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The King of Fighters XV/Elisabeth Blanctorche/Combos: Difference between revisions

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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.
|-
| '''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 > 2B > 5B''' ||  || Standard low light confirm.
|-
| 2B > 2B > 2B ||  ||
|-
| 2B > 2A ||  ||
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > cl.C > 6A''' || 176  || Standard jump-in starter.
|-
| cl.D > 6A || 122 || Most damaging starter, but slow. Use after a deep jump-in or as a punish.
|-
| cl.A, cl.C > 6A || 131 || Jab link into cl.C from cl.A.
|-
| f.C || 70 ||
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
'''General Notes'''


* '''Light Starter''' will denote a 2B >2B > 5B starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
'''General Notes:'''
** 2B > 2B > 2B
 
** 2B > 2A
* '''Character Specific Route# =''' This route '''only''' works the characters listed below. On other characters, the first 236A whiffs.
* '''Heavy Starter''' will denote a cl.D > 6A starter. Other heavy starters include, but not limited to:
''Heidern, Dolores, Iori, Kukri, Yashiro, K', Maxima, Antonov, Dinosaur, Robert, Vanessa, Rock, Yamazaki, O.Yashiro, Darli, Duo Lon, Rugal, Goenitz''
** cl.C > 6A
** cl.A, cl.C > 6A
** f.C
* Any combo using aforementioned starters can be used after a jump in.


