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→‎Combos: Updated damage values for 2.10, fixed cl.C 5 bar route
 
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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''?''' ||  || Standard low light confirm.
| '''2B > 2A/5A > ...''' ||  || Standard low light confirm. You can tack on additional 5A from point blank, but 236AC can fall out if you do so.
|-
| '''j.X > 2A/5A > ...''' ||  || It's difficult to get more than one light normal in after a jump-in, so be prepared for short confirms.
|-
| ''' cl.D, 2A > ...'''||  || While technically not ''starting'' from a light normal, this starter results in the same enders as a "Light Starter", and so it will be counted as one for the purposes of not cluttering this page with unique cl.D > 2A routes in every category.
|}
|}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
| '''cl.C > ...''' ||  || cl.C is the ideal heavy starter. It's her fastest heavy normal, has a long confirm window, and leads to better juggles out of 214AC when used at point blank.
|-
| '''cl.D > ...''' ||  || cl.D has its merits. It's a low, it has a long cancel window, and it does the most damage of any of Darli's cancellable normals. Additionally, if uncancelled, it can be linked out of for a "Light Starter" ender. See "Light Starters".
|}
|}


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==Combos==
==Combos==
'''General Notes'''
'''General Notes'''
-Darli cannot cancel her 6A command normal. Not even into Quick Mode. This kinda sucks, but on the other hand, her cl.D and cl.C have incredibly long cancel windows that allow for self-confirming, assuming you cancel into a quick special that isn't super range-dependent. (Usually 236A/236AC).
-A lot of corner routing can be freestyled, with only minimal losses in damage. Main corner juggle resources are cl.C, 214AC, 236AC, and a 623 ender. The order you do them in doesn't matter that much.


===Rush Auto Combo===
===Rush Auto Combo===
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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || || 0 || Rush combo ending in a special move.
|  cl.A > A > A > B || 171 || 0 || Rush combo ending in a special move.
|-
|-
|  cl.A > A > A > C || || 1 || Rush combo ending in a super.
|  cl.A > A > A > C || 256 || 1 || Rush combo ending in a super.
|-
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super.
|  cl.A > A > A > D || 384 || 2 || Rush combo ending in a Max super.
|-
|-
|  cl.A > A > A > A || || 3 || Rush combo ending in a Climax super.
|  cl.A > A > A > A || 451 || 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 xx 236A''' || 146 || 145 || 0 || 20% || Anywhere || 236A is a reliable ender, albeit low damage compared to the alternatives.
|-
| '''2A > cl.A > A > A > B''' || 177 || 150 || 0 || 25% || Anywhere || Technically optimal, requires point blank.
|-
| '''Light Starter xx 63214K''' || 175 || 50 || 0 || 24% || Anywhere || More damage and meterbuild than 236A, but little stun, less reliable range, worse oki, and a stricter cancel window. Still, the extra damage can help in a pinch.
|-
| '''Heavy Starter xx 63214K''' || 210 || 70 || 0 || 26% || Anywhere || Optimal damage ender. 214A does low damage and has no knockdown, and 236A is faster but does low damage. 236A/D can be an alternative, but it does similarly low damage to 236A, and is slower, making it less reliable in raw confirms. Note that Darli cannot do Heavy > Command Normal xx Special to confirm, lowering her meterless damage by quite a bit. However, her cl.C and cl.D '''do''' have generous cancel windows, meaning you can use them to confirm raw, if you've got the reaction time.
|-
| '''2C xx 236D''' || 184 || 70 || 0 || 24% || Anywhere || Reliable ranged punish. 236A can fall out at range.
|-
| '''cl.C(3), cl.C(1) xx 623C''' || 322 || 180 || 0 || 40% || Corner || 623A/C leads to a safejump.
|-
| '''CD, Dashup 236D''' || 177 || 180 || 0 || 25% || Midscreen || CD (whiff 236B) 236D also works, and builds a little more meter. Sadly whiffing 236A is just too slow.
|-
| '''CD, cl.C(3), 623A''' || 237 || 210 || 0 || 40% || 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 xx 236AC, 623C''' || 255 || 45 || 0.5 ||  || Midscreen || 623C must be done immediately, otherwise it will fall out.
|-
| '''Light Starter xx 236AC, cl.C(3), 623C''' || 344 || 155 || 0.5 ||  || Corner || Make sure to hit the cl.C high enough to land 623C. When in doubt, use 623A instead.
|-
| '''cl.C(1) xx 214AC, cl.C(1) xx 623C''' || 394 || 140 || 0.5 ||  || Midscreen || Ideal EX route, but requires point blank cl.C. The only way to set this up is after a crossup j.D, in a point-blank punish, or after mid-combo Shatter Strike (more on that later).
|-
| '''Heavy Starter xx 214AC, 623C''' || 319 || 70 || 0.5 ||  || Midscreen || What to do if you're not close enough for cl.C. (AKA, the same combo, but without cl.C. Revolutionary!)
|-
| '''Heavy Starter xx 214AC, cl.C(3), 623A''' || 413 || 180 || 0.5 ||  || Corner || Hitting cl.C after 214AC is much more generous in the corner, and can be done after a jump normal.
|-
| '''CD, 214AC, cl.C(3), 623A''' || 316 || 210 || 0.5 || 40% || Corner || Sadly, if you're not in range to hit 214AC or 236AC, your corner CD options are very limited. Dashing up into 236AC gives a DP motion, and 214AC is too slow to do after a dash. There's a small range where dashup cl.C works, thankfully.
|}
|}


