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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>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)'''.<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Stun !! Meter Gain !! Notes
|-
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm.  Can be replaced with 2B > cl.B > 2A > 2A for more damage.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Stun !! Meter Gain !! Notes
|-
| '''cl.D > 6A''' || 122 || 120 || 12.5% || Grounded punish starter.  Can use cl.C instead of cl.D for more consistency in certain situations and worse damage.
|-
| f.C > 6A || 82 || 80 || 8.3% || Spaced punish starter.
|-
| j.X, cl.C > 6A || 176 || 180 || 18% || Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Stun !! Meter Gain !! Notes
|-
| CD || 75 || 100 || 7.5% || If you trade and don't get knocked down you can still convert off CD.
|-
| cl.D > 6B || 113 || 120 || 12.5% || Leads to his air specials.
|-
| 6B > j.236C || 102 || 80 || 13.5%  || Pressure sequence/frametrap that leads to conversions.  Keep in mind j.236C whiffs after 6B at certain midscreen spacings.
|-
| 6B > j.236AC || 125 || 40 || 4.5% || Same as above.  Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.
|-
| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles.
|-
| 236CD || 75 || 0 || 0% || Shatter Strike.
|-
| 6A || 60 || 90 || 6% || Shun'ei's reactable overhead.
|}


==Combos==
==Combos==
'''Note:''' For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion.  (2369C)
===Rush Auto Combo===
===Rush Auto Combo===
Meterless: Right palm thrust, left palm thrust, kick. Ends with qcb+A. (125 DMG)<br>
Builds 9% meter and deals 45 stun before combo ender.
1 Meter: Ends with 236236K. (230 DMG)<br>
{|class="wikitable sortable"
2 Meter: Ends with 236236BD. (350 DMG)<br>
! Combo!! Damage !! Meter cost !! notes
3 Meter: Ends with 2141236CD. (443 DMG)<br>
|-
|  cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move.
|-
|  cl.A > A > A > C || 230 || 1 || Rush combo ending in a super.
|-
|  cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super.
|-
|  cl.A > A > A > A || 443 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.
|-
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though.
|-
| '''Heavy Starter''' > 214C || 194 || 180 || 25% || Anywhere || The damage and meter gain are significantly less, but this does grant you a safejump.
|-
| cl.D > 6B > j.236C, 214C || 235 || 220 || 33% || Corner || Different oki situation than 623C, 2D.
|-
| CD > (214A), 214C || 143 || 160 || 25% || Midscreen || This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general.  If done at CD tip range, 214C will whiff - you can 214A again instead.  You can do this same combo if CD trades, just dash up a little before 214C.  Doesn't work in the corner unless you skip the 214A whiff.
|-
|-
| 2B > 2B > 2A > 214A || 135 || || || || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range.
| CD, 623C, 2D || 211 || 250 || 33% || Corner || High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.
|-
|-
| 2B > Rush Autocombo || 148 || || || || Anywhere || Better Shun'ei low confirm, believe it or not.
| Counterhit j.CD, 214C || 176 || 140 || 20% || Anywhere
|-
|-
| (j.X) > c.C > 6A > 623C, 214A || 243 || || || || Anywhere ||  
| Counterhit j.CD, 623C, 2D || 252 || 230 || 33% || Corner|| Harder to counterhit confirm than the above combo.
|-
|-
| (j.X) > c.C > 6B > j.236A || 175 || || || || Anywhere ||  
| Counterhit j.CD > j.236C, 623C, 2D || 301 || 270 || 40% || Corner || Even harder to counterhit confirm.
|-
|-
| CD, 214C || 143 || || || || Anywhere || Don't special cancel the CD, else it will whiff. If you do end up special cancelling, you can land a 214A after the 214C recovers for less damage.
| Counterhit j.CD > j.236C, 214C || 229 || 180 || 30% || Corner || Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.
|-
|-
| (j.X) > c.C > 6B > j.236C, 214A || 212 || || ||  || Corner ||  
| 6B > j.236C, 214C || 174 || 220 || 22.5% || Corner || Meterless conversion off frametrap in the corner.
|}
|}


