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The King of Fighters XV/Billy Kane/Combos: Difference between revisions
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The other starters in each table should also work in each case, but may not. | The other starters in each table should also work in each case, but may not. | ||
===Starters=== | ===Light Starters=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| '''2B > 2B > 5A''' || | | '''2B > 2B > 5A''' || 51 || Standard low light confirm. | ||
|- | |- | ||
| 2B/cl.B > cl.A > cl.B > 5A || 86/101 || Point blank roll-throw OS confirm (hide a heavy with cl.A) | | 2B/cl.B > cl.A > cl.B > 5A || 86/101 || Point blank roll-throw OS confirm (hide a heavy with cl.A) | ||
|} | |} | ||
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''cl.D > 6B''' || 118 || Optimal heavy punish (force stand to get 6B). | ||
|- | |||
| 2C > 6B || 108 || When you're unsure of cl.D connecting 2C also forces standing. | |||
|} | |} | ||
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| s.CD | | s.CD || 75 || Important normal | ||
|- | |- | ||
| far B | | CH j.CD || 100 || Air-to-air counterhit starter | ||
|- | |||
| far B > 2A || 53 || Standing low MAX confirm | |||
|- | |- | ||
| 5C || 70 || Far reaching MAX cancel | | 5C || 70 || Far reaching MAX cancel | ||
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| cl.A > A > A > B || 185 || 0 || Rush combo ending in a special move. | | cl.A > A > A > B || 185 || 0 || Rush combo ending in a special move. | ||
|- | |- | ||
| cl.A > A > A > C || 242 || 1 || Rush combo ending in a super. | | cl.A > A > A > C || 242 || 1 || Rush combo ending in a super. Use B ender into super instead for 301 damage. | ||
|- | |- | ||
| cl.A > A > A > D || 348 || 2 || Rush combo ending in a Max super. | | cl.A > A > A > D || 348 || 2 || Rush combo ending in a Max 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''' > 623B || 138 || 140 || 0 || 20% || Anywhere || The simplest confirm into a special, add a 623P when in the corner. | ||
|- | |||
| '''Heavy Starter''' > 623B || 210 || 190 || 0 || 25% || Anywhere || Heavy starter, add a 623P when in the corner. | |||
|- | |||
| cl.B > cl.A+C, cl.B, 5A > 623B || 183 || 200 || 0 || 25% || Anywhere || Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B. | |||
|- | |||
| s.CD > (6A), 6B, 623B || 169 || 220 || 0 || 25% || Anywhere || Standard CD conversion. Replace 6A whiff with 6B in case you're too far. | |||
|- | |||
| 426C>236P, cl.AAAB || 290 || 300 || 0 || 49% || Anywhere || In case you land the pullback close enough you get an autocombo. | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || | | '''Light starter''' > 623BD, 5C || 190 || 130 || 0,5 || 10% || Anywhere || Not recommended since it does bad damage. | ||
|- | |||
| '''Heavy starter''' > 214AC>236P, 623D, 5C || 388 || 320 || 0,5 || 40% || Anywhere || Good damage, good stun. Remember to delay 214AC>236P. Sideswitches in the corner. | |||
|- | |||
| '''Heavy starter''' > 623BD, 623B, 623P || 367 || 240 || 0,5 || 48% || Corner || If you want to keep the corner instead of doing the anywhere combo for less damage and stun. | |||
|- | |||
| s.CD > (6A), 6B, 214AC>236P, 623D, 5C || 285 || 350 || 0,5 || 40% || Midscreen || CD-conversion in midscreen. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A. | |||
|- | |||
| s.CD > 6B, 623BD, 5C || 285 || 350 || 0,5 || 40% || Corner || Same route as the anywhere combo, sideswitches for best damage and stun. | |||
|- | |||
| s.CD > 623D, 623BD, 214C, 2C || 262 || 390 || 0,5 || 51% || Corner || Keeps the corner and gains back the used meter with tremendous stun value. Delay 623D but not for too long. | |||
|} | |} | ||
===1 Bar=== | ===1 Bar=== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || || || || || | | '''Light starter''' > 623B > 236236K || 272 || 140 || 1 || 20% || Anywhere || Not terribly effective damage but the only way to spend if you went for the confirm. | ||
|- | |||
| '''Light starter''' > 623BD > 214AC>236P, 623D, 5C || 327 || 270 || 1 || 35% || Anywhere || Better damage and stun than going for the super. | |||
|- | |||
| '''Heavy starter''' > 214AC>236P, 426AC>236P, 623B || 395 || 190 || 1 || 26% || Anywhere || Remember to delay up-extender to make 426AC more consistent. Forced sideswitch in midscreen. | |||
|- | |||
| cl.D > 623D, 214AC>236P, 426AC>236P, 623P || 440 || 260 || 1 || 47% || Corner || This will double sideswitch them back to the corner. You have enough time to for safejumps. | |||
|- | |||
| '''Heavy starter''' > 623BD, 214AC, 623D, 623P || 415 || 300 || 1 || 49% || Corner || Worse damage but better stun and keeps the corner too. If you need to sideswitch just add the extension to 214AC. | |||
