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The King of Fighters XV/Isla/Combos: Difference between revisions

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c.C is one frame faster than 2C or c.D and is generally recommended after jump-ins.
c.C is one frame faster than 2C or c.D and is generally recommended after jump-ins.
c.D has 10 more damage but is generally only recommended for hard punishes up close  
c.D has 10 more damage but is generally only recommended for hard punishes up close  
Jump-ins add ~50 damage to the combos listed below noted by ...




Line 41: Line 42:
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| 2B*2 > f.A > 214B || 148  ||  ||  ||  || Anywhere || Basic low confirm
| 2B, 2B, > f.A > 214B || 148  ||  ||  ||  || Anywhere || Basic low confirm
|-
|-
| f.C > 214B || 146  ||  ||  ||  || Anywhere ||  
| f.C > 214B || 146  ||  ||  ||  || Anywhere ||  
Line 64: Line 65:
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| 2B, 2B, > f.A > 214B > 214214A > 214D~A || 317 ||  ||  ||  || Anywhere ||
|-
| ... > c.C > 6B > j.214BD > 623BC > j.236D || 351 ||  || || || Anywhere || 
|-
| ... > c.C > 6B > j.214BD > 623BC > j.236D || 351 ||  || || || Anywhere || 
|-
| ... > c.C > 214B > 214214A > 236A > 623D || 383 ||  || || || Corner || 623D links after 236A
 
|}
|}



Revision as of 23:59, 27 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

6B Notes

  • 6B combos from c.C, c.D, and both hits of 2C.
  • 6B chains for a lose frame trap from c.A, c.B, 2A, f.A.
    • Loses to 4 frame buttons
    • Loses to reversals
    • Trades with 5 frame attacks
    • Beats 6 frames or slower
  • 6B is special cancelable into all of her air specials as she is considered airborne during this move.
  • j.236BD is commonly used for extensions after 6B.
  • j.214B/D is used for hard knockdowns after 6B, is an overhead, and is generally safe on block due to pushback.

Other Notes

c.C is one frame faster than 2C or c.D and is generally recommended after jump-ins. c.D has 10 more damage but is generally only recommended for hard punishes up close Jump-ins add ~50 damage to the combos listed below noted by ...


Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 138 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 214 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 325 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 449 3 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
2B, 2B, > f.A > 214B 148 Anywhere Basic low confirm
f.C > 214B 146 Anywhere
f.C > 214D~A 181 Anywhere Must be close, max range f.C will not connect in time
... > c.C > 6B > j.214D 184 Anywhere Meterless hard knockdown

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
2B, 2B, f.A > 214BD~A > 623B 249 .5 .3 Anywhere
... c.C > 6B > j.236BD > 623D 303 .5 .3 Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
2B, 2B, > f.A > 214B > 214214A > 214D~A 317 Anywhere
... > c.C > 6B > j.214BD > 623BC > j.236D 351 Anywhere
... > c.C > 6B > j.214BD > 623BC > j.236D 351 Anywhere
... > c.C > 214B > 214214A > 236A > 623D 383 Corner 623D links after 236A

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

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

Isla Combos by Meno

Navigation

The King of Fighters XV
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