===EX===
===EX===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2B > 2A > 214AC || 182 || 0.5 ||  || || Anywhere ||  
| '''Light Starter''' > 236AC, 214C || 183 || 120 || 0.5 || 20% || Anywhere || Easy to execute and grants a safejump.
|-
| '''Light Starter''' > 236AC, 623C, 2D || 247 || 210 || 0.5 || 30% || Anywhere || Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.
|-
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C || 260/346 || 200/260 || 0.5 || 35%/40% || Anywhere || Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
|-
|-
| 2B > 2B > 2A > 623AC, delay 214C || 230 || 0.5 || ||  || Anywhere ||  
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623C, 214A || 332 || 380 || 0.5 (1) || 55% || Anywhere || Meter positive.  Need at least 1 bar for Shatter Strike.
|-
|-
| (j.X) > c.C > 6A > 623AC, 214C || 272 || 0.5 || || || Anywhere ||  
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Meter positive.
|-
|-
| 2B > 2B > 2A > 623AC, 623C, 214A || 278 || 0.5 || ||  || Corner ||  
| '''Light Starter'''/'''Heavy Starter''' > 623AC, j.236C, 623C, 2D || 297/385 || 280/310 || 0.5 || 40%/45% || Corner || Optimal corner combo.  More technical and difficult than the above combo.
|-
|-
| 2B > 2B > 2A > 236AC, 623C, 214A || 281 || 0.5 || || || Corner ||  
| CD > (214A), 623AC, 623C, 214C || 284 || 240 || 0.5 || 40% || Anywhere || This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A.  Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead.  You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC.  You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.
|-
|-
| (j.X) > c.C > 6A > 236AC, 623C, 214A || 326 || 0.5 ||  ||  || Corner ||  
| CD > (214A), 623AC, j.236C, 623C, 2D || 321 || 290 || 0.5 || 45% || Corner ||  Technical TK Blau Wing optimal.  You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. 
|-
| Counterhit j.CD, 623AC, 214C || 269 || 140 || 0.5 || 20% || Anywhere || Harder confirm than above.  You can check your 623AC spacing to see if you need to use this route or not.
|-
| Counterhit j.CD, 623AC, 623C, 214C || 337 || 220 || 0.5 || 40% || Anywhere || Even harder confirm.
|-
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 260 || 0.5 || 45% || Corner ||
|-
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Hardest confirm.
|-
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner.
|-
| 6B > j.236AC, 214C || 200 || 100 || 0.5 || 16% || Anywhere || You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff.  This combo always works in the corner.
|-
| 6B > j.236AC, 623C, 2D || 253 || 190 || 0.5 || 30% || Corner ||
|-
| 236CD, 214C || 155 || 60 || 0.5 (1) ||  12.5% || Anywhere || Shatter Strike conversion. Shatter Strike refunds half a bar on hit.
|-
| 236CD, 623C, 2D || 236 || 150 || 0.5 (1) || 25% || Anywhere ||
|-
|-
| (j.X) > c.C > 6B > j.236C, 623AC, 623C, 214A || 355 || 0.5 ||  ||  || Corner ||
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2B > 2A > 214A > 236236K || 287 || 1 || || || Anywhere ||  
| '''Light Starter/Heavy Starter''' > 236AC, 623AC, 623C, 214C || 315/403 || 200/260 || 1 || 35%/40% || Anywhere ||
|-
|-
| 2B > 2B > 2A > 236AC, 623AC, 214C || 306 || 1 || || || Anywhere ||  
| '''Light Starter''' > 214A > 236236K || 258 || 120 || 1 || 16% || Anywhere || Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.
|-
|-
| 2B > 2B > 2A > 623AC, 623C, 214AC || 317 || 1 || || || Anywhere ||  
| '''Heavy Starter''' > 623C, 214A > 236236K || 405 || 260 || 1 || 40% || Anywhere ||
|-
|-
| (j.X) > c.C > 6B > j.236AC, 214AC || 269 || 1 || || || Anywhere ||  
| '''Heavy Starter''' > 236CD, cl.D > 6A > 623AC, 623C, 214C || 375 || 380 || 1 || 55% || Anywhere || Sacrifice 3% damage for 15% meter build.
|-
|-
| (j.X) > c.C > 6A > 623C, 214A > 236236K || 395 || 1 || || || Anywhere ||  
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 2D || 360 || 250 || 1 || 40% || Corner ||
|-
|-
| 2B > 2B > 2A > 236AC, 623AC, 623C, 214A || 351 || 1 || || || Corner ||  
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner ||
|-
|-
| (j.X) > c.C > 6B > j.236AC, 623AC, 214C || 361 || 1 ||  ||  || Corner ||  
| cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.
|-