===Rush Auto Combo===
===Rush Auto Combo===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || ||  || 0 ||  || Anywhere|| Rush combo ending in a special move
|  cl.A > A > A > B || 138 || 0 || Rush combo ending in a 214A special move  
|-
|-
|  cl.A > A > A > C || ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || 240 || 1 || Rush combo ending in a 236236A super
|-
|-
|  cl.A > A > A > D || ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || 367 || 2 || Rush combo ending in a 236236AC Max super
|-
|-
|  cl.A > A > A > A || ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 458 || 3 || Rush combo ending in a Climax super
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623A, Far D/214A || 191 || 200 || 0 || 25% || Anywhere || Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.
| '''Light Starter''' > 623A, Far D/214A || 162 || 160/170 || 0 || 25% || Anywhere || Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.
|-
|-
| '''Light Starter''' > 214A || 153 || 150 || 0 || 20% || Anywhere || Easy light confirm.
| '''Light Starter''' > 214A || 124 || 120 || 0 || 20% || Anywhere || Easy light confirm.
|-
|-
| '''Heavy Starter''' > 623C, Far D/214A || 253 || 240 || 0 || 35% || Anywhere || Heavy confirm.  
| '''Heavy Starter''' > 623C, Far D/214A || 243 || 240/230 || 0 || 35% || Anywhere || Heavy confirm.  
|-
|-
| '''Light Starter''' > 623A, 214B/D || 199 || 210 || 0 || 30% || Corner ||
| '''Light Starter''' > 623A, 214K || 170 || 180 || 0 || 30% || Corner ||
|-
|-
| '''Heavy Starter''' > 623C, 623A, 214B/D || 299 || 290 || 0 || 45% || Corner ||
| '''Heavy Starter''' > 623C, 623A, 214K || 289 || 290 || 0 || 45% || Corner ||
|-
|-
| CD, run, Far D || 143 || 170 || 0 || 20% || Anywhere || CD confirm from anywhere.
| CD, run, Far D || 131 || 170 || 0 || 20% || Anywhere || CD confirm from anywhere.
|-
|-
| CD, 6A > 623C, 623A, 214B/D || 269 || 320 || 0 || 45% || Corner ||  
| CD, 6A > 623C, 623A, 214K || 230 || 320 || 0 || 45% || Corner ||  
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, Far D/214A || 288 || 260 || 0.5 || 30% || Anywhere || Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.
| '''Light Starter''' > 623AC, 6A > 623C, Far D/214A || 259 || 230/220 || 0.5 || 30% || Anywhere || Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.
|-
|-
| '''Light Starter''' > 623A, 623AC, 214B/cl.D || 250 || 210 || 0.5 || 30% || Anywhere || Easier light confirm. Choose your ender for an air reset or soft knockdown.  
| '''Light Starter''' > 623A, 623AC, 214B/cl.D || 221/214 || 280/270 || 0.5 || 30% || Anywhere || Easier light confirm. Choose your ender for an air reset or soft knockdown.  
|-
|-
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B/214C || 379 || 330 || 0.5 || 55% || Anywhere || Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown for slightly less damage.
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B/214C || 369/376 || 330 || 0.5 || 55% || Anywhere || Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown and slightly more damage.
|-
|-
| '''Light Starter''' > 623A, 214BD, 6A > 214B/D, cl.C || 340 || 320 || 0.5 || 40% || Corner ||
| '''Light Starter''' > 623A, 214BD, 6A > 214K, cl.C || 311 || 390 || 0.5 || 40% || Corner ||
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214B/D || 325 || 310 || 0.5 || 45% || Corner || Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214K || 296 || 280 || 0.5 || 45% || Corner || Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.
|-
|-
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214B/D, cl.C || 442 || 400 || 0.5 || 60% || Corner || Delay the juggled 6A or the 214BD slightly to get the combo to work.
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214K, cl.C || 432 || 400 || 0.5 || 60% || Corner || Delay the juggled 6A or the 214BD slightly to get the combo to work.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214B/D, cl.C || 440 || 400 || 0.5 || 60% || Corner || Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214K, cl.C || 430 || 400 || 0.5 || 60% || Corner || Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.
|-
|-
| CD, run, 623AC, 6A > 623C, Far D/214A || 278 || 270 || 0.5 || 30% || Anywhere || CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.
| CD, run, 623AC, 6A > 623C, Far D/214A || 239 || 270/260 || 0.5 || 30% || Anywhere || CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.
|-
|-
| CD, 6A > 623C, 623A, 214BD, 214B, cl.D || 375 || 390 || 0.5 || 55% || Corner ||
| CD, 6A > 623C, 623A, 214BD, 214B, cl.D || 311 || 390 || 0.5 || 55% || Corner ||
