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The King of Fighters XV/Yashiro Nanakase/Combos: Difference between revisions
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{{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 > 5A''' || 60 || Standard low confirm. 2A and f.A have identical reach, so 2A and 5A are interchangeable, but 2B > f.A > 2A will not connect. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''cl.D > 6B''' || 127 || Damaging low starter. | |||
|- | |||
| 2A > cl.B, 2C > 6B || 158 || A link into a heavy from 2A. Leads to a lot of damage, but must be point blank to work. | |||
|- | |||
| 2C > 6B || 117 || Can combo from some ranges where close normals wouldn't come out, especially after some jump ins. | |||
|- | |||
| cl.C > 6B || 117 || Slightly faster than 2C, little else of note. Use after a jump-in when near opponent. | |||
|- | |||
| f.C || 70 || Cancelable far normal. Nice to have. | |||
|} | |||
''' | ===Other Starters=== | ||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
''' | ==Combos== | ||
'''General Notes:''' | |||
* Any combo with a super in the corner can be followed up with an OTG 6A. 236236AC needs to connect meaty (e.g. having the opponent fall into the super) in order to be able to hit 6A after. | |||
===Rush Auto Combo=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! Notes | |||
|- | |||
| cl.A > A > A > B || 146 || 0 || Rush combo ending in a special move. | |||
|- | |||
| cl.A > A > A > C || 240 || 1 || Rush combo ending in a super. | |||
|- | |||
| cl.A > A > A > D || 367 || 2 || Rush combo ending in a Max super. | |||
|- | |||
| cl.A > A > A > A || 439 || 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 Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| '''Light''' > 214A || | | '''Light Starter''' > 214A || 134 || 155 || 0 || 20.5% || Anywhere || Quick and easy meterless BNB off a light starter. Ends in soft knockdown. | ||
|- | |- | ||
| 2B > Rush Autocombo || | | 2B > Rush Autocombo || 150 || 125 || 0 || 23% || Anywhere || Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. If you have above 1 bar of meter, make sure to end the auto combo in B to prevent a super, which would be a waste of meter. | ||
|- | |- | ||
| '''Heavy''' > | | '''Heavy Starter''' > 214C, 623A || 308 || 310 || 0 || 45% || Anywhere || Your best meterless damage, but terrible oki. Omit 623A if you want to keep pressuring the opponent after. | ||
|- | |- | ||
| '''Heavy''' > 214C | | '''Heavy Starter''' > 214C, cl.D || 302|| 280|| 0 || 45% || Corner || Trades a little bit damage for better oki with the cl.D reset. | ||
|- | |- | ||
| CD > | | CD, run, 6B > 41236C ~ 236C || 197 || 260 || 0 || 31.5% || Anywhere || You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning. | ||
|- | |- | ||
| CD | | CD, 6B > 623C, cl.D || 217 || 310 || 0 || 35.5% || Corner || | ||
|} | |} | ||
===0.5 Bars=== | ===0.5 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 6B > 41236C ~ 236C || 296/379 || 235/270 || 0.5 || 30.5%/37 || Anywhere || Max damage ender. Ends in a soft knockdown. Max damage from a heavy starter as well. | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 6B > 214D || 286/368 || 175/210 || 0.5 || 28.5%/35% || Anywhere || Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage. | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 6B > 623C, cl.D || 318/403 || 285/320 || 0.5 || 34.5%/41% || Corner || Ends in an air reset, giving Yashiro a lot of room to re-establish an offense. | ||
|- | |- | ||
| CD | | CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A || 250 || 260 || 0.5 || 28.5% || Anywhere || | ||
|- | |- | ||
| CD | | CD, 41236AC ~ 236C, 6B > 623C, cl.D || 282 || 310 || 0.5 || 35.5% || Corner || | ||
|- | |- | ||
| | | 214BD, 623A || 164 || 100 || 0.5 || 14% || Anywhere || Extension after landing 214BD. Alternatively, use cl.D to stay close. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 236CD, cl.D > 6B > 214C, 623A || 362 || 420 || 0.5 || 105% || Anywhere || technically a meterless combo since it builds back the half bar spent | ||