|- | |||
| s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B || 285 || 220 || 1 || 26% || Midscreen || As always, switch 6A to 6B accordingly. Sideswitches | |||
|- | |||
| s.CD > (6A), 6B, 623BD, 214AC>236P, 623D || 274 || 350 || 1 || 30% || Midscreen || You can end with 5C if close to the corner. 288dmg/350stun in that case. | |||
|- | |||
| 236CD, 426AC>236P, 623P || 278 || 40 || 1 || 15% || Anywhere || Not cost effective, but if it kills it kills. | |||
|- | |||
| 236CD, 623D, 214AC, 214C, 2C || 389 || 190 || 1 || 45% || Corner || You need to hit Shatter Strike at a close enough range to connect with 623D. | |||
|- | |||
| 426C>236P, cl.AAAB, 236236K || 358 || 230 || 1 || 45% || Anywhere || In case you land the pullback close enough you get an autocombo into 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''' > 623B > 236236BD || 380 || 140 || 2 || 22% || Anywhere || Quite bad damage. | ||
|- | |||
| '''Light starter''' > 623BD, 214AC>236P, 623D, 236236K || 393 || 200 || 2 || 23% || Anywhere || Slightly better damage and stun. | |||
|- | |||
| '''Light starter''' > 623B > 623P > 236236BD || 443 || 180 || 2 || 37% || Corner || Better damage than wheel super. | |||
|- | |||
| '''Heavy starter''' > 214AC>236P, 426AC>236P, 623B, 236236K || 485 || 190 || 2 || 26% || Anywhere || Remember to delay up-extender to make 426AC more consistent. Add 623P after 623B in the corner. | |||
|- | |||
| '''Heavy starter''' > 623BD, 214AC, 623D > 214C>236P > 2363214P || 522 || 350 || 2 || 55% || Corner || You can also opt out of super by doing 214C, 2C instead. | |||
|- | |||
| s.CD > (6A), 6B, 623BD, 214AC>236P, 623D, 236236K || 364 || 280 || 2 || 27% || Midscreen || As always, switch 6A to 6B accordingly. | |||
|- | |||
| 236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B || 422 || 80 || 2 || 15% || Anywhere || This'll work anywhere but keep an eye on sideswitches | |||
|- | |||
| 236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B || 479 || 130 || 2 || 30% || Corner || This'll work anywhere but keep an eye on sideswitches | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || | | '''Light starter''' > 623B > 2363214P > 236236BD || 521 || 140 || 3 || 22% || Corner || You may add a 623P after 623B for more meter gain but way less damage. Remember to cancel the last hit of the wheel. | ||
|- | |||
| '''Light starter''' > 623B > 236236K > 236214AC || 501 || 140 || 3 || 22% || Anywhere || Less damage but works everywhere in the latest patch. | |||
|- | |||
| '''Heavy starter''' > 214AC>236P, 426AC>236P, 623B, 236236BD || 557 || 190 || 3 || 26% || Anywhere || Remember to delay up-extender to make 426AC more consistent. 623P before super in the corner for more meter and damage. | |||
|- | |||
| s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B, 236236BD || 447 || 220 || 2 || 26% || Midscreen || As always, switch 6A to 6B accordingly. If you land in the corner add 623P into wheel super for about 550 damage. | |||
|- | |||
| 236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B, 236236K || 512 || 80 || 3 || 15% || Anywhere || Piddly stun damage. | |||
|- | |||
| 236CD, 6B, 214AC>236P, 623D, 236236BD || 570 || 180 || 3 || 22% || Anywhere || Antiair Shatter Strike combo. | |||
|} | |} | ||
Latest revision as of 03:17, 14 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 > 2B > 5A | 51 | Standard low light confirm. |
2B/cl.B > cl.A > cl.B > 5A | 86/101 | Point blank roll-throw OS confirm (hide a heavy with cl.A) |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6B | 118 | Optimal heavy punish (force stand to get 6B). |
2C > 6B | 108 | When you're unsure of cl.D connecting 2C also forces standing. |
Other Starters
Combo | Damage | Notes |
---|---|---|
s.CD | 75 | Important normal |
CH j.CD | 100 | Air-to-air counterhit starter |
far B > 2A | 53 | Standing low MAX confirm |
5C | 70 | Far reaching MAX cancel |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 185 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 242 | 1 | Rush combo ending in a super. Use B ender into super instead for 301 damage. |
cl.A > A > A > D | 348 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 445 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623B | 138 | 140 | 0 | 20% | Anywhere | The simplest confirm into a special, add a 623P when in the corner. |
Heavy Starter > 623B | 210 | 190 | 0 | 25% | Anywhere | Heavy starter, add a 623P when in the corner. |
cl.B > cl.A+C, cl.B, 5A > 623B | 183 | 200 | 0 | 25% | Anywhere | Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B. |
s.CD > (6A), 6B, 623B | 169 | 220 | 0 | 25% | Anywhere | Standard CD conversion. Replace 6A whiff with 6B in case you're too far. |
