236C~AB, f.D > 236236K, 214K 407 315 2 .17 Anywhere 2nd position Quick Max combo. 375 damage without the 214K.
Heavy Starter > BC, 2C > 4A > 236C~AB, f.D > 236236K, 214BD 458 345 2 .04 Corner 3rd position Quick Max combo. Moderate damage but no oki.
6A > BC, 2C > 4A > 236AC, 236C~AB, f.D > 236236K, 214K 347 350 2 .2 Midscreen Example overhead confirm. Any Quick Mode combos can be applied to a 6A starter.
Heavy Starter 4 > 236C~AB, f.D > 236236BD 591 320 2 .375 Anywhere Only 2 bar combo worth learning.
CH j.CD > 236C~AB, f.D > 236236BD 593 230 2 .375 Anywhere Other 2 bar combo worth learning.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 528 270 3, 1000 MAX 5% Anywhere 1000 MAX gauge variant.
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 583 270 3, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 570 410 3, 1000 MAX 5% Corner
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 654 360 3, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B > 6321463214AC 545 70 3 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD 602 440 3, 1000 MAX 13% Anywhere 1000 MAX gauge variant.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 657 380 3, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 644 480 3, 1000 MAX 13% Corner
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 728 470 3, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.
Heavy Starter 4 > 236C(2) > AB, 5D > 236236B, 624624AC 717 320 3 .375 Anywhere -
Light Starter > 236A(1) > 236236B > 624624AC 523 85 3 .2 Anywhere -
CH j.CD > 236C.AB > 5D > 236236B > 624624AC 727 230 3 .375 Anywhere -
Light Starter > 236AC > 236C(2) > 236236B > 624624AC 528 125 3 .2 Anywhere -
Light Starter > 236AC > 236C.AB > 5D > 236236B > 624624AC 591 195 3.5 .375 Midscreen -
Heavy Starter > 236AC > 236C.AB > 236236B > 624624AC 617 250 3.5 .25 Anywhere -
Heavy Starter > 236AC > 236C.AB > 5D > 236236B > 624624AC 680 320 3.5 .375 Midscreen -

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 682 270 4, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 744 360 4, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 2141236CD 619 70 4 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 756 380 4, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 818 470 4, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.
Max Mode Heavy Starter > 236C(2) > 236236K > 6321463214AC > 2141236CD 917 230 4 0% Midscreen
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236K > 6321463214AC > 2141236CD 1001 300 4 0% Corner
Heavy Starter 4 > 236C(2) > AB, 5D > 236236K > 2141236CD 780 320 4 .375 Anywhere
CH j.CD > 236C(2) > AB, 5D > 236236K > 2141236CD 795 320 4 .375 Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
236CD, BC, 236C(2) > AB, 5D > 236236K > 6321463214AC > 2141236CD 871 100 4.5 .2 Anywhere 889 if Shatter Strike counter hits.

External Links

Dino Combos by Meno

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