|} | |} | ||
===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 | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 41236AC ~ 236C, 6B > 214D || 364/452 || 175/210 || 1 || 28.5%/35% || Anywhere || Max damage midscreen and ends in a hard knockdown. | ||
|- | |||
| '''Starter''' > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D || 390/481 || 285/320 || 1 || 34.5%/41% || Corner || | |||
|- | |||
| '''Heavy Starter''' > 214C, 623A(1) > 236236K, 6A || 464 || 260 || 1 || 46% || Corner || Weaker than the above combo, but ends in an OTG 6A which leads to a safe jump. Combo minus the 6A is possible midscreen, but not really worth doing. | |||
|- | |||
| CD, run, 6B > 41236C ~ 236C > 236236[P] || 312 || 260 || 1 || 31.5% || Anywhere || When charging 236236P, release the button as the opponent reaches the apex of the launch. | |||
|- | |||
| 214BD, 214AC, 6B > 623C, cl.D || 347 || 210 || 1 || 28% || Corner || | |||
|- | |||
| '''Starter''' > 214AC, 6B > 41236C ~ 236C > 236236[P] || 422/515 || 235/270 || 1.5 || 30.5%/37% || Anywhere || When charging 236236P, release the button as the opponent reaches the apex of the launch. If timed correctly, you can go for an OTG 6A after in the corner. | |||
|- | |||
| CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] || 355 || 260 || 1.5 || 28.5% || Anywhere || | |||
|- | |||
| CD, 41236AC ~ 236C, 6B > 214C, 623A(1) > 236236[P], 6A || 390 || 270 || 1.5 || 42.5% || Corner || Charge 236236P only briefly. If not held, it will whiff, if held too long, you won't have time to OTG 6A. | |||
|- | |||
| 214BD, 623A(1) > 236236K || 317 || 50 || 1.5 || 11% || Anywhere || | |||
|- | |||
| 214BD, 214AC, 41236AC ~ 236C, 6B > 623C, cl.D || 432 || 210 || 1.5 || 28% || Corner || | |||
|- | |||
|} | |||
===2 Bars=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | |||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] || 466/564 || 235/270 || 2 || 28.5%/35% || Anywhere || Can add an OTG 6A in the corner. | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K > 6A || 479/579 || 225/260 || 2 || 37.5%/44% || Corner || Corner-only route that trades damage(above combo does more including OTG)for metergain. | ||
|- | |- | ||
| ''' | | '''Stater''' > 214AC, 41236AC ~ 236C, 6B > 623C(2) > 236236P(hold) || 470/569 || 215/250 || 2 || 25%/33% || Corner || Highest damage for 2 bars but worse oki | ||
|- | |- | ||
| ''' | | '''Starter''' > BC, cl.D > 6B > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D || 387/484 || 395/430 || 2 || 38%/46% || Mid Screen/Corner|| 1000 Quick Max combo. Amazing corner carry. builds back a bit of meter and leaves Yashiro +15 and out of throw range able to continue his pressure. | ||
|- | |||
| '''Starter''' > BC, cl.D > 214AC, 6B > 41236C > 236236K || 373/467 || 245/280 || 2 || 6.5%/13% || Anywhere || 1000 Quick Max combo. The sequence after the Quick Max is a little awkward in order to fit everything in within the timer. Pretty weak compared to his regular combos, but works consistently even after far B. | |||
|- | |- | ||
| | | '''Starter''' > BC, cl.D > 6B > 41236AC ~ 236C, 214A > 236236[P], 6A || 405/490 || 265/300 || 2 || 10.5%/17% || Anywhere || 1000 Quick Max corner combo. At 1250 and 1500, just do the midscreen combo and add an OTG 6A. | ||
|- | |- | ||
| | | '''Starter''' > BC, cl.D > 6B > 214AC, 6B > 41236C ~ 236C > 236236[P] || 432/521 || 345/380 || 2 || 6.5%/13% || Anywhere || 1250 and 1500 Quick Max combo. | ||
|- | |- | ||
| | | CD, run, 6B > 41236C ~ 236C > 236236[AC] || 386 || 260 || 2 || 31.5% || Anywhere || Optimal in the corner as well if you add an OTG 6A after. In order to have time for 6A, the super needs to hit very late, so release earlier than you normally would. | ||
|- | |- | ||
| | | 214BD, 214AC, 6B > 41236C ~ 236C > 236236[P], 6A || 494 || 160 || 2 || 28% || Corner || | ||
|- | |- | ||
| | | '''Starter''' > 214AC, 6B > 41236C ~ 236C > 236236[AC] || 503/603 || 235/270 || 2.5 || 30.5%/37% || Anywhere || | ||