| CD > (214A), 623AC, 623C, 214AC || 312 || 180 || 1 || 30% || Anywhere || If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead.  You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.
|-
| CD > (214A), 214C > 236236K || 295 || 160 || 1 || 25% || Midscreen || Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme.  Don't forget you might have to opt for 214A instead of 214C if you're too far.  You can do this same combo if CD trades, you just might have to dash up a little before 214C.  If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.
|-
| CD > (214A), 623AC, j.236AC, 623C, 214C || 322 || 240 || 1 || 40% || Corner || Technical corner route that ends in 214C knockdown.  Your execution needs to be solid or you won't be able to juggle with 214C at the end.  You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.
|-
| CD, 623C, 214A > 236236K or P || 341/333 || 240 || 1 || 35% || Corner || You can do this same combo if CD trades, you just might have to dash up a little before 623C.
|-
| Counterhit j.CD, 214C xx 236236K || 346 || 140 || 1 || 20% || Anywhere ||
|-
| Counterhit j.CD, 623AC, 623C, 214AC || 369 || 160 || 1 || 25%  || Anywhere ||  Harder confirm than above.  You might have to skip 623C depending on spacing.
|-
| Counterhit j.CD, 623AC, 623A, 623C, 214AC || 422 || 240 || 1 || 35% || Corner ||
|-
| Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC || 460 || 280 || 1 || 45% || Corner || Harder confirm than above.
|-
| 6B > j.236C, 236236K || 272 || 80 || 1 || 13.75% || Anywhere ||
|-
| 6B > j.236C, 623AC, 623C, 214AC || 356 || 160 || 1 || 30% || Corner
|-
| 6B > j.236C, 623AC, 236AC, 623A, cl.C || 367 || 230 || 1 || 30% || Corner || A bit more damage and stun, but worse okizeme than the above combo.
|-
| 6B > j.236AC, 214AC || 221 || 40 || 1 || 4.5% || Anywhere || Need at least 2 hits of j.236AC to combo.  If you only get 1 hit of j.236AC then this combo won't work.
|-
| 6B > j.236AC, 623AC, 623A, 623C, 2D || 365 || 270 || 1 || 40% || Corner
|-
| 6A > 236236K or P || 192/186 || 90 || 1 || 6% || Anywhere || Conversion off of Shun'ei's reactable overhead.
|-
| 236CD, 623AC, 623C, 214C || 326 || 140 || 1 || 30% || Anywhere
|-
| 236CD, 623AC, j.236C, 623C, 2D || 372 || 190 || 1 || 33% || Corner || Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.
|-
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 341/431 || 140/200 || 1.5 || 22.5%/30% || Anywhere || This route can have better okizeme in the corner compared to combos that end in super.
|-
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K or P || [382/376]/[478/472] || 200/260 || 1.5 || 33%/40% || Anywhere ||
|-
| '''Light Starter''' > 236AC, 623C, 214A > 236236K or P || 367/361 || 200 || 1.5 || 33% || Anywhere ||
|-
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K or P || 401/395 || 240 || 1.5 || 45% || Corner ||
|-
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P || 498/492 || 300 || 1.5 || 55% || Corner || Corner optimal.
|-
| CD > (214A), 623AC, 623C, 214C > 236236K or P || 406/400 || 240 || 1.5 || 40% || Anywhere || You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.
|-
| CD > (214A), 623AC, j.236AC, 623C, 214AC || 344 || 180 || 1.5 || 30% || Corner || Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.
|-
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P|| 425/419 || 280 || 1.5 || 50% || Corner || A little bit easier than the optimal listed below.
|-
| CD, j.236C, 623AC, 623C, 214C > 236236K or P || 436/430 || 280 || 1.5 || 45% || Corner || Optimal.
|-
| Counterhit j.CD, 623AC, 623C, 214C > 236236K or P || 479 || 220 || 1.5 || 40% || Anywhere ||
|-
| 6B > j.236C, 623AC, 236AC, 623A, 214AC || 402 || 160 || 1.5 || 27.5% || Corner
|-
| 6B > j.236AC, 214C > 236236K || 331 || 100 || 1.5 || 18% || Anywhere || Only works if you get all 3 hits from j.236AC.  If you get less hits from j.236AC then you can go straight into 236236K instead.
|-
| 6B > j.236AC, 623AC, 623A, 623C, 214AC || 389 || 200 || 1.5 || 33% || Corner ||
|-
| 236CD, 623C, 214A > 236236K or P || 391 || 140 || 1.5 || 27.5% || Anywhere
|-
| 236CD, 623AC, 623C, 214AC || 360 || 80 || 1.5 || 18% || Anywhere || May be preferable over the above route for 214AC oki.
|-
| 236CD, 623AC, j.236AC, 623C, 214C || 377 || 140 || 1.5 || 30% || Corner || Technical route that ends in 214C knockdown.
|}
|}