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214A > 236236A/C || 313 || 150 || 1 || 25% || Anywhere || Simple super cancel combo.
| '''Light Starter''' > 214A > 236236C || 284 || 120 || 1 || 20% || Anywhere || Simple super cancel combo. It is beneficial to get use to only using the C version of this super in combos because it works in every single situation a super cancel of the A version does except it doesn't lose hits if mistimed. It also makes cancelling into climax less likely to whiff.
|-
|-
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, Far D || 351 || 260 || 1 || 40% || Anywhere || Optimal light confirm.
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, Far D || 322 || 230 || 1 || 40% || Anywhere || Optimal light confirm.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214BD, run, Far D || 431 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm.
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214BD, run, Far D || 421 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm.
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D || 423 || 380 || 1 || 55% || Corner || Optimal light confirm.
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D || 394 || 350 || 1 || 55% || Corner || Optimal light confirm.
|-
|-
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D  || 486 || 400 || 1 || 60% || Corner || Optimal heavy corner confirm.  
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D  || 476 || 400 || 1 || 60% || Corner || Optimal heavy corner confirm.  
|-
|-
| j.CD, 236214A/C || 202 || 80 || 1 || 10% || Anywhere || Remember that any stray hit can convert into 236214A/C.
| j.CD, 236214P || 212 || 80 || 1 || 8% || Anywhere || Remember that any stray hit can convert into 236214P.
|-
|-
| CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D || 412 || 390 || 1 || 55% || Corner || Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.
| CD, 6A > 623C, 623AC, 623A, 214BD, 214K, cl.D || 337 || 390 || 1 || 55% || Corner || Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.
|-
|-
| 236CD, 6A > 623C, Far D/214A || 258 || 170 || 1 || 70% || Anywhere || 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.
| 236CD, 6A > 623C, Far D/214A || 258 || 170 || 1 || 70% || Anywhere || 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.
|-
|-
| 236CD, 6A > 623C, 623A, 214B/D || 307 || 220 || 1 || 85% || Corner || Your corner Shatter Strike combos will match your CD combos.
| 236CD, 6A > 623C, 623A, 214K || 307 || 220 || 1 || 85% || Corner || Your corner Shatter Strike combos will match your CD combos.
|-
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236C || 389 || 220 || 1.5 || 40% || Anywhere ||
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236A/C || 418 || 250 || 1.5 || 40% || Anywhere ||
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236C || 499 || 330 || 1.5 || 55% || Anywhere || Use 236236C's slower startup to ensure the super lands all of the hits.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236A/C || 509 || 330 || 1.5 || 55% || Anywhere || Delay the 214B/D to make sure the super lands all of the hits.
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214K > 236236C || 430 || 280 || 1.5 || 45% || Corner ||
|-
|-
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214B/D > 236236A/C || 459 || 310 || 1.5 || 45% || Corner ||
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214K, cl.C > 236214P || 518 || 400 || 1.5 || 60% || Corner ||
|-
|-
| '''Heavy Starter''' > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C || 528 || 400 || 1.5 || 60% || Corner ||
| CD, 6A > 623C, 623A, 214BD, 214K, cl.D > 236214P || 394 || 390 || 1.5 || 60% || Corner ||
|-
|-
| CD, 6A > 623C, 623A, 214BD, 214D, cl.D > 236214A/C || 459 || 390 || 1.5 || 60% || Corner ||
| '''Heavy Starter''' > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, 214K, cl.C || 494 || 560 || 1 || 70% || Corner || '''Character Specific Route#''' Optimal corner combo with massive stun damage.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236A/C || 471 || 250 || 2 || 45% || Anywhere || Optimal confirm from heavies midscreen as well, dealing 536 damage.
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236C || 442 || 220 || 2 || 45% || Anywhere || Optimal confirm from heavies midscreen as well, dealing 536 damage.
|-
|-
| '''Heavy Starter''' > 623C, 214A > 236236AC || 522 || 230 || 2 || 35% || Anywhere || If you accidentally go into your regular '''Heavy Starter''' route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.