|- | |- | ||
| | | CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[AC] || 422 || 260 || 2.5 || 28.5% || Anywhere || | ||
|- | |- | ||
| | | CD, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A || 448 || 250 || 2.5 || 38.5% || Corner || | ||
|- | |- | ||
| | | 214BD, 623A(1) > 236236BD || 452 || 50 || 2.5 || 11% || Anywhere || | ||
|- | |- | ||
| 214BD > | | 214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K, 6A || 539 || 150 || 2.5 || 31% || Corner || | ||
|} | |} | ||
=== | ===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 | ||
|- | |- | ||
| '''Light''' > | | '''Light Starter''' > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236AC || 533 || 235 || 3 || 28.5% || Anywhere || No need to charge the super. | ||
|- | |||
| '''Heavy Starter''' > 41236A ~ 236C > 236236[P] > 236236BD || 670 || 230 || 3 || 31% || Anywhere || | |||
|- | |- | ||
| ''' | | '''Light Starter''' > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A || 554 || 225 || 3 || 37.5% || Corner || | ||
|- | |- | ||
| | | '''Heavy Starter''' > 214C, 623A(1) > 236236[P] > 236236BD, 6A || 714 || 260 || 3 || 46% || Corner || | ||
|- | |- | ||
| | | '''Starter''' > BC, cl.D > 214AC, 6B > 41236C > 2141236CD || 549/638 || 245/280 || 3 || 6.5%/13% || Anywhere || 1000 Quick Max combo. | ||
|- | |- | ||
| | | '''Starter''' > BC, cl.D > 41236A ~ 236C > 236236[P] > 2141236CD || 614/707 || 265/300 || 3 || 6.5%/13% || Anywhere || 1250 Quick Max combo. | ||
|- | |- | ||
| | | '''Starter''' > BC, cl.D > 6B > 41236A ~ 236C > 236236[P] > 2141236CD || 627/722 || 305/340 || 3 || 6.5%/13% || Anywhere || 1500 Quick Max combo. | ||
|- | |- | ||
| | | CD, run, 6B > 41236C ~ 236C > 236236[P] > 236236BD || 487 || 260 || 3 || 31.5% || Anywhere || Optimal in the corner as well. | ||
|- | |- | ||
| 214BD, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A || 571 || 160 || 3 || 28% || Corner || | |||
|- | |||
| '''Starter''' > 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A || 634/747 || 235/270 || 3.5 || 34.5%/41% || Anywhere || Carries corner to corner, so the 6A is guaranteed. You may need to microdash before the 6A. | |||
|- | |||
| '''Starter''' > 214AC, 6B > BC, 41236A, 623A(1) > 236236[P] > 2141236CD || 652/744 || 225/260 || 3.5 || 11.5/18% || Corner || Uses Quick Max mid juggle for an optimal corner combo. Charge [P] only briefly. This is strong, but the oki is significantly worse. Try to only use to close out a round. | |||
|- | |||
| CD > 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] > 236236BD, 6A || 544 || 260 || 3.5 || 32.5% || Midscreen || This will drop if Yashiro's back is too close to the corner. | |||
|- | |||
| CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A(1) > 236236[P] > 2141236CD || 625 || 250 || 3.5 || 12.5% || Corner || | |||
|- | |||
| 214BD, 623A(1) > 236236[P] > 236236BD || 623 || 50 || 3.5 || 11% || Anywhere || | |||
|- | |||
| 214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A || 629 || 150 || 3.5 || 31% || Corner || | |||
|} | |} | ||
=== | ===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 | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] > 236236BD, 6A || 647/747 || 235/270 || 4 || 32.5/39% || Anywhere || Carries corner to corner. Can be somewhat difficult, generally sticking to Quick Max is recommended unless you really need the metergain. | ||
|- | |- | ||
| ''' | | '''Starter''' > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K > 236236[AC], 6A || 649/749 || 225/260 || 4 || 37.5%/440 || Corner || | ||
|- | |- | ||
| ''' | | '''Starter''' > BC, cl.D > 41236A ~ 236C > 236236BD > 2141236CD || 698/798 || 265/300 || 4 || 6.5%/13% || Anywhere || 1250 Quick Max combo. Very efficient. | ||
|- | |- | ||
| ''' | | '''Starter''' > BC, cl.D > 214C, 623A(1) > 236236BD > 2141236CD || 709/813 || 295/330 || 4 || 6.5%/13% || Anywhere || 1500 Quick Max combo. | ||
|- | |- | ||
| | | '''Starter''' > 214AC, 6B > BC, 41236A, 623A(1) > 236236BD > 2141236CD || 722/821 || 225/260 || 4.5 || 11.5/18% || Corner || | ||