===1.5 to 2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2B > 2A > 236AC, 623C, 236236K || 375 || 1.5 || || || Anywhere || Super canceling out of 623C makes Specter Extension whiff. Link into it instead.
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236K or P || [429/423]/[525/519] || 200/260 || 2 || 35%/40% || Anywhere ||
|-
| '''Light Starter''' > 214A > 236236BD || 370 || 120 || 2 || 16% || Anywhere || May be the preferable route if you want 236236BD oki.
|-
|-
| (j.X) > c.C > 6A > 236AC, 623AC, 623C, 214AC || 439 || 1.5 || || || Anywhere ||  
| '''Light Starter''' > 236AC, 623AC, 236AC, 623A, 214AC || 380 || 140 || 2 || 18% || Corner || Another optional route if you prefer to sacrifice damage for spaced safejump oki.
|-
|-
| 2B > 2B > 2A > 236AC, 623C, 214A > 236236K || 413 || 1.5 || || || Corner ||  
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P || 555/549 || 300 || 2 || 55% || Corner ||
|-
|-
| (j.X) > c.C > 6B > j.236C, 623AC, 214C > 236236K || 488 || 1.5 ||  || || Anywhere ||  
| '''Heavy Starter''' > 623C, 214A > 236236BD || 517 || 260 || 2 || 40% || Corner || Optional route if you prefer to sacrifice damage for spaced safejump oki.
|-
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 403/399 || 285 || 2 || 7.5% || Anywhere || 1500 Max timer combo.  Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B.  These routes are also appropriate for Quick MAX buffered pokes.
|-
| ''(QM)'' ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 380/376 || 325 || 2 || 7.5% || Anywhere || 1250 Max timer combo.
|-
| ''(QM)'' ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 364/360 || 285 || 2 || 7.5% || Anywhere || 1000 Max timer combo.
|-
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P || 624/618 || 320 || 2 || 0% || Anywhere || MAX Mode punish for huge whiffs like reversals.
|-
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P || 642/638 || 320 || 2 || 0% || Corner || 1500 Max timer corner combo.
|-
| CD > (214A), 214C > 236236BD or AC || 407 || 160 || 2 || 25% || Midscreen || Can be used in trade situations.
|-
| ''(QM)'' CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 407/405 || 270/290 || 2 || 7.5% || Anywhere || 1500 Max timer combo that can lead to better oki than above.  More difficult to hit confirm than CD > (214A) routes.
|-
| ''(QM)'' CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P || 414/410 || 260 || 2 || 7.5% || Anywhere || 1250 Max timer combo.  Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.
|-
| ''(QM)'' CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] || 364/362  || 270/290 || 2 || 7.5% || Anywhere || 1000 Max timer combo.
|-
| CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P || 416/412 || 160 || 2 || 25% || Corner || Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route.  Can be used in trade situations.
|-
| CD, 623C, 214A > 236236BD || 449/446 || 240 || 2 || 35% || Corner || Corner optimal.
|-
| Counterhit j.CD, 214C > 236236BD || 473 || 140 || 2 || 20% || Anywhere
|-
| Counterhit j.CD, 623C, 214A > 236236BD || 518 || 220 || 2 || 35% || Corner ||
|-
| 6B > j.236C, 236236BD || 399 || 80 || 2 || 13.5% || Anywhere ||
|-
| 6B > j.236C, 214C > 236236BD || 454 || 140 || 2 || 22.5% || Corner ||
|-
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P || 460/454 || 260 || 2 || 45% || Corner ||
|-
| ''(QM)'' 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P || 354/350 || 300 || 2 || 6% || Anywhere || 1500 Max timer combo.  Midscreen optimal.
|-
| ''(QM)'' 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P || 334/330 || 340 || 2 || 6% || Anywhere || 1250 Max timer combo.  Midscreen optimal.
|-
| ''(QM)'' 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P || 323/319 || 300 || 2 || 6% || Anywhere || 1000 Max timer combo. Midscreen optimal.
|-
| 6A > 236236BD || 300 || 90 || 2 || 6% || Anywhere || Optional route for if you want spaced safejump oki in the corner.
|-
| 236CD, 623AC, 623C, 214C > 236236K or P || 478/470 || 140 || 2 || 30% || Anywhere ||
|-
| 236CD, 623AC, j.236C, 623C, 214A > 236236K or P || 502/494 || 180 || 2 || 35% || Corner
|-
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236BD or AC || [490/474]/[586/577] || 200/260 || 2.5 || 35%/40% || Anywhere ||
|-
| '''Light Starter''' > 236AC, 623C, 214A > 236236BD or AC || 475/466 || 200 || 2.5 || 33% || Anywhere ||
|-
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD || 606 || 300 || 2.5 || 55% || Corner ||
|-
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236BD || 507 || 240 || 2.5 || 40% || Corner ||
|-
| CD > (214A), 623AC, 623C, 214C > 236236BD || 514 || 240 || 2.5 || 40% || Anywhere || Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.
|-
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD || 531 || 280 || 2.5 || 50% || Corner || Easier than the optimal listed below.
|-
| CD, j.236C, 623AC, 623C, 214C > 236236BD || 542 || 280 || 2.5 || 45% || Corner ||
|-
| Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC || 587/584 || 220 || 2.5 || 35% || Anywhere ||
|-
| Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD || 608 || 260 || 2.5 || 45% || Corner || Technical corner optimal.
|-
| 6B > j.236C, 623AC, 623C, 214C > 236236BD || 566 || 220 || 2.5 || 40% || Corner ||
|-
| 6B > j.236AC, 214C > 236236BD || 430 || 100 || 2.5 || 18% || Anywhere || If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.
|-
| 6B > j.236AC, 623C, 214A > 236236BD || 481 || 180 || 2.5 || 33% || Corner ||
|-
| 236CD, 623C, 214A > 236236BD or AC || 518 || 140 || 2.5 || 28% || Anywhere ||
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 577/680 || 310/370 || 3 || 5.5%/12.5% || Anywhere || 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.
|-
| ''(QM)'' '''Light Starter''' > BC, cl.C > 6A > 214C > 236236K > 214236CD || 554 || 230 || 3 || 5.5% || Anywhere || 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.
|-
| '''Light Starter''' > 236AC, 623AC, 623C, 214C > 236236BD || 535 || 200 || 3 || 35% || Anywhere || Sacrifice damage/stun for better okizeme and meter build.
|-
| '''Heavy Starter''' > 623C, 214A > 236236K/P > 236236AC/BD || 652/647 || 260 || 3 || 40% || Anywhere ||
|-
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236BD || 550 || 240 || 3 || 40% || Corner ||
|-
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236BD || 661 || 300 || 3 || 55% || Corner || Corner optimal.
|-