| '''Heavy Starter''' > 623C, 214A > 236236AC || 523 || 230 || 2 || 35% || Anywhere || If you accidentally go into your regular '''Heavy Starter''' route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 236236A/C || 432/489 || 380/400 || 2 || 10% || Anywhere || 1000 Max Gauge combo. cl.C can be used over cl.D for consistency.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214K > 236236C || 403/490 || 350/400 || 2 || 10% || Anywhere || 1000 Max Gauge combo. cl.C can be used over cl.D for consistency.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 236236A/C || 451/511 || 420/440 || 2 || 10% || Anywhere || 1250 and 1500 Max Guage combo. You'll have to delay the 214B/D slightly to get it to fit within the Max timer if you're on 2nd position.  
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214K > 236236C || 422/501 || 390/440 || 2 || 10% || Anywhere || 1250 and 1500 Max Gauge combo. You'll have to delay the 214K slightly to get it to fit within the Max timer if you're on 2nd position.  
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214A/C || 506 || 380 || 2 || 60% || Corner ||
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D > 236P > 236214P || 489 || 430 || 2 || 60% || Corner ||
|-
|-
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214A/C || 570 || 400 || 2 || 60% || Corner ||
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D > 236P > 236214P || 572 || 480 || 2 || 60% || Corner ||
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623A, 214BD, 6A > 214B/D > 236236A/C || 431/488 || 360/400 || 2 || 10% || Corner || 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214K > 236236C || 415/492 || 350/400 || 2 || 10% || Corner || 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 236236A/C || 462/523 || 420/460 || 2 || 10% || Corner || 1250 and 1500 Max Gauge combo.
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236AC || 486 || 220 || 2.5 || 40% || Anywhere ||  
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, 214A > 236236AC || 515 || 250 || 2.5 || 40% || Anywhere ||  
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236AC || 596 || 330 || 2.5 || 55% || Anywhere || Unlike combos with 236236C, you have to delay the 2A timing to hit lower so that the super get in all of its hits.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > 214B > 236236AC || 606 || 330 || 2.5 || 55% || Anywhere ||
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214K > 236236AC || 520 || 280 || 2.5 || 45% || Corner || Like the above combo, except delay 214 K.
|-
|-
| '''Light Starter''' > 623A, 214BD, 6A > 623C, 214B/D > 236236AC || 549 || 310 || 2.5 || 45% || Corner ||
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214K > 236236AC || 612 || 330 || 2.5 || 55% || Corner || Delay 6A.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > 214B/D > 236236AC || 622 || 330 || 2.5 || 55% || Corner || Different than the optimal 1.5 bar combo.
| j.CD, 236214AC || 334 || 80 || 1 || 8% || Anywhere || Like with 236214P, any stray hit also converts into the MAX version. Due to better scaling, spending 2 meters is as exactly as efficient as spending 1. MAX supers usually deal only about 70%~80% more damage for double the meter.
|-
| '''Heavy Starter''' > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, cl.C > 236P > 236214P || 589 || 640 || 2 || 75% || Corner || '''Character Specific Route#''' Optimal corner combo with massive stun damage while building almost 75% of a bar back. Can be done starting with 1.5 bars.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623A, 214A > 236236A/C > 236214AC || 565 || 190 || 3 || 30% || Anywhere || Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.
| '''Light Starter''' > 623A, 214A > 236236C > 236214AC || 536 || 160 || 3 || 30% || Anywhere || Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.
|-
|-
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236AC || 561 || 250 || 3 || 40% || Anywhere || Alternate light confirm that does similar damage.
| '''Light Starter''' > 623A, 623AC, 214BD, 623C, 214A > 236236AC || 532 || 220 || 3 || 40% || Anywhere || Alternate light confirm that does similar damage.
|-
|-
| '''Heavy Starter''' > 623C, 214A > 236236A/C > 236214AC || 644 || 230 || 3 || 35% || Anywhere ||  
| '''Heavy Starter''' > 623C, 214A > 236236C > 236214AC || 634 || 230 || 3 || 35% || Anywhere ||  