|} | |} | ||
=== | ===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 | ||
|- | |- | ||
| || | | '''Starter''' > 214AC, 41236AC ~ 236C, 6B > BC, 41236A > 236236[AC] > 2141236CD || 770/855 || 175/210 || 5 || 5% || Anywhere || | ||
|- | |||
| '''Starter''' > 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A(1) > 236236[AC] > 2141236CD || 797/885 || 225/260 || 5 || 5% || Corner || | |||
|} | |} | ||
=== | ==Other Starters== | ||
{|class="wikitable" | |||
! Combo!! Damage | ===Other Starters=== | ||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|- | |||
| 236CD || 75 || | |||
|- | |- | ||
| || | | 214BD || 80 || | ||
|} | |} | ||
=== | ===CD=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |||
| 6A || 103 || 190 || 0 || 0 || Corner || sets up a 6A OTG safejump | |||
|- | |||
| 6B > 214B || 175 || 200 || 0 || 0 || Anyhwere || | |||
|- | |||
| 6B > 426C~236A || 185 || 260 || 0 || 0 || Anywhere || | |||
|- | |||
| 214C, 623A || 193 || 280 || 0 || 0 || Corner || | |||
|- | |||
| 6B > 214D || 199 || 200 || 0 || 0 || Anyhwere || | |||
|- | |||
| 6B > 426C~236C || 197 || 260 || 0 || 0 || Anywhere || | |||
|- | |- | ||
| || | | 6B > 214A, 623A || 214 || 320 || 0 || 0 || Corner || Most damaging meterless corner route | ||
|- | |- | ||
| | |} | ||
===236CD=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | |||
|} | |||
===214BD=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | |||
|} | |} | ||
==External Links== | ==External Links== | ||
{{#ev:youtube| | {{#ev:youtube|jFlcsmB_mgY|||'''Yashiro Combos by Meno'''|frame}} | ||
{{#ev:youtube| | {{#ev:youtube|oHD1qRXW9lQ|||'''Yashiro combos 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 17:28, 18 April 2024
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 > 5A | 60 | Standard low confirm. 2A and f.A have identical reach, so 2A and 5A are interchangeable, but 2B > f.A > 2A will not connect. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6B | 127 | Damaging low starter. |
2A > cl.B, 2C > 6B | 158 | A link into a heavy from 2A. Leads to a lot of damage, but must be point blank to work. |
2C > 6B | 117 | Can combo from some ranges where close normals wouldn't come out, especially after some jump ins. |
cl.C > 6B | 117 | Slightly faster than 2C, little else of note. Use after a jump-in when near opponent. |
f.C | 70 | Cancelable far normal. Nice to have. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Any combo with a super in the corner can be followed up with an OTG 6A. 236236AC needs to connect meaty (e.g. having the opponent fall into the super) in order to be able to hit 6A after.
Rush Auto Combo
Combo | Damage | Meter cost | Notes |
---|---|---|---|
cl.A > A > A > B | 146 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 240 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 367 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 439 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214A | 134 | 155 | 0 | 20.5% | Anywhere | Quick and easy meterless BNB off a light starter. Ends in soft knockdown. |
2B > Rush Autocombo | 150 | 125 | 0 | 23% | Anywhere | Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. If you have above 1 bar of meter, make sure to end the auto combo in B to prevent a super, which would be a waste of meter. |
Heavy Starter > 214C, 623A | 308 | 310 | 0 | 45% | Anywhere | Your best meterless damage, but terrible oki. Omit 623A if you want to keep pressuring the opponent after. |
Heavy Starter > 214C, cl.D | 302 | 280 | 0 | 45% | Corner | Trades a little bit damage for better oki with the cl.D reset. |
CD, run, 6B > 41236C ~ 236C | 197 | 260 | 0 | 31.5% | Anywhere | You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning. |
CD, 6B > 623C, cl.D | 217 | 310 | 0 | 35.5% | Corner |
0.5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC, 6B > 41236C ~ 236C | 296/379 | 235/270 | 0.5 | 30.5%/37 | Anywhere | Max damage ender. Ends in a soft knockdown. Max damage from a heavy starter as well. |