| ''(QM)'' 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD || 515 || 285 || 3 || 7.5% || Anywhere || 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.
|-
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || 1250 Max timer combo.
|-
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.
|-
| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25%  || Corner || If you prefer 236236BD oki.
|-
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236K > 214236CD || 596 || 310 || 3 || 7.5% || Anywhere || 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.
|-
| ''(QM)'' CD > BC, cl.C > 214C > 236236K > 214236CD || 569 || 230 || 3 || 7.5% || Anywhere || 1250 Max timer combo.
|-
| CD, 623C, 214A > 236236P > 236236BD || 573 || 240 || 3 || 35% || Corner || You'll probably want to block confirm CD so that you can do 214A on block to end up safer.
|-
| 6B > j.236C, 236236K > 236236AC || 552 || 80 || 3 || 13.5% || Anywhere ||
|-
| 6B > j.236C, 214C > 236236K/P > 236236AC/BD || 598/590 || 140 || 3 || 22.5% || Corner ||
|-
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD || 566 || 260 || 3 || 45% || Corner ||
|-
| 6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD || 536 || 340 || 3 || 6% || Anywhere || 1500 Max timer combo.
|-
| 6A > BC, cl.C > 6A > 214C > 236236K > 214236CD || 505 || 260 || 3 || 6% || Anywhere || 1250 Max timer combo.
|-
| 6A > BC, cl.C > 623AC, 623C, 214C > 214236CD || 474 || 300 || 3 || 6% || Anywhere || 1000 Max timer combo.
|-
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 580/692 || 200/260 || 3.5 || 35%/40% || Anywhere ||
|-
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 236236AC || 582 || 240 || 3.5 || 40% || Corner ||
|-
| cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 712 || 300 || 3.5 || 52.5% || Corner ||
|-
| CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD || 620 || 240 || 3.5 || 40% || Anywhere ||
|-
| CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD || 629 || 280 || 3.5 || 55% || Corner ||
|-
| CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 640 || 280 || 3.5 || 45% || Corner ||
|-
| 6B > j.236AC, 214C > 236236P > 236236BD || 563 || 100 || 3.5 || 16% || Anywhere ||
|-
| 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 682 || 220 || 3.5 || 45% || Corner ||
|-
| 6B > j.236AC, 623C, 214A > 236236P > 236236BD || 597 || 180 || 3.5 || 33% || Corner ||
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  || || || || Anywhere ||  
| ''(QM)'' '''Light Starter'''/'''Heavy Starter''' > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 683/786 || 310/370 || 4 || 5.5%/12.5% || Anywhere || 1500 Max timer combo.
|-
| ''(QM)'' ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 660/761 || 230/290 || 4 || 5.5%/12.5% || Anywhere || 1250 Max timer combo.
|-
| '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214C > 236236P > 236236BD || 633/739 || 200/260 || 4 || 35%/40% || Anywhere ||
|-
| '''Light Starter''' > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD || 638 || 240 || 4 || 40% || Corner ||
|-
| '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD || 759 || 300 || 4 || 55% || Corner ||
|-
| ''(MAX Mode)'' BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD || 1034 || 280 || 4 || 0% || Anywhere || 1250 Max timer combo. Touch of Death.
|-
| ''(MAX Mode)'' BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 932 || 320 || 4 || 0% || Anywhere || 1000 Max timer combo.
|-
| CD > (214A), 214C > 23636K > 214236CD || 624 || 160 || 4 || 50% || Anywhere ||
|-
| ''(QM)'' CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD || 702 || 310 || 4 || 7.5% || Anywhere || 1500 Max timer combo.
|-
| ''(QM)'' CD > BC, 214C > 236236BD > 214236CD || 660 || 160 || 4 || 7.5% || Anywhere || 1250 Max timer combo.
|-
| CD, 623C, 214A > 236236K > 214236CD || 649 || 240 || 4 || 35% || Corner ||
|-
| 6B > j.236C, 236236K > 214236CD || 645 || 80 || 4 || 13.5% || Anywhere ||
|-
| 6B > j.236C, 214C > 236236K > 214236CD || 686 || 140 || 4 || 22.5% || Corner ||
|-
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD || 654 || 260 || 4 || 45% || Corner ||
|-
| ''(QM)'' 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD || 642 || 340 || 4 || 6% || Anywhere || 1500 Max timer combo.
|-
| ''(QM)'' 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD || 611 || 260 || 4 || 6% || Anywhere || 1250 Max timer combo.
|-
| ''(QM)'' 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD || 491 || 230 || 4 || 6% || Anywhere || 1000 Max timer combo.
|-
| '''Light Starter'''/'''Heavy Starter''' > 623AC, 623C, 214C > 236236K > 214236CD || 646/763 || 200/260 || 4.5 || 35%/40% || Anywhere ||
|-
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD || 794 || 500 || 4.5 || 25% || Anywhere || 1500 Max timer combo.
|-
| ''(QM)'' '''Heavy Starter''' > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD || 777 || 420 || 4.5 || 25% || Anywhere || 1250 Max timer combo.
|-
| '''Light Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 655 || 240 || 4.5 || 40% || Corner ||
|-
| '''Heavy Starter''' > 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 760 || 300 || 4.5 || 50% || Corner ||
|-
| CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD || 670 || 240 || 4.5 || 45% || Anywhere ||
|-
| CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD || 679 || 280 || 4.5 || 50% || Corner ||
|-
| CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 690 || 280 || 4.5 || 45% || Corner ||
|-
| 6B > j.236AC, 214C > 236236K > 214236CD || 639 || 100 || 4.5 || 16% || Anywhere ||
|-
| 6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD || 743 || 220 || 4.5 || 45% || Corner ||
|-
| 6B > j.236AC, 623C, 214A > 236236K > 214236CD || 658 || 180 || 4.5 || 33% || Corner
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  || || || || Anywhere ||  
| '''Light Starter''' > 214A > 236236BD > 214236CD || 699 || 120 || 5 || 16% || Anywhere ||
|-
| '''Heavy Starter''' > 623C, 214A > 236236BD > 214236CD || 846 || 260 || 5 || 40% || Anywhere ||
|-
| CD > (214A), 214C > 236236BD > 214236CD || 736 || 160 || 5 || 25% || Anywhere ||
|-
| CD, 623C, 214A > 236236BD > 214236CD || 757 || 240 || 5 || 35% || Corner ||
|-
| 6B > j.236C, 236236BD > 214236CD || 772 || 80 || 5 || 13.5% || Anywhere ||
|-
| 6B > j.236C, 214C > 236236BD > 214236CD || 806 || 140 || 5 || 22.5% || Corner ||
|-
| 6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD || 705 || 260 || 5 || 45% || Corner ||
|-
| 6A > 236236BD > 214236CD || 585 || 90 || 5 || 6% || Anywhere ||
|}
|}



