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

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| ... > 4A > [4]6A, [4]6AC, 3D/CD || 325 ||  || 0.5 ||  || Anywhere ||  
| ... > 4A > [4]6A, [4]6AC, 3D/CD || 325 ||  || 0.5 ||  || Anywhere ||  
|-
|-
| 2B > 2A > > 2A > 4A > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C~214C~4A|| 320 || 415 || 0.5 || ~65% || Corner || Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and gives a safejump. If you want to end in super, change out the 214C~4A for 214A~4C.
| 2B > 2A > 4A > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C~214C~4A|| 320 || 415 || 0.5 || ~65% || Corner || Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and gives a safejump. If you want to end in super, change out the 214C~4A for 214A~4C.
|}
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Revision as of 16:53, 1 September 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 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. IMPORTANT: PATCH 1.32 CHANGED MANY OF HER COMBO ROUTES. YOU WILL NOW USE HER MAIN, NEW EX COMBO AND ADJUST IT FOR HOW MUCH METER YOU WANT TO SPEND.

Light Starters

Combo Damage Notes
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

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

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

Combos

General Notes

  • Any combo starting with cr.B, cr.B, b/f+A can also be started with cl.C(2), b/f+A
  • It's usually preferred to input b/f+A as just b+A to avoid overlap with b~f+A
  • Mashing punch during hcf+P will increase damage and should always be done

Rush Auto Combo

Meterless: 3 quick jabs followed by hcf+A. You can start mashing punches during the hcf+A (184 DMG)
1 Meter: Ends with qcb,hcf+P (225 DMG)
2 Meter: Ends with qcb,hcf+AC (352 DMG)
3 Meter Ends with qcb,hcf+CD (438 DMG)

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 184 0 Rush combo ending in a special move. Mash A during the multi-punch.
cl.A > A > A > C 225 1 Rush combo ending in a super.
cl.A > A > A > D 352 2 Rush combo ending in a Max super.
cl.A > A > A > A 438 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B > 4/6A > 41236C 217 0 Anywhere Go to low confirm.
(j.X) > c.C(2) > 4/6A > 41236C 239 0 Anywhere Punish and jump in combo.
f.C > 4/6A > 41236C Anywhere Vanessa can cancel her far stand C into b/f+A for more forgiving ranges.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B/c.C/f.C > 4/6A > 41236AC, [4]6A, 3D 299 0.5 Anywhere
... > 4A > [4]6A, [4]6AC, 3D/CD 325 0.5 Anywhere
2B > 2A > 4A > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C~214C~4A 320 415 0.5 ~65% Corner Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and gives a safejump. If you want to end in super, change out the 214C~4A for 214A~4C.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B/c.C/f.C > 4/6A > 41236C, 2141236A/C 425 1 Anywhere Basic super combo, decent damage and easy
... > 4A > [4]6A, [4]6AC, 236BD > 6C > 236D 351 1 Anywhere Corner carry route, can go almost corner to corner
... > 41236AC, 236BD > 6A, 236A 308 1 Corner Example of using 236BD > 6A in the corner to extend juggles

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2B/c.C/f.C > 4/6A > 41236AC, [4]6A, [4]6AC, 2141236A/C 433 2 Anywhere Double EX into super, without the super is also her general max mode route
... > 4/6A > 41236AC, [4]6A, [4]6AC, 236BD > 6A, 623AC, 623A 443 2 Corner Another example of her long corner combos, leads into higher damage routes easily

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2B/c.C/f.C > 4/6A > 41236C > 2141236A/C > 236236AC 604 3 Anywhere Double super combo, an efficient use of 3 bars
... > 4/6A > 41236AC, [4]6A, [4]6AC, 236BD > 6A, 623AC, 623C > 236236A/C 538 3 25% Corner Big 3 bar corner route, good example of why you really want corner with Vanessa
... > Quick Max (B+C) > c.D > 4/6A > 41236AC, [4]6A, [4]6AC, 2141236A/C 448 3 Anywhere Quick Max combo into super, nice to use off of 2B chains, the first overhead hit of 4/6A, or off of f.D

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
BC, cl.D > 41236P (do not mash P)> 2363214P > 236236AC > 2141236CD 1010 4 Anywhere Possibly the easiest TOD to do in the game execution wise, especially if button hold is used to buffer the supers. It is important to not mash machine gun puncher as it will add enough scaling to make it not a TOD.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Vanessa Combos by Meno
Vanessa BnB Combo by Kakuge / Fighting Games

Navigation

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