Starter > 214AC, 6B > 214D | 286/368 | 175/210 | 0.5 | 28.5%/35% | Anywhere | Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage. |
Starter > 214AC, 6B > 623C, cl.D | 318/403 | 285/320 | 0.5 | 34.5%/41% | Corner | Ends in an air reset, giving Yashiro a lot of room to re-establish an offense. |
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A | 250 | 260 | 0.5 | 28.5% | Anywhere | |
CD, 41236AC ~ 236C, 6B > 623C, cl.D | 282 | 310 | 0.5 | 35.5% | Corner | |
214BD, 623A | 164 | 100 | 0.5 | 14% | Anywhere | Extension after landing 214BD. Alternatively, use cl.D to stay close. |
Heavy Starter > 236CD, cl.D > 6B > 214C, 623A | 362 | 420 | 0.5 | 105% | Anywhere | technically a meterless combo since it builds back the half bar spent |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC, 41236AC ~ 236C, 6B > 214D | 364/452 | 175/210 | 1 | 28.5%/35% | Anywhere | Max damage midscreen and ends in a hard knockdown. |
Starter > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D | 390/481 | 285/320 | 1 | 34.5%/41% | Corner | |
Heavy Starter > 214C, 623A(1) > 236236K, 6A | 464 | 260 | 1 | 46% | Corner | Weaker than the above combo, but ends in an OTG 6A which leads to a safe jump. Combo minus the 6A is possible midscreen, but not really worth doing. |
CD, run, 6B > 41236C ~ 236C > 236236[P] | 312 | 260 | 1 | 31.5% | Anywhere | When charging 236236P, release the button as the opponent reaches the apex of the launch. |
214BD, 214AC, 6B > 623C, cl.D | 347 | 210 | 1 | 28% | Corner | |
Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] | 422/515 | 235/270 | 1.5 | 30.5%/37% | Anywhere | When charging 236236P, release the button as the opponent reaches the apex of the launch. If timed correctly, you can go for an OTG 6A after in the corner. |
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] | 355 | 260 | 1.5 | 28.5% | Anywhere | |
CD, 41236AC ~ 236C, 6B > 214C, 623A(1) > 236236[P], 6A | 390 | 270 | 1.5 | 42.5% | Corner | Charge 236236P only briefly. If not held, it will whiff, if held too long, you won't have time to OTG 6A. |
214BD, 623A(1) > 236236K | 317 | 50 | 1.5 | 11% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > 623C, cl.D | 432 | 210 | 1.5 | 28% | Corner |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] | 466/564 | 235/270 | 2 | 28.5%/35% | Anywhere | Can add an OTG 6A in the corner. |
Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K > 6A | 479/579 | 225/260 | 2 | 37.5%/44% | Corner | Corner-only route that trades damage(above combo does more including OTG)for metergain. |
Stater > 214AC, 41236AC ~ 236C, 6B > 623C(2) > 236236P(hold) | 470/569 | 215/250 | 2 | 25%/33% | Corner | Highest damage for 2 bars but worse oki |
Starter > BC, cl.D > 6B > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D | 387/484 | 395/430 | 2 | 38%/46% | Mid Screen/Corner | 1000 Quick Max combo. Amazing corner carry. builds back a bit of meter and leaves Yashiro +15 and out of throw range able to continue his pressure. |
Starter > BC, cl.D > 214AC, 6B > 41236C > 236236K | 373/467 | 245/280 | 2 | 6.5%/13% | Anywhere | 1000 Quick Max combo. The sequence after the Quick Max is a little awkward in order to fit everything in within the timer. Pretty weak compared to his regular combos, but works consistently even after far B. |
Starter > BC, cl.D > 6B > 41236AC ~ 236C, 214A > 236236[P], 6A | 405/490 | 265/300 | 2 | 10.5%/17% | Anywhere | 1000 Quick Max corner combo. At 1250 and 1500, just do the midscreen combo and add an OTG 6A. |
Starter > BC, cl.D > 6B > 214AC, 6B > 41236C ~ 236C > 236236[P] | 432/521 | 345/380 | 2 | 6.5%/13% | Anywhere | 1250 and 1500 Quick Max combo. |
CD, run, 6B > 41236C ~ 236C > 236236[AC] | 386 | 260 | 2 | 31.5% | Anywhere | Optimal in the corner as well if you add an OTG 6A after. In order to have time for 6A, the super needs to hit very late, so release earlier than you normally would. |
214BD, 214AC, 6B > 41236C ~ 236C > 236236[P], 6A | 494 | 160 | 2 | 28% | Corner | |