Latest revision as of 20:34, 11 February 2023

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 Stun Meter Gain Notes
2B > 2B > 2A 51 60 5.5% Standard low light confirm. Can be replaced with 2B > cl.B > 2A > 2A for more damage.

Heavy Starters

Combo Damage Stun Meter Gain Notes
cl.D > 6A 122 120 12.5% Grounded punish starter. Can use cl.C instead of cl.D for more consistency in certain situations and worse damage.
f.C > 6A 82 80 8.3% Spaced punish starter.
j.X, cl.C > 6A 176 180 18% Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.

Other Starters

Combo Damage Stun Meter Gain Notes
CD 75 100 7.5% If you trade and don't get knocked down you can still convert off CD.
cl.D > 6B 113 120 12.5% Leads to his air specials.
6B > j.236C 102 80 13.5% Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.
6B > j.236AC 125 40 4.5% Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions.
Counterhit j.CD 100 80 8% Leads to juggles.
236CD 75 0 0% Shatter Strike.
6A 60 90 6% Shun'ei's reactable overhead.

Combos

Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)

Rush Auto Combo

Builds 9% meter and deals 45 stun before combo ender.

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move.
cl.A > A > A > C 230 1 Rush combo ending in a super.
cl.A > A > A > D 350 2 Rush combo ending in a Max super.
cl.A > A > A > A 443 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A 106 120 16% Anywhere Crouching light meterless BNB. Subtract a cr.B or not depending on range.
Heavy Starter > 623C, 2D 266 270 40% Anywhere You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though.
Heavy Starter > 214C 194 180 25% Anywhere The damage and meter gain are significantly less, but this does grant you a safejump.
cl.D > 6B > j.236C, 214C 235 220 33% Corner Different oki situation than 623C, 2D.
CD > (214A), 214C 143 160 25% Midscreen This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.
CD, 623C, 2D 211 250 33% Corner High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.
Counterhit j.CD, 214C 176 140 20% Anywhere
Counterhit j.CD, 623C, 2D 252 230 33% Corner Harder to counterhit confirm than the above combo.
Counterhit j.CD > j.236C, 623C, 2D 301 270 40% Corner Even harder to counterhit confirm.
Counterhit j.CD > j.236C, 214C 229 180 30% Corner Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.
6B > j.236C, 214C 174 220 22.5% Corner Meterless conversion off frametrap in the corner.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236AC, 214C 183 120 0.5 20% Anywhere Easy to execute and grants a safejump.
Light Starter > 236AC, 623C, 2D 247 210 0.5 30% Anywhere Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A (or 214C instead of 623C, if necessary) in those situations instead.
Light Starter/Heavy Starter > 623AC, 623C, 214C 260/346 200/260 0.5 35%/40% Anywhere Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
Heavy Starter > 236CD, cl.D > 6A > 623C, 214A 332 380 0.5 (1) 55% Anywhere Meter positive. Need at least 1 bar for Shatter Strike.
cl.D > 6B > j.236C, 623AC, 623C, 214C 376 300 0.5 55% Corner Meter positive.
Light Starter/Heavy Starter > 623AC, j.236C, 623C, 2D 297/385 280/310 0.5 40%/45% Corner Optimal corner combo. More technical and difficult than the above combo.
CD > (214A), 623AC, 623C, 214C 284 240 0.5 40% Anywhere This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.
CD > (214A), 623AC, j.236C, 623C, 2D 321 290 0.5 45% Corner Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC.
Counterhit j.CD, 623AC, 214C 269 140 0.5 20% Anywhere Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.
Counterhit j.CD, 623AC, 623C, 214C 337 220 0.5 40% Anywhere Even harder confirm.
Counterhit j.CD, 623AC, j.236C, 623C, 2D 380 260 0.5 45% Corner
Counterhit j.CD > j.236C, 623AC, 623C, 214C 381 260 0.5 45% Corner Hardest confirm.
6B > j.236C, 623AC, 623C, 214C 326 220 0.5 45% Corner Optimal conversion off 6B > j.236C in the corner.
6B > j.236AC, 214C 200 100 0.5 16% Anywhere You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.
6B > j.236AC, 623C, 2D 253 190 0.5 30% Corner
236CD, 214C 155 60 0.5 (1) 12.5% Anywhere Shatter Strike conversion. Shatter Strike refunds half a bar on hit.
236CD, 623C, 2D 236 150 0.5 (1) 25% Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C 315/403 200/260 1 35%/40% Anywhere
Light Starter > 214A > 236236K 258 120 1 16% Anywhere Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.
Heavy Starter > 623C, 214A > 236236K 405 260 1 40% Anywhere
Heavy Starter > 236CD, cl.D > 6A > 623AC, 623C, 214C 375 380 1 55% Anywhere Sacrifice 3% damage for 15% meter build.
Light Starter > 236AC, 623AC, j.236C, 623C, 2D 360 250 1 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C 441 300 1 55% Corner
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C 421 310 1 45% Corner Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.
CD > (214A), 623AC, 623C, 214AC 312 180 1 30% Anywhere If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.
CD > (214A), 214C > 236236K 295 160 1 25% Midscreen Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.
CD > (214A), 623AC, j.236AC, 623C, 214C 322 240 1 40% Corner Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.
CD, 623C, 214A > 236236K or P 341/333 240 1 35% Corner You can do this same combo if CD trades, you just might have to dash up a little before 623C.
Counterhit j.CD, 214C xx 236236K 346 140 1 20% Anywhere
Counterhit j.CD, 623AC, 623C, 214AC 369 160 1 25% Anywhere Harder confirm than above. You might have to skip 623C depending on spacing.
Counterhit j.CD, 623AC, 623A, 623C, 214AC 422 240 1 35% Corner
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC 460 280 1 45% Corner Harder confirm than above.
6B > j.236C, 236236K 272 80 1 13.75% Anywhere
6B > j.236C, 623AC, 623C, 214AC 356 160 1 30% Corner
6B > j.236C, 623AC, 236AC, 623A, cl.C 367 230 1 30% Corner A bit more damage and stun, but worse okizeme than the above combo.
