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The King of Fighters XV/Isla/Combos: Difference between revisions
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! Notation !! Meaning | ! 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'). | | '''>''' || 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'). | ||
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| ''',''' || Link the previous move into the following move. | | ''',''' || 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 | | '''(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. | | '''~''' || Cancel the previous special into the following special. | ||
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| '''AA''' || Anti-air. Hit the opponent while they're mid-air. | | '''AA''' || Anti-air. Hit the opponent while they're mid-air. | ||
|- | |- | ||
| '''[X]''' || Hold input. | | '''[X]''' || Hold input briefly. | ||
|- | |- | ||
| '''X * N''' || Repeat 'X' input 'N' amount of times. | | '''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 "{}". | |||
|- | |- | ||
|} | |} | ||
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==Combos== | ==Combos== | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! | ! Combo!! Damage !! Meter cost !! notes | ||
|- | |||
| cl.A > A > A > B || 138 || 0 || Rush combo ending in a special move | |||
|- | |||
| cl.A > A > A > C || 214 || 1 || Rush combo ending in a super | |||
|- | |||
| cl.A > A > A > D || 325 || 2 || Rush combo ending in a Max super | |||
|- | |||
| cl.A > A > A > A || 449 || 3 || Rush combo ending in a Climax super | |||
|} | |||
===Beginner Combo=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Location !! Notes | |||
|- | |||
| 2B > 2B > f.A > 214B || 148 || 0 || Anywhere || Basic light low confirm. Good combo to know, won't let you down. | |||
|- | |||
| j.C > cl.C > 6B > j.214D || 181 || 0 || Anywhere || Basic heavy confirm. If j.C > cl.C get blocked, try not to do 6B or you could get punished. | |||
|- | |||
| 2B > 2B > f.A > 214BD~A, 623B || 249 || 0.5 || Anywhere || Good way to start using your meter. | |||
|- | |- | ||
| | | j.C > cl.C > 6B > j.236BD, 214D~A || 336 || 0.5 || Anywhere || Using some meter, but with heavy buttons. Really good combo. Hold D after inputting 214D to make the link more lenient. | ||
|- | |- | ||
| | | 2B > 2B > f.A > 214B > 214214'''A/AC''', 214D~A || 317'''/'''421 || 1'''/'''2 || Anywhere || After the super, chase the opponent down with 214D~A. Hold D after inputting 214D to make the link more lenient. | ||
|- | |- | ||
| | | j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D || 401 || 1 || Anywhere || After 623BD, do j.236D before you hit the ground. | ||
|- | |- | ||
| | | j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D > j.236236'''D/BD''' || 494'''/'''579 || 2'''/'''3 || Anywhere || After 623BD, do j.236D before you hit the ground. | ||
|} | |} | ||
===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 | ||
|- | |- | ||
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===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 | ||
|- | |- | ||
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| '''Heavy Starter''' > j.236BD, 214D~A || 336 || 300 || 0.5 || 0.3 || Anywhere || Loses 3 damage over 623D ender, but the knockdown is significantly better and always worth the trade. | | '''Heavy Starter''' > j.236BD, 214D~A || 336 || 300 || 0.5 || 0.3 || Anywhere || Loses 3 damage over 623D ender, but the knockdown is significantly better and always worth the trade. | ||
|- | |- | ||
| '''Heavy Starter''' > j.236BD, 214B, cl.D || 382 || 330 || 0.5 || 0.4 || | | '''Heavy Starter''' > j.236BD, 214B, cl.D || 382 || 330 || 0.5 || 0.4 || Corner || Have to do both 214B and cl.D deceptively early. | ||