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 214236CD || 622/679 || 380/400 || 3 || 10% || Anywhere || 1000 Max Guage combo. Elisabeth's best use of 3 bars.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623AC, 6A > 214K > 214236CD || 543/619 || 350/400 || 3 || 10% || Anywhere || 1000 Max Gauge combo. Elisabeth's best use of 3 bars.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236A/C > 214236CD || 642/703 || 260/280 || 3 || 10% || Anywhere || 1250 Max Guage combo.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236C > 214236CD || 563/663 || 230/280 || 3 || 10% || Anywhere || 1250 Max Gauge combo.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 214236CD || 641/701 || 420/440 || 3 || 10% || Anywhere || Alternate 1250 Max Guage combo. Technically less damage but generates much more stun.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214K > 214236CD || 562/671 || 390/440 || 3 || 10% || Anywhere || Alternate 1250 Max Gauge combo. Technically less damage but generates much more stun.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236A/C > 214236CD || 669/734 || 320/340 || 3 || 10% || Anywhere || 1500 Max Guage combo.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236P > 214236CD || 590/674 || 290/340 || 3 || 10% || Anywhere || 1500 Max Gauge combo.
|-
|-
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214AC || 582 || 380 || 3 || 60% || Corner ||
| '''Light Starter''' > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D > 236214AC || 558 || 350 || 3 || 60% || Corner ||
|-
|-
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214AC || 651 || 400 || 3 || 60% || Corner ||
| '''Heavy Starter''' > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D > 236214AC || 641 || 400 || 3 || 60% || Corner ||
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214B/D > 214236CD || 634/692 || 380/400 || 3 || 10% || Corner || 1000 Max Guage combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Guage before the Climax. Stick with the midscreen combo if you aren't confident in your timing.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214BD, 6A > 214K > 214236CD || 555/632 || 350/400 || 3 || 10% || Corner || 1000 Max Gauge combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Gauge before the Climax. Stick with the midscreen combo if you aren't confident in your timing.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 214236CD || 652/713 || 420/440 || 3 || 10% || Corner || 1250 Max Guage combo. Requires another slight delay on the 6A.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214K > 214236CD || 573/653 || 390/440 || 3 || 10% || Corner || 1250 Max Gauge combo. Requires another slight delay on the 6A.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214B/D > 236236A/C > 214236CD || 675/740 || 340/360 || 3 || 10% || Corner || 1500 Max Guage combo. Delay the 214B/D to right before they hit the ground.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214K > 236236C > 214236CD || 596/680 || 310/360 || 3 || 10% || Corner || 1500 Max Gauge combo. Again, remember to maintain the good habit of using the C version of 236236 for combos so that you don't have to delay the previous moves.
|-
|-
| '''Light Starter''' > 623AC, 6A > BC, 623C, 214A > 236236A/C > 214236CD || 673 || 250 || 3.5 || 20% || Anywhere || This does marginally more than a 1250 Max Guage combo.
| '''Light Starter''' > 623AC, 6A > BC, 623C, 214A > 236236C > 214236CD || 594 || 220 || 3.5 || 20% || Anywhere || This does marginally more than a 1250 Max Gauge combo.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > BC, 214A > 236236A/C > 214236CD || 764 || 310 || 3.5 || 35% || Anywhere || More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage.
| '''Heavy Starter''' > 623C, 623A, 623AC, 6A > BC, dl. 214A > 236236C > 214236CD || 704 || 310 || 3.5 || 35% || Anywhere || More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage. If the 236236C version is used, 214A does not have to be delayed as much and the combo is much easier to land.
|-
|-
| '''Light Starter''' > 623A, 214BD, 6A > BC, 623C, 214B/D > 236236A/C > 214236CD || 713 || 310 || 3.5 || 20% || Corner || Delay the 6A as much as possible.
| '''Light Starter''' > 623A, 214BD, 6A > BC, 623C, dl. 214K > 236236C > 214236CD || 634 || 280 || 3.5 || 20% || Corner || Delay the 214K as much as possible.
|-
|-
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > BC, 214B/D > 236236A/C > 214236CD || 786 || 330 || 3.5 || 35% || Corner || Delay the 6A here as well. 214C can be used instead of 214B/D.
| '''Heavy Starter''' > 623C, 623A, 214BD, 6A > BC, 214K > 236236C > 214236CD || 726 || 330 || 3.5 || 35% || Corner || Delay the 6A here. 214C can be used instead of 214K.


