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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 !! Notes | |||
|- | |||
| '''2B > 2A > 4/6A''' || 81 || Standard low light confirm. | |||
|- | |||
| 2B > 2A > cl.5B > 4/6A || 106 || Extended light confirm. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''cl.5D > 4/6A''' || 126 || Standard heavy starter. | |||
|- | |||
| j.D, cl.5D > 4/6A || 189 || Standard jump-in starter. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
===Rush Auto Combo=== | |||
{|class="wikitable sortable" | |||
! 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== | ==Combos== | ||
'''General Notes''' | '''General Notes''' | ||
* | * As Vanessa can combo into her 4/6A command normal from lights, she does not need different routes for light and heavy starters. | ||
* It's usually preferred to input | * It's usually preferred to input 4/6A as 4A to avoid overlap with [4]6A. | ||
* Mashing punch during | * Mashing punch buttons during 41236P will increase damage and should always be done. | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B || 184 || 0 || Rush combo ending in a special move. Mash A/C during the multi-punch. | |||
|- | |||
| cl.A > A > A > C || 225 || 1 || Rush combo ending in a super (214236P). | |||
|- | |||
| cl.A > A > A > D || 352 || 2 || Rush combo ending in a Max super (214236AC). | |||
|- | |||
| cl.A > A > A > A || 438 || 3 || Rush combo ending in a Climax super (214236CD). | |||
|} | |||
===Meterless=== | ===Meterless=== | ||
{|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 > 4/6A > 41236C || 217 || || 0 || || Anywhere || Go to low confirm. | | 2B > 2B > 4/6A > 41236C || 217 || || 0 || || Anywhere || Go to low confirm. | ||
|- | |- | ||
| (j.X) > | | (j.X) > cl.5C(2) > 4/6A > 41236C || 239 || || 0 || || Anywhere || Punish and jump in combo. | ||
|- | |- | ||
| f. | | f.5C > 4/6A > 41236C || || || || || Anywhere || Vanessa can cancel her f.5C into 4/6A for more forgiving ranges. | ||
|} | |} | ||
===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 | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > [4]6A, [4]6AC, 236B~6C > 236D || 266/324 || 265/300 || 0.5 || 0.36/0.4 || Anywhere || Full screen corner carry and gives an autotimed safejump by combining a hop and a jump. | ||
|- | |- | ||
| ... > | | ... > 41236AC, [4]6A, 3D || 225 || 165 || 0.5 || .235 || Anywhere || Not optimal for damage or oki but 41236AC can connect at some ranges where 4/6A won't. Stats are from 2B > f.5B starter. | ||
|- | |||
| '''Light/Heavy Starter''' > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C~214C~4A || 330/395 || 385/420 || 0.5 || 0.6/.64 || Corner || Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and has enough frame advantage for a safejump. If you want to end in super, change out the 214C~4A for 214A~4C. | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > 41236AC, [4]6A, [4]6AC, 236B~6C > 236D || 295/357 || 265/300 || 1 || 0.36/0.4 || Anywhere || Full screen corner carry again. Only a slight increase in damage, so not terribly efficient. | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > 41236C, 236236A/C || 306/366 || 215/250 || 1 || 0.285/0.325 || Anywhere || Marginally more damage than the previous combo while still giving a safejump at the expense of corner carry, meter build, and stun. | ||
|- | |- | ||
| | | '''Light/Heavy Starter''' > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C > 214A~4C > 236236A/C || 425/490 || 405/440 || 1.5 || 0.58/0.62 || Corner || Grants an autotimed safejump with CD > 236D. 214236P sacrifices this setup for 2 more damage. | ||
|} | |} | ||
===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/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=== | ===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 | ||
|- | |- | ||
| || || || | | 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=== | ===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 | ||
|- | |- | ||
| || | | BC, cl.D > 41236P '''(do not mash P)'''> 214236P > 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=== | ===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 | ||
|- | |- | ||
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==External Links== | ==External Links== | ||
{{#ev:youtube|wWnSUayuH8E|||'''Vanessa BnB Combo (Updated v2.1) by Kakuge / Fighting Games'''|frame}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 10:21, 3 December 2023
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 > 4/6A | 81 | Standard low light confirm. |
2B > 2A > cl.5B > 4/6A | 106 | Extended light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.5D > 4/6A | 126 | Standard heavy starter. |
j.D, cl.5D > 4/6A | 189 | 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
- As Vanessa can combo into her 4/6A command normal from lights, she does not need different routes for light and heavy starters.
- It's usually preferred to input 4/6A as 4A to avoid overlap with [4]6A.
- Mashing punch buttons during 41236P will increase damage and should always be done.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 184 | 0 | Rush combo ending in a special move. Mash A/C during the multi-punch. |
cl.A > A > A > C | 225 | 1 | Rush combo ending in a super (214236P). |
cl.A > A > A > D | 352 | 2 | Rush combo ending in a Max super (214236AC). |
cl.A > A > A > A | 438 | 3 | Rush combo ending in a Climax super (214236CD). |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B > 4/6A > 41236C | 217 | 0 | Anywhere | Go to low confirm. | ||
(j.X) > cl.5C(2) > 4/6A > 41236C | 239 | 0 | Anywhere | Punish and jump in combo. | ||
f.5C > 4/6A > 41236C | Anywhere | Vanessa can cancel her f.5C into 4/6A for more forgiving ranges. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > [4]6A, [4]6AC, 236B~6C > 236D | 266/324 | 265/300 | 0.5 | 0.36/0.4 | Anywhere | Full screen corner carry and gives an autotimed safejump by combining a hop and a jump. |
... > 41236AC, [4]6A, 3D | 225 | 165 | 0.5 | .235 | Anywhere | Not optimal for damage or oki but 41236AC can connect at some ranges where 4/6A won't. Stats are from 2B > f.5B starter. |
Light/Heavy Starter > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C~214C~4A | 330/395 | 385/420 | 0.5 | 0.6/.64 | Corner | Extreme damage and stun for half a bar. Builds more meter than you spend. Ends in HKD and has enough frame advantage for 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 |
---|---|---|---|---|---|---|
Light/Heavy Starter > 41236AC, [4]6A, [4]6AC, 236B~6C > 236D | 295/357 | 265/300 | 1 | 0.36/0.4 | Anywhere | Full screen corner carry again. Only a slight increase in damage, so not terribly efficient. |
Light/Heavy Starter > 41236C, 236236A/C | 306/366 | 215/250 | 1 | 0.285/0.325 | Anywhere | Marginally more damage than the previous combo while still giving a safejump at the expense of corner carry, meter build, and stun. |
Light/Heavy Starter > [4]6A, [4]6AC, 236B~6A > 214[A] > 4B~6C > 214A~4C > 236236A/C | 425/490 | 405/440 | 1.5 | 0.58/0.62 | Corner | Grants an autotimed safejump with CD > 236D. 214236P sacrifices this setup for 2 more damage. |
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)> 214236P > 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 |