|} | |} | ||
===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 | ||
|- | |- | ||
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===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 | ||
|- | |- | ||
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| '''Heavy Starter''' > j.236BD > 623BD > j.236D > 236236K || 494 || 240 || || 0.3 || Anywhere || Good damage, but side swaps whilst moving you towards the corner. Usually better to opt for the combo above with '''j.X > cl.C'''. | | '''Heavy Starter''' > j.236BD > 623BD > j.236D > 236236K || 494 || 240 || || 0.3 || Anywhere || Good damage, but side swaps whilst moving you towards the corner. Usually better to opt for the combo above with '''j.X > cl.C'''. | ||
|- | |- | ||
| '''Heavy Starter''' > j.236BD, dl.214B > 214214A/C > dl.236A, 623D > j.236236K || 590 || 380 || || 0.1 || Corner || Builds just enough meter for the super at the end. Amazing damage. | | '''Heavy Starter''' > j.236BD, dl.214B > 214214A/C > dl.236A, 623D > j.236236K || 590 || 380 ||2.5 bar || 0.1 || Corner || Builds just enough meter for the super at the end. Amazing damage. | ||
|- | |- | ||
| '''Light Starter/j.X > cl.C''' > 214B > 214214AC, dl.236A, 623BD ~ j.236D, cl.D || 543'''/'''623 || 340'''/'''390 || 2.5 Bar || || Corner || Works near mid-screen. | | '''Light Starter/j.X > cl.C''' > 214B > 214214AC, dl.236A, 623BD ~ j.236D, cl.D || 543'''/'''623 || 340'''/'''390 || 2.5 Bar || || Corner || Works near mid-screen. | ||
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===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 | ||
|- | |- | ||
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| '''Light Starter''' > MAX, cl.D > 214B > 214214A/C, dl.236A, 214B > 214236CD || 582 || 380 || || 0.1 || Corner || 2nd or 3rd Character. | | '''Light Starter''' > MAX, cl.D > 214B > 214214A/C, dl.236A, 214B > 214236CD || 582 || 380 || || 0.1 || Corner || 2nd or 3rd Character. | ||
|- | |- | ||
| '''Heavy Starter''' > j.236BD, dl.214B > 214214AC > dl.236A, 623D > j.236236K || 681 || 380 || | | '''Heavy Starter''' > j.236BD, dl.214B > 214214AC > dl.236A, 623D > j.236236K || 681 || 380 || 3.5 || 0.1 || Corner || Builds just enough meter for the super at the end. Goofy damage. | ||
|} | |} | ||
===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 || | | '''Light Starter''' > 214B > 236236B/D > 214236CD || 616 || 170 || || 0.2 || Anywhere || 4 Bar combo for when Isla is on mid. Which is possible. | ||
|- | |||
| '''j.X > cl.C''' > 214D > 236236B/D > 214236CD || 690 || 200 || || 0.25 || Anywhere || Above combo doesn't seem to work with this starter because of 214B, so, swap. | |||
|- | |||
| '''Light Starter/j.X > cl.C''' > MAX, cl.C > 214B > 236236B/D > 214236CD || 645'''/'''747 || 240'''/'''290 || || || Anywhere || Must do cl.C as close to the opponent as possible after the Quick Max for the Climax Art to connect later in the combo. | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || | | '''Light Start/j.X > cl.C''' > 214B > 236236B/D > 214214AC, 214D > 236236BD || 675'''/'''781 || 230'''/'''280 || || || Non-Corner || 5 Bar combo for when Isla is Anchor. Lol. | ||
|} | |} | ||
==External Links== | ==External Links== | ||
{{#ev:youtube|JUMv4M4z2Ks|||'''Isla Combos by Meno'''|frame}} | {{#ev:youtube|JUMv4M4z2Ks|||'''Isla Combos by Meno'''|frame}} | ||
{{#ev:youtube|L9meoI_RGKA|||'''Isla Combos by Kakuge'''|frame}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 20:37, 29 October 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 > 2B > f.A | 80 | Fantastic low light confirm thanks to f.A's great range and good cancel routes. |
j.A/B/C > f.A | 63/93 | Another amazing starter that combines both the speed and range of her jump-ins with the amazing range of her far A. You can pick up combos from incredibly spaced jump-ins. |