|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236AC > 214236CD || 732/800 || 260/280 || 4 || 10% || Anywhere || 1250 Max Guage combo. Your Max confirms are much more meter efficient here than non-Max combos.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 214A > 236236AC > 214236CD || 653/760 || 230/280 || 4 || 10% || Anywhere || 1250 Max Gauge combo. Your Max confirms are much more meter efficient here than non-Max combos.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD || 751/824 || 320/340 || 4 || 10% || Anywhere || 1500 Max Guage combo.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD || 672/764 || 290/340 || 4 || 10% || Anywhere || 1500 Max Gauge combo.
|-
|-
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236A/C > 214236CD || 764 || 310 || 4 || 30% || Corner || Works with 1250 Max Guage. You'll need to delay the 214B/D. You can also use 214C.
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, dl. 214K > 236236C > 214236CD || 685 || 280 || 4 || 30% || Corner || Works with 1250 Max Gauge. Use 236236C and you won't have to delay the 214K as much, making the combo much easier. You can also use 214C.
|-
|-
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236A/C > 214236CD || 823 || 330 || 4 || 35% || Corner || Stronger than her 1250 Max confirm, but weaker than her 1500 confirm.
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, dl. 214K > 236236C > 214236CD || 763 || 330 || 4 || 35% || Corner || Stronger than her 1250 Max confirm, but weaker than her 1500 confirm.
|-
|-
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214B/D > 236236AC > 214236CD || 757/830 || 340/360 || 4 || 10% || Corner || 1500 Max Guage corner combo.
| '''Light'''/'''Heavy Starter''' > BC, cl.D > 6A > 623C, 214K > 236236AC > 214236CD || 678/770 || 310/360 || 4 || 10% || Corner || 1500 Max Gauge corner combo.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD || 839 || 310 || 5 || 20% || Corner || Overall Elizabeth can't spend 5 meter that well except for these two corner combos.
| '''Light Starter''' > 623A, 214BD, 623C, 623AC, 6A > BC, 214K > 236236AC > 214236CD || 760 || 280 || 5 || 20% || Corner || Overall Elizabeth can't spend 5 meter that well except for these two corner combos.
|-
|-
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD || 898 || 330 || 5 || 15% || Corner ||
| '''Heavy Starter''' > 623C, 214BD, 623A, 623AC, 6A > BC, 214K > 236236AC > 214236CD || 838 || 330 || 5 || 15% || Corner ||
|-
| '''Heavy Starter''' > 623C, 623A, 236AC, BC, 623AC, 6A > 214K > 236236P > 236214AC > 214236CD || 974 || 330 || 5 || 15% || Corner || TOD if jump-in is included
|-
| 236CD, BC, 236214P > 236236AC > 214236CD || 698 || 0 || 4.5 || 50% || Corner || Elisabeth gets a raw max confirm off a raw (ground) shatter strike
|}
|}