Starter > 214AC, 6B > 41236C ~ 236C > 236236[AC] | 503/603 | 235/270 | 2.5 | 30.5%/37% | Anywhere | |
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[AC] | 422 | 260 | 2.5 | 28.5% | Anywhere | |
CD, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A | 448 | 250 | 2.5 | 38.5% | Corner | |
214BD, 623A(1) > 236236BD | 452 | 50 | 2.5 | 11% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K, 6A | 539 | 150 | 2.5 | 31% | Corner |
3 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236AC | 533 | 235 | 3 | 28.5% | Anywhere | No need to charge the super. |
Heavy Starter > 41236A ~ 236C > 236236[P] > 236236BD | 670 | 230 | 3 | 31% | Anywhere | |
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A | 554 | 225 | 3 | 37.5% | Corner | |
Heavy Starter > 214C, 623A(1) > 236236[P] > 236236BD, 6A | 714 | 260 | 3 | 46% | Corner | |
Starter > BC, cl.D > 214AC, 6B > 41236C > 2141236CD | 549/638 | 245/280 | 3 | 6.5%/13% | Anywhere | 1000 Quick Max combo. |
Starter > BC, cl.D > 41236A ~ 236C > 236236[P] > 2141236CD | 614/707 | 265/300 | 3 | 6.5%/13% | Anywhere | 1250 Quick Max combo. |
Starter > BC, cl.D > 6B > 41236A ~ 236C > 236236[P] > 2141236CD | 627/722 | 305/340 | 3 | 6.5%/13% | Anywhere | 1500 Quick Max combo. |
CD, run, 6B > 41236C ~ 236C > 236236[P] > 236236BD | 487 | 260 | 3 | 31.5% | Anywhere | Optimal in the corner as well. |
214BD, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A | 571 | 160 | 3 | 28% | Corner | |
Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A | 634/747 | 235/270 | 3.5 | 34.5%/41% | Anywhere | Carries corner to corner, so the 6A is guaranteed. You may need to microdash before the 6A. |
Starter > 214AC, 6B > BC, 41236A, 623A(1) > 236236[P] > 2141236CD | 652/744 | 225/260 | 3.5 | 11.5/18% | Corner | Uses Quick Max mid juggle for an optimal corner combo. Charge [P] only briefly. This is strong, but the oki is significantly worse. Try to only use to close out a round. |
CD > 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] > 236236BD, 6A | 544 | 260 | 3.5 | 32.5% | Midscreen | This will drop if Yashiro's back is too close to the corner. |
CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A(1) > 236236[P] > 2141236CD | 625 | 250 | 3.5 | 12.5% | Corner | |
214BD, 623A(1) > 236236[P] > 236236BD | 623 | 50 | 3.5 | 11% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A | 629 | 150 | 3.5 | 31% | Corner |
4 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] > 236236BD, 6A | 647/747 | 235/270 | 4 | 32.5/39% | Anywhere | Carries corner to corner. Can be somewhat difficult, generally sticking to Quick Max is recommended unless you really need the metergain. |
Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K > 236236[AC], 6A | 649/749 | 225/260 | 4 | 37.5%/440 | Corner | |
Starter > BC, cl.D > 41236A ~ 236C > 236236BD > 2141236CD | 698/798 | 265/300 | 4 | 6.5%/13% | Anywhere | 1250 Quick Max combo. Very efficient. |
Starter > BC, cl.D > 214C, 623A(1) > 236236BD > 2141236CD | 709/813 | 295/330 | 4 | 6.5%/13% | Anywhere | 1500 Quick Max combo. |
Starter > 214AC, 6B > BC, 41236A, 623A(1) > 236236BD > 2141236CD | 722/821 | 225/260 | 4.5 | 11.5/18% | Corner |
5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A > 236236[AC] > 2141236CD | 770/855 | 175/210 | 5 | 5% | Anywhere | |
Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A(1) > 236236[AC] > 2141236CD | 797/885 | 225/260 | 5 | 5% | Corner |
Other Starters
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
236CD | 75 | |
214BD | 80 |
CD
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
6A | 103 | 190 | 0 | 0 | Corner | sets up a 6A OTG safejump |
6B > 214B | 175 | 200 | 0 | 0 | Anyhwere | |
6B > 426C~236A | 185 | 260 | 0 | 0 | Anywhere | |
214C, 623A | 193 | 280 | 0 | 0 | Corner | |
6B > 214D | 199 | 200 | 0 | 0 | Anyhwere | |
6B > 426C~236C | 197 | 260 | 0 | 0 | Anywhere | |
6B > 214A, 623A | 214 | 320 | 0 | 0 | Corner | Most damaging meterless corner route |
236CD
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|
214BD
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|