j.X > cl.C | 136 | When outside of cl.C > 6B range, you have to stop at cl.C and use a grounded special. Apart from the meterless 214D~A combo, this starter behaves as a "Light Starter" |
f.C | 70 | Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6B | 176 | Standard jump-in starter. 6B will whiff at some ranges even when cl.C hits. Try to recognise this spacing and opt for a different combo after cl.C. If 6B connects on block, cancel into 236B for safety. 6B may whiff in some strings leaving Isla very vulnerable. |
cl.D > 6B | 122 | Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
3D > MAX | 65 | Low with great range. Good pressure starter if blocked. Does not low profile as much as you'd think. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 138 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 214 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 325 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 449 | 3 | Rush combo ending in a Climax super |
Beginner Combo
Combo | Damage | Location | Notes | |
---|---|---|---|---|
2B > 2B > f.A > 214B | 148 | 0 | Anywhere | Basic light low confirm. Good combo to know, won't let you down. |
j.C > cl.C > 6B > j.214D | 181 | 0 | Anywhere | Basic heavy confirm. If j.C > cl.C get blocked, try not to do 6B or you could get punished. |
2B > 2B > f.A > 214BD~A, 623B | 249 | 0.5 | Anywhere | Good way to start using your meter. |
j.C > cl.C > 6B > j.236BD, 214D~A | 336 | 0.5 | Anywhere | Using some meter, but with heavy buttons. Really good combo. Hold D after inputting 214D to make the link more lenient. |
2B > 2B > f.A > 214B > 214214A/AC, 214D~A | 317/421 | 1/2 | Anywhere | After the super, chase the opponent down with 214D~A. Hold D after inputting 214D to make the link more lenient. |
j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D | 401 | 1 | Anywhere | After 623BD, do j.236D before you hit the ground. |
j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D > j.236236D/BD | 494/579 | 2/3 | Anywhere | After 623BD, do j.236D before you hit the ground. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214B | 148 | 170 | Anywhere | Basic low confirm. Single-hit confirmable from f.C. | ||
f.C > 214D~A | 181 | 190 | Anywhere | Must be close to combo. Rarely worth it. | ||
Heavy Starter > j.214D | 244 | 240 | Anywhere | Really good damage with a great knockdown for safe-jumping. 6B will whiff at some ranges, and in others j.214D won't combo (the latter will only happen from some jump-ins.) | ||
j.X > cl.C > 214D~A | 241 | 260 | Anywhere | Another reliable combo for when you're too far for cl.C > 6B to connect. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214BD~A, 623B | 249 | 170 | 0.5 | 0.3 | Anywhere | Really great way to spend a bit of bar. Single-hit confirmable from f.C. |
Heavy Starter > j.236BD, 214D~A | 336 | 300 | 0.5 | 0.3 | Anywhere | Loses 3 damage over 623D ender, but the knockdown is significantly better and always worth the trade. |
Heavy Starter > j.236BD, 214B, cl.D | 382 | 330 | 0.5 | 0.4 | Corner | Have to do both 214B and cl.D deceptively early. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214B > 214214A/C, 214D~A | 317 | 290 | Anywhere | Another fantastic use of meter. Great damage and great knockdown. Single-hit confirmable from f.C. | ||
Light Starter > 214B > 214214A/C, dl.236A, 623D | 356 | 290 | Corner | Works near mid-screen. Delay the 236A slightly after the pop-up from the super, then link into the 623D as early as possible. | ||
Heavy Starter > j.236BD, 623BD ~ j.236D | 384 | 240 | Anywhere | Reliable meter burner for solid damage and a mediocre knockdown, but good corner carry. | ||