==External Links==
==External Links==
{{#ev:youtube|5RdHtJzWLRs|||'''Elizabeth Combos by Meno'''|frame}}
{{#ev:youtube|5RdHtJzWLRs|||'''Elizabeth Combos by Meno'''|frame}}
{{#ev:youtube|LTzMRMOtq20|||'''Elizabeth Combos by Kakuge'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Latest revision as of 16:58, 11 December 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.
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 > 2B > 5B Standard low light confirm.
2B > 2B > 2B
2B > 2A

Heavy Starters

Combo Damage Notes
j.X > cl.C > 6A 176 Standard jump-in starter.
cl.D > 6A 122 Most damaging starter, but slow. Use after a deep jump-in or as a punish.
cl.A, cl.C > 6A 131 Jab link into cl.C from cl.A.
f.C 70

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes:

  • Character Specific Route# = This route only works the characters listed below. On other characters, the first 236A whiffs.
Heidern, Dolores, Iori, Kukri, Yashiro, K', Maxima, Antonov, Dinosaur, Robert, Vanessa, Rock, Yamazaki, O.Yashiro, Darli, Duo Lon, Rugal, Goenitz

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 138 0 Rush combo ending in a 214A special move
cl.A > A > A > C 240 1 Rush combo ending in a 236236A super
cl.A > A > A > D 367 2 Rush combo ending in a 236236AC Max super
cl.A > A > A > A 458 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, Far D/214A 162 160/170 0 25% Anywhere Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.
Light Starter > 214A 124 120 0 20% Anywhere Easy light confirm.
Heavy Starter > 623C, Far D/214A 243 240/230 0 35% Anywhere Heavy confirm.
Light Starter > 623A, 214K 170 180 0 30% Corner
Heavy Starter > 623C, 623A, 214K 289 290 0 45% Corner
CD, run, Far D 131 170 0 20% Anywhere CD confirm from anywhere.
CD, 6A > 623C, 623A, 214K 230 320 0 45% Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623AC, 6A > 623C, Far D/214A 259 230/220 0.5 30% Anywhere Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.
Light Starter > 623A, 623AC, 214B/cl.D 221/214 280/270 0.5 30% Anywhere Easier light confirm. Choose your ender for an air reset or soft knockdown.
Heavy Starter > 623C, 623A, 623AC, 6A > 214B/214C 369/376 330 0.5 55% Anywhere Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown and slightly more damage.
Light Starter > 623A, 214BD, 6A > 214K, cl.C 311 390 0.5 40% Corner
Light Starter > 623AC, 6A > 623C, 623A, 214K 296 280 0.5 45% Corner Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.
Heavy Starter > 623C, 214BD, 6A > 623A, 214K, cl.C 432 400 0.5 60% Corner Delay the juggled 6A or the 214BD slightly to get the combo to work.
Heavy Starter > 623C, 623A, 214BD, 6A > 214K, cl.C 430 400 0.5 60% Corner Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.
CD, run, 623AC, 6A > 623C, Far D/214A 239 270/260 0.5 30% Anywhere CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.
CD, 6A > 623C, 623A, 214BD, 214B, cl.D 311 390 0.5 55% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236C 284 120 1 20% Anywhere Simple super cancel combo. It is beneficial to get use to only using the C version of this super in combos because it works in every single situation a super cancel of the A version does except it doesn't lose hits if mistimed. It also makes cancelling into climax less likely to whiff.
Light Starter > 623A, 623AC, 214BD, 623C, Far D 322 230 1 40% Anywhere Optimal light confirm.
Heavy Starter > 623C, 623A, 623AC, 6A > 214BD, run, Far D 421 320 1 45% Anywhere Optimal heavy confirm.
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D 394 350 1 55% Corner Optimal light confirm.
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D 476 400 1 60% Corner Optimal heavy corner confirm.
j.CD, 236214P 212 80 1 8% Anywhere Remember that any stray hit can convert into 236214P.
CD, 6A > 623C, 623AC, 623A, 214BD, 214K, cl.D 337 390 1 55% Corner Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.
236CD, 6A > 623C, Far D/214A 258 170 1 70% Anywhere 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.
236CD, 6A > 623C, 623A, 214K 307 220 1 85% Corner Your corner Shatter Strike combos will match your CD combos.
Light Starter > 623AC, 6A > 623C, 214A > 236236C 389 220 1.5 40% Anywhere
Heavy Starter > 623C, 623A, 623AC, 6A > 214B > 236236C 499 330 1.5 55% Anywhere Use 236236C's slower startup to ensure the super lands all of the hits.
Light Starter > 623A, 214BD, 6A > 623C, 214K > 236236C 430 280 1.5 45% Corner
Heavy Starter > 623C, 214BD, 6A > 623A, 214K, cl.C > 236214P 518 400 1.5 60% Corner
CD, 6A > 623C, 623A, 214BD, 214K, cl.D > 236214P 394 390 1.5 60% Corner
Heavy Starter > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, 214K, cl.C 494 560 1 70% Corner Character Specific Route# Optimal corner combo with massive stun damage.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, 623AC, 214BD, 623C, 214A > 236236C 442 220 2 45% Anywhere Optimal confirm from heavies midscreen as well, dealing 536 damage.
Heavy Starter > 623C, 214A > 236236AC 523 230 2 35% Anywhere If you accidentally go into your regular Heavy Starter route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623AC, 6A > 214K > 236236C 403/490 350/400 2 10% Anywhere 1000 Max Gauge combo. cl.C can be used over cl.D for consistency.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214K > 236236C 422/501 390/440 2 10% Anywhere 1250 and 1500 Max Gauge combo. You'll have to delay the 214K slightly to get it to fit within the Max timer if you're on 2nd position.