6B > j.236AC, 214AC 221 40 1 4.5% Anywhere Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.
6B > j.236AC, 623AC, 623A, 623C, 2D 365 270 1 40% Corner
6A > 236236K or P 192/186 90 1 6% Anywhere Conversion off of Shun'ei's reactable overhead.
236CD, 623AC, 623C, 214C 326 140 1 30% Anywhere
236CD, 623AC, j.236C, 623C, 2D 372 190 1 33% Corner Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC 341/431 140/200 1.5 22.5%/30% Anywhere This route can have better okizeme in the corner compared to combos that end in super.
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K or P [382/376]/[478/472] 200/260 1.5 33%/40% Anywhere
Light Starter > 236AC, 623C, 214A > 236236K or P 367/361 200 1.5 33% Anywhere
Light Starter > 623AC, j.236C, 623C, 214A > 236236K or P 401/395 240 1.5 45% Corner
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P 498/492 300 1.5 55% Corner Corner optimal.
CD > (214A), 623AC, 623C, 214C > 236236K or P 406/400 240 1.5 40% Anywhere You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.
CD > (214A), 623AC, j.236AC, 623C, 214AC 344 180 1.5 30% Corner Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.
CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P 425/419 280 1.5 50% Corner A little bit easier than the optimal listed below.
CD, j.236C, 623AC, 623C, 214C > 236236K or P 436/430 280 1.5 45% Corner Optimal.
Counterhit j.CD, 623AC, 623C, 214C > 236236K or P 479 220 1.5 40% Anywhere
6B > j.236C, 623AC, 236AC, 623A, 214AC 402 160 1.5 27.5% Corner
6B > j.236AC, 214C > 236236K 331 100 1.5 18% Anywhere Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.
6B > j.236AC, 623AC, 623A, 623C, 214AC 389 200 1.5 33% Corner
236CD, 623C, 214A > 236236K or P 391 140 1.5 27.5% Anywhere
236CD, 623AC, 623C, 214AC 360 80 1.5 18% Anywhere May be preferable over the above route for 214AC oki.
236CD, 623AC, j.236AC, 623C, 214C 377 140 1.5 30% Corner Technical route that ends in 214C knockdown.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C > 236236K or P [429/423]/[525/519] 200/260 2 35%/40% Anywhere
Light Starter > 214A > 236236BD 370 120 2 16% Anywhere May be the preferable route if you want 236236BD oki.
Light Starter > 236AC, 623AC, 236AC, 623A, 214AC 380 140 2 18% Corner Another optional route if you prefer to sacrifice damage for spaced safejump oki.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P 555/549 300 2 55% Corner
Heavy Starter > 623C, 214A > 236236BD 517 260 2 40% Corner Optional route if you prefer to sacrifice damage for spaced safejump oki.
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P 403/399 285 2 7.5% Anywhere 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.
(QM) ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P 380/376 325 2 7.5% Anywhere 1250 Max timer combo.
(QM) ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P 364/360 285 2 7.5% Anywhere 1000 Max timer combo.
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P 624/618 320 2 0% Anywhere MAX Mode punish for huge whiffs like reversals.
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P 642/638 320 2 0% Corner 1500 Max timer corner combo.
CD > (214A), 214C > 236236BD or AC 407 160 2 25% Midscreen Can be used in trade situations.
(QM) CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] 407/405 270/290 2 7.5% Anywhere 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.
(QM) CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P 414/410 260 2 7.5% Anywhere 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo.
(QM) CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] 364/362 270/290 2 7.5% Anywhere 1000 Max timer combo.
CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P 416/412 160 2 25% Corner Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.
CD, 623C, 214A > 236236BD 449/446 240 2 35% Corner Corner optimal.
Counterhit j.CD, 214C > 236236BD 473 140 2 20% Anywhere
Counterhit j.CD, 623C, 214A > 236236BD 518 220 2 35% Corner
6B > j.236C, 236236BD 399 80 2 13.5% Anywhere
6B > j.236C, 214C > 236236BD 454 140 2 22.5% Corner
6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P 460/454 260 2 45% Corner
(QM) 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P 354/350 300 2 6% Anywhere 1500 Max timer combo. Midscreen optimal.
(QM) 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P 334/330 340 2 6% Anywhere 1250 Max timer combo. Midscreen optimal.
(QM) 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P 323/319 300 2 6% Anywhere 1000 Max timer combo. Midscreen optimal.
6A > 236236BD 300 90 2 6% Anywhere Optional route for if you want spaced safejump oki in the corner.
236CD, 623AC, 623C, 214C > 236236K or P 478/470 140 2 30% Anywhere
236CD, 623AC, j.236C, 623C, 214A > 236236K or P 502/494 180 2 35% Corner
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236BD or AC [490/474]/[586/577] 200/260 2.5 35%/40% Anywhere
Light Starter > 236AC, 623C, 214A > 236236BD or AC 475/466 200 2.5 33% Anywhere
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD 606 300 2.5 55% Corner
Light Starter > 623AC, j.236C, 623C, 214A > 236236BD 507 240 2.5 40% Corner
CD > (214A), 623AC, 623C, 214C > 236236BD 514 240 2.5 40% Anywhere Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.
CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD 531 280 2.5 50% Corner Easier than the optimal listed below.
CD, j.236C, 623AC, 623C, 214C > 236236BD 542 280 2.5 45% Corner
Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC 587/584 220 2.5 35% Anywhere
Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD 608 260 2.5 45% Corner Technical corner optimal.
6B > j.236C, 623AC, 623C, 214C > 236236BD 566 220 2.5 40% Corner
6B > j.236AC, 214C > 236236BD 430 100 2.5 18% Anywhere If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.
6B > j.236AC, 623C, 214A > 236236BD 481 180 2.5 33% Corner
236CD, 623C, 214A > 236236BD or AC 518 140 2.5 28% Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Light Starter/Heavy Starter > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD 577/680 310/370 3 5.5%/12.5% Anywhere 1500 Max timer combo. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing.