Heavy Starter > j.236BD, dl.623BD ~ dl.j.214D | 395 | 240 | Anywhere | Tricky combo, but better damage and way better Oki than the above combo. The trick is to delay the 623BD as much as possible, but not to delay the 214D quite as much. | ||
Heavy Starter > j.236BD, 623BD ~ j.236D, cl.D | 453 | 310 | Corner | Works near mid-screen. Basic mid-screen BnB but you can link into cl.D in the corner, adding a good chunk of damage. | ||
Light Starter/j.X > cl.C > 214B > 214214A/C, dl.236A, 623BD ~ j.236D, cl.D | 439/517 | 340/390 | 1.5 Bar | Corner | Works near mid-screen. Just an absurd amount of damage for so little meter. | |
Heavy Starter > j.236BD, 214B > 214214A/C, 214D~A | 455 | 380 | 1.5 Bar | Anywhere | Great damage, great corner carry, great knockdown. | |
Heavy Starter > j.236BD, dl.214B > 214214A/C, dl.236A, 623D | 505 | 380 | 1.5 Bar | Corner | Works near mid-screen. 214B must be delayed slightly in the corner for the super cancel. Alternatively, 214D can be used for consistency at a slight loss in damage. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter/j.X > cl.C > 214B > 214214AC > 214D~A | 421/491 | 290/340 | 0.4 | Anywhere | Great use of meter in general. Almost always worth doing with j.X > cl.C instead of Heavy Starter for the better oki and no side-swap. | |
Light Starter > 214B > 214214AC > dl.236A, 623D | 460 | 290 | 0.4 | Corner | Better ender when done in the corner. | |
Heavy Starter > j.236BD > 623BD > j.236D > 236236K | 494 | 240 | 0.3 | Anywhere | Good damage, but side swaps whilst moving you towards the corner. Usually better to opt for the combo above with j.X > cl.C. | |
Heavy Starter > j.236BD, dl.214B > 214214A/C > dl.236A, 623D > j.236236K | 590 | 380 | 2.5 bar | 0.1 | Corner | Builds just enough meter for the super at the end. Amazing damage. |
Light Starter/j.X > cl.C > 214B > 214214AC, dl.236A, 623BD ~ j.236D, cl.D | 543/623 | 340/390 | 2.5 Bar | Corner | Works near mid-screen. | |
Heavy Starter > j.236BD, 214B > 214214AC, 214D~A | 546 | 380 | 2.5 Bar | Anywhere | Great damage, great corner carry, great knockdown. | |
Heavy Starter > j.236BD, dl.214B > 214214AC, dl.236A, 623D | 596 | 380 | 2.5 Bar | Corner | Works near mid-screen. 214B must be delayed slightly in the corner for the super cancel. Alternatively, 214D can be used for consistency at a slight loss in damage. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter/j.X > cl.C > 214B > 236236B/D > 214214AC, 214D~A | 531/625 | 290/340 | 0.4 | Anywhere | 3 Bar combo for when Isla is on point. Which is likely. | |
Light Starter/j.X > cl.C > MAX, cl.C > 214B > 236236B/D > 214236CD | 560/656 | 240/290 | Anywhere | 2nd or 3rd Character. Must do cl.C as close to the opponent as possible after the Quick Max for the Climax Art to connect later in the combo. | ||
Light Starter > MAX, cl.D > 214B > 214214A/C, dl.236A, 214B > 214236CD | 582 | 380 | 0.1 | Corner | 2nd or 3rd Character. | |
Heavy Starter > j.236BD, dl.214B > 214214AC > dl.236A, 623D > j.236236K | 681 | 380 | 3.5 | 0.1 | Corner | Builds just enough meter for the super at the end. Goofy damage. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214B > 236236B/D > 214236CD | 616 | 170 | 0.2 | Anywhere | 4 Bar combo for when Isla is on mid. Which is possible. | |
j.X > cl.C > 214D > 236236B/D > 214236CD | 690 | 200 | 0.25 | Anywhere | Above combo doesn't seem to work with this starter because of 214B, so, swap. | |
Light Starter/j.X > cl.C > MAX, cl.C > 214B > 236236B/D > 214236CD | 645/747 | 240/290 | Anywhere | Must do cl.C as close to the opponent as possible after the Quick Max for the Climax Art to connect later in the combo. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Start/j.X > cl.C > 214B > 236236B/D > 214214AC, 214D > 236236BD | 675/781 | 230/280 | Non-Corner | 5 Bar combo for when Isla is Anchor. Lol. |