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D > 236P > 236214P 489 430 2 60% Corner
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D > 236P > 236214P 572 480 2 60% Corner
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214BD, 6A > 214K > 236236C 415/492 350/400 2 10% Corner 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.
Light Starter > 623AC, 6A > 623C, 214A > 236236AC 486 220 2.5 40% Anywhere
Heavy Starter > 623C, 623A, 623AC, 6A > 214B > 236236AC 596 330 2.5 55% Anywhere Unlike combos with 236236C, you have to delay the 2A timing to hit lower so that the super get in all of its hits.
Light Starter > 623A, 214BD, 6A > 623C, 214K > 236236AC 520 280 2.5 45% Corner Like the above combo, except delay 214 K.
Heavy Starter > 623C, 623A, 214BD, 6A > 214K > 236236AC 612 330 2.5 55% Corner Delay 6A.
j.CD, 236214AC 334 80 1 8% Anywhere Like with 236214P, any stray hit also converts into the MAX version. Due to better scaling, spending 2 meters is as exactly as efficient as spending 1. MAX supers usually deal only about 70%~80% more damage for double the meter.
Heavy Starter > 623C, 214BD, 236AC > 236C, 236A, 6A > 623A, cl.C > 236P > 236214P 589 640 2 75% Corner Character Specific Route# Optimal corner combo with massive stun damage while building almost 75% of a bar back. Can be done starting with 1.5 bars.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, 214A > 236236C > 236214AC 536 160 3 30% Anywhere Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.
Light Starter > 623A, 623AC, 214BD, 623C, 214A > 236236AC 532 220 3 40% Anywhere Alternate light confirm that does similar damage.
Heavy Starter > 623C, 214A > 236236C > 236214AC 634 230 3 35% Anywhere
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623AC, 6A > 214K > 214236CD 543/619 350/400 3 10% Anywhere 1000 Max Gauge combo. Elisabeth's best use of 3 bars.
Light/Heavy Starter > BC, cl.D > 6A > 214A > 236236C > 214236CD 563/663 230/280 3 10% Anywhere 1250 Max Gauge combo.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214K > 214236CD 562/671 390/440 3 10% Anywhere Alternate 1250 Max Gauge combo. Technically less damage but generates much more stun.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214A > 236236P > 214236CD 590/674 290/340 3 10% Anywhere 1500 Max Gauge combo.
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214K, cl.D > 236214AC 558 350 3 60% Corner
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214K, cl.D > 236214AC 641 400 3 60% Corner
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214BD, 6A > 214K > 214236CD 555/632 350/400 3 10% Corner 1000 Max Gauge combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Gauge before the Climax. Stick with the midscreen combo if you aren't confident in your timing.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214K > 214236CD 573/653 390/440 3 10% Corner 1250 Max Gauge combo. Requires another slight delay on the 6A.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214K > 236236C > 214236CD 596/680 310/360 3 10% Corner 1500 Max Gauge combo. Again, remember to maintain the good habit of using the C version of 236236 for combos so that you don't have to delay the previous moves.
Light Starter > 623AC, 6A > BC, 623C, 214A > 236236C > 214236CD 594 220 3.5 20% Anywhere This does marginally more than a 1250 Max Gauge combo.
Heavy Starter > 623C, 623A, 623AC, 6A > BC, dl. 214A > 236236C > 214236CD 704 310 3.5 35% Anywhere More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage. If the 236236C version is used, 214A does not have to be delayed as much and the combo is much easier to land.
Light Starter > 623A, 214BD, 6A > BC, 623C, dl. 214K > 236236C > 214236CD 634 280 3.5 20% Corner Delay the 214K as much as possible.
Heavy Starter > 623C, 623A, 214BD, 6A > BC, 214K > 236236C > 214236CD 726 330 3.5 35% Corner Delay the 6A here. 214C can be used instead of 214K.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > BC, cl.D > 6A > 214A > 236236AC > 214236CD 653/760 230/280 4 10% Anywhere 1250 Max Gauge combo. Your Max confirms are much more meter efficient here than non-Max combos.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD 672/764 290/340 4 10% Anywhere 1500 Max Gauge combo.
Light Starter > 623A, 214BD, 623C, 623AC, 6A > BC, dl. 214K > 236236C > 214236CD 685 280 4 30% Corner Works with 1250 Max Gauge. Use 236236C and you won't have to delay the 214K as much, making the combo much easier. You can also use 214C.
Heavy Starter > 623C, 214BD, 623A, 623AC, 6A > BC, dl. 214K > 236236C > 214236CD 763 330 4 35% Corner Stronger than her 1250 Max confirm, but weaker than her 1500 confirm.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214K > 236236AC > 214236CD 678/770 310/360 4 10% Corner 1500 Max Gauge corner combo.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, 214BD, 623C, 623AC, 6A > BC, 214K > 236236AC > 214236CD 760 280 5 20% Corner Overall Elizabeth can't spend 5 meter that well except for these two corner combos.
Heavy Starter > 623C, 214BD, 623A, 623AC, 6A > BC, 214K > 236236AC > 214236CD 838 330 5 15% Corner
Heavy Starter > 623C, 623A, 236AC, BC, 623AC, 6A > 214K > 236236P > 236214AC > 214236CD 974 330 5 15% Corner TOD if jump-in is included
236CD, BC, 236214P > 236236AC > 214236CD 698 0 4.5 50% Corner Elisabeth gets a raw max confirm off a raw (ground) shatter strike

External Links

Elizabeth Combos by Meno
Elizabeth Combos by Kakuge

Navigation

The King of Fighters XV
System

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Characters