(QM) Light Starter > BC, cl.C > 6A > 214C > 236236K > 214236CD 554 230 3 5.5% Anywhere 1250 Max timer combo. A heavy starter version of this is available but is generally suboptimal.
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD 535 200 3 35% Anywhere Sacrifice damage/stun for better okizeme and meter build.
Heavy Starter > 623C, 214A > 236236K/P > 236236AC/BD 652/647 260 3 40% Anywhere
Light Starter > 236AC, 623AC, j.236C, 623C, 214A > 236236BD 550 240 3 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD 661 300 3 55% Corner Corner optimal.
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD 515 285 3 7.5% Anywhere 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.
(MAX Mode) BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD 795 200 3 0% Anywhere 1250 Max timer combo.
CD > (214A), 214C > 236236K > 236236AC 542 160 3 25% Anywhere Don't forget you might have to go for 214A instead of 214C if you're too far.
CD > (214A), 623A > 236236P > 236236BD 532 180 3 25% Corner If you prefer 236236BD oki.
(QM) CD > BC, cl.C > 623C, 214A > 236236K > 214236CD 596 310 3 7.5% Anywhere 1500 Max timer combo. Works best if you hit confirm CD into Quick MAX and block confirm into 214A.
(QM) CD > BC, cl.C > 214C > 236236K > 214236CD 569 230 3 7.5% Anywhere 1250 Max timer combo.
CD, 623C, 214A > 236236P > 236236BD 573 240 3 35% Corner You'll probably want to block confirm CD so that you can do 214A on block to end up safer.
6B > j.236C, 236236K > 236236AC 552 80 3 13.5% Anywhere
6B > j.236C, 214C > 236236K/P > 236236AC/BD 598/590 140 3 22.5% Corner
6B > j.236AC, 623AC, 623A, 623C, 214A > 236236BD 566 260 3 45% Corner
6A > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD 536 340 3 6% Anywhere 1500 Max timer combo.
6A > BC, cl.C > 6A > 214C > 236236K > 214236CD 505 260 3 6% Anywhere 1250 Max timer combo.
6A > BC, cl.C > 623AC, 623C, 214C > 214236CD 474 300 3 6% Anywhere 1000 Max timer combo.
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236P > 236236BD 580/692 200/260 3.5 35%/40% Anywhere
Light Starter > 623AC, j.236C, 623C, 214A > 236236K > 236236AC 582 240 3.5 40% Corner
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD 712 300 3.5 52.5% Corner
CD > (214A), 623AC, 623C, 214C > 236236P > 236236BD 620 240 3.5 40% Anywhere
CD > (214A), 623AC, j.236C, 623C, 214C > 236236P > 236236BD 629 280 3.5 55% Corner
CD, j.236C, 623AC, 623C, 214C > 236236P > 236236BD 640 280 3.5 45% Corner
6B > j.236AC, 214C > 236236P > 236236BD 563 100 3.5 16% Anywhere
6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD 682 220 3.5 45% Corner
6B > j.236AC, 623C, 214A > 236236P > 236236BD 597 180 3.5 33% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Light Starter/Heavy Starter > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD 683/786 310/370 4 5.5%/12.5% Anywhere 1500 Max timer combo.
(QM) ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD 660/761 230/290 4 5.5%/12.5% Anywhere 1250 Max timer combo.
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C > 236236P > 236236BD 633/739 200/260 4 35%/40% Anywhere
Light Starter > 236AC, 623AC, j.236C, 623C, 214A > 236236P > 236236BD 638 240 4 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236P > 236236BD 759 300 4 55% Corner
(MAX Mode) BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD 1034 280 4 0% Anywhere 1250 Max timer combo. Touch of Death.
(MAX Mode) BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD 932 320 4 0% Anywhere 1000 Max timer combo.
CD > (214A), 214C > 23636K > 214236CD 624 160 4 50% Anywhere
(QM) CD > BC, cl.C > 623C, 214A > 236236BD > 214236CD 702 310 4 7.5% Anywhere 1500 Max timer combo.
(QM) CD > BC, 214C > 236236BD > 214236CD 660 160 4 7.5% Anywhere 1250 Max timer combo.
CD, 623C, 214A > 236236K > 214236CD 649 240 4 35% Corner
6B > j.236C, 236236K > 214236CD 645 80 4 13.5% Anywhere
6B > j.236C, 214C > 236236K > 214236CD 686 140 4 22.5% Corner
6B > j.236AC, 623AC, 623A, 623C, 214A > 236236P > 236236BD 654 260 4 45% Corner
(QM) 6A > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD 642 340 4 6% Anywhere 1500 Max timer combo.
(QM) 6A > BC, cl.C > 6A > 214C > 236236BD > 214236CD 611 260 4 6% Anywhere 1250 Max timer combo.
(QM) 6A > BC, 623AC, 623C, 214C > 236236P > 236236BD 491 230 4 6% Anywhere 1000 Max timer combo.
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K > 214236CD 646/763 200/260 4.5 35%/40% Anywhere
(QM) Heavy Starter > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD 794 500 4.5 25% Anywhere 1500 Max timer combo.
(QM) Heavy Starter > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD 777 420 4.5 25% Anywhere 1250 Max timer combo.
Light Starter > 623AC, j.236C, 623C, 214A > 236236K > 214236CD 655 240 4.5 40% Corner
Heavy Starter > 623AC, j.236C, 623C, 214A > 236236K > 214236CD 760 300 4.5 50% Corner
CD > (214A), 623AC, 623C, 214C > 236236K > 214236CD 670 240 4.5 45% Anywhere
CD > (214A), 623AC, j.236C, 623C, 214A > 236236K > 214236CD 679 280 4.5 50% Corner
CD, j.236C, 623AC, 623C, 214C > 236236K > 214236CD 690 280 4.5 45% Corner
6B > j.236AC, 214C > 236236K > 214236CD 639 100 4.5 16% Anywhere
6B > j.236C, 623AC, 623C, 214C > 236236K > 214236CD 743 220 4.5 45% Corner
6B > j.236AC, 623C, 214A > 236236K > 214236CD 658 180 4.5 33% Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236BD > 214236CD 699 120 5 16% Anywhere
Heavy Starter > 623C, 214A > 236236BD > 214236CD 846 260 5 40% Anywhere
CD > (214A), 214C > 236236BD > 214236CD 736 160 5 25% Anywhere
CD, 623C, 214A > 236236BD > 214236CD 757 240 5 35% Corner
6B > j.236C, 236236BD > 214236CD 772 80 5 13.5% Anywhere
6B > j.236C, 214C > 236236BD > 214236CD 806 140 5 22.5% Corner
6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K > 214236CD 705 260 5 45% Corner
6A > 236236BD > 214236CD 585 90 5 6% Anywhere

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