426C>236P, cl.AAAB | 290 | 300 | 0 | 49% | Anywhere | In case you land the pullback close enough you get an autocombo. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 623BD, 5C | 190 | 130 | 0,5 | 10% | Anywhere | Not recommended since it does bad damage. |
Heavy starter > 214AC>236P, 623D, 5C | 388 | 320 | 0,5 | 40% | Anywhere | Good damage, good stun. Remember to delay 214AC>236P. Sideswitches in the corner. |
Heavy starter > 623BD, 623B, 623P | 367 | 240 | 0,5 | 48% | Corner | If you want to keep the corner instead of doing the anywhere combo for less damage and stun. |
s.CD > (6A), 6B, 214AC>236P, 623D, 5C | 285 | 350 | 0,5 | 40% | Midscreen | CD-conversion in midscreen. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A. |
s.CD > 6B, 623BD, 5C | 285 | 350 | 0,5 | 40% | Corner | Same route as the anywhere combo, sideswitches for best damage and stun. |
s.CD > 623D, 623BD, 214C, 2C | 262 | 390 | 0,5 | 51% | Corner | Keeps the corner and gains back the used meter with tremendous stun value. Delay 623D but not for too long. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 623B > 236236K | 272 | 140 | 1 | 20% | Anywhere | Not terribly effective damage but the only way to spend if you went for the confirm. |
Light starter > 623BD > 214AC>236P, 623D, 5C | 327 | 270 | 1 | 35% | Anywhere | Better damage and stun than going for the super. |
Heavy starter > 214AC>236P, 426AC>236P, 623B | 395 | 190 | 1 | 26% | Anywhere | Remember to delay up-extender to make 426AC more consistent. Forced sideswitch in midscreen. |
cl.D > 623D, 214AC>236P, 426AC>236P, 623P | 440 | 260 | 1 | 47% | Corner | This will double sideswitch them back to the corner. You have enough time to for safejumps. |
Heavy starter > 623BD, 214AC, 623D, 623P | 415 | 300 | 1 | 49% | Corner | Worse damage but better stun and keeps the corner too. If you need to sideswitch just add the extension to 214AC. |
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B | 285 | 220 | 1 | 26% | Midscreen | As always, switch 6A to 6B accordingly. Sideswitches |
s.CD > (6A), 6B, 623BD, 214AC>236P, 623D | 274 | 350 | 1 | 30% | Midscreen | You can end with 5C if close to the corner. 288dmg/350stun in that case. |
236CD, 426AC>236P, 623P | 278 | 40 | 1 | 15% | Anywhere | Not cost effective, but if it kills it kills. |
236CD, 623D, 214AC, 214C, 2C | 389 | 190 | 1 | 45% | Corner | You need to hit Shatter Strike at a close enough range to connect with 623D. |
426C>236P, cl.AAAB, 236236K | 358 | 230 | 1 | 45% | Anywhere | In case you land the pullback close enough you get an autocombo into super. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 623B > 236236BD | 380 | 140 | 2 | 22% | Anywhere | Quite bad damage. |
Light starter > 623BD, 214AC>236P, 623D, 236236K | 393 | 200 | 2 | 23% | Anywhere | Slightly better damage and stun. |
Light starter > 623B > 623P > 236236BD | 443 | 180 | 2 | 37% | Corner | Better damage than wheel super. |
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236K | 485 | 190 | 2 | 26% | Anywhere | Remember to delay up-extender to make 426AC more consistent. Add 623P after 623B in the corner. |
Heavy starter > 623BD, 214AC, 623D > 214C>236P > 2363214P | 522 | 350 | 2 | 55% | Corner | You can also opt out of super by doing 214C, 2C instead. |
s.CD > (6A), 6B, 623BD, 214AC>236P, 623D, 236236K | 364 | 280 | 2 | 27% | Midscreen | As always, switch 6A to 6B accordingly. |
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B | 422 | 80 | 2 | 15% | Anywhere | This'll work anywhere but keep an eye on sideswitches |
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B | 479 | 130 | 2 | 30% | Corner | This'll work anywhere but keep an eye on sideswitches |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 623B > 2363214P > 236236BD | 521 | 140 | 3 | 22% | Corner | You may add a 623P after 623B for more meter gain but way less damage. Remember to cancel the last hit of the wheel. |
Light starter > 623B > 236236K > 236214AC | 501 | 140 | 3 | 22% | Anywhere | Less damage but works everywhere in the latest patch. |
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236BD | 557 | 190 | 3 | 26% | Anywhere | Remember to delay up-extender to make 426AC more consistent. 623P before super in the corner for more meter and damage. |
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B, 236236BD | 447 | 220 | 2 | 26% | Midscreen | As always, switch 6A to 6B accordingly. If you land in the corner add 623P into wheel super for about 550 damage. |
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B, 236236K | 512 | 80 | 3 | 15% | Anywhere | Piddly stun damage. |
236CD, 6B, 214AC>236P, 623D, 236236BD | 570 | 180 | 3 | 22% | Anywhere | Antiair Shatter Strike combo. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
External Links