===1 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Light Starter xx 236A xx 236236K || 299 || 145 || 1 || 20% || Midscreen || Must use K super. This cancel has a weird timing to it.
|-
| '''Light Starter xx 236AC, 214AC, cl.C, 623A''' || 421 || 155 || 1 || 40% || Corner || Stellar damage for 1 bar.
|-
| '''cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C''' || 484 || 140 || 1 || 40% || Midscreen || Ideal, but once again, hard to set up.
|-
| '''Heavy Starter xx Shatter Strike, (Dashup) cl.C(1) xx 214AC, cl.C(1) xx 623C || 395 || 210 || 1 || 45% || Midscreen || Uses Shatter Strike to set up the ideal EX route when you're not doing a point-blank cl.C. Does less damage than the alternative, but builds nearly half a bar back.
|-
| '''Heavy Starter xx 214AC, 236AC, 623C''' || 419 || 70 || 1 || 30% || Midscreen || The other non-point-blank-cl.C route. More damage, less metergain.
|-
| '''Heavy Starter xx 214AC, cl.C(3), 236AC, 623C''' || 520 || 180 || 1 || 45% || Corner || 50% for 1 bar, and building nearly half of it back.
|-
| '''5C(6) xx 236236K''' || 271 || 120 || 1 || 10% || Anywhere || Weird confirm off of a far poke. You can cancel the last (7th) hit of Far C for 10 more damage, but it has enough knockback that the super can fall out at long range.
|}


===1 Bar===
===1.5 Bars===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || || || ||
| '''Light Starter xx 236AC, 623C xx 236236K''' || 390 || 45 || 1.5 || 26% || Midscreen ||
|-
| '''Light Starter xx 236AC, cl.C(3), 623C xx 236236P''' || 498 || 155 || 1.5 || 40% || Corner || Punch Super only really works in the corner in most cases, and does better damage than Kick Super.
|-
| '''Heavy Starter xx 236AC, 623C xx 236236K''' || 450 || 70 || 1.5 || 30% || Midscreen || Damage Route.
|-
| '''Heavy Starter xx Shatter Strike, (Dashup) cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C || 443 || 210 || 1.5 || 45% || Midscreen || Metergain Route.
|-
| '''cl.C(1) xx 214AC, cl.C(1) xx 623C xx 236236K''' || 538 || 140 || 1.5 || 35% || Midscreen || Point-blank cl.C Route.
|-
| '''Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P''' || 589 || 180 || 1.5 || 40% || Corner || Big ol' corner route. '''A note about these Heavy Starter corner routes''', if you're relatively close to the corner, using 236AC can be a good alternative, as it will likely carry you to the corner and will only do slightly less damage than a 214AC route.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || ||  || || || ||
| '''Light Starter xx 236A xx 236236KK''' || 443 || 145 || 2 || 24% || Midscreen ||
|-
| '''Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236P''' || 563 || 155 || 2 || 35% || Corner ||
|-
| '''Light Starter, 5B xx Quick Mode, cl.C(1) xx 214AC, (Microdash) cl.C(1) xx 236AC, 623C''' || 413 || 115 || 2 || 35% || Midscreen || 1000 MAX version.
|-
| '''Light Starter, 5B xx Quick Mode, cl.D xx 214AC, (Microdash) cl.C(1) xx 623C xx 236236K``` || 451 || 215 || 2 || 5% || Midscreen || 1250 MAX required. '''Quick Mode routes are important, as it's your only option to confirm into big damage from a Light > Light frametrap.''' Example: cl.A (Blocked), 2A (Hit), 5B xx Quick (Confirmed). Alternatives are substituting the 5B for 2B, the cl.D for cl.C, and/or omitting the microdash cl.C juggle.
|-
| '''cl.D xx Quick Mode, cl.C(1) xx 214AC, cl.C(1) xx 623C xx 236236K``` || 527 || 210 || 2 || 5% || Midscreen || 1250 MAX required. cl.D can be reaction cancelled into Quick Mode. This combo is here to serve as a sample of that.
|-
| '''Heavy Starter xx 214AC, 236AC, 623C xx 236236K''' || 554 || 70 || 2 || 26% || Midscreen || Not really worth using Shatter Strike routes when spending this much meter. If you're going to spend it, spend it hard.
|-
| '''cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C xx 236236K''' || 610 || 140 || 2 || 40% || Midscreen || We're reaching the point where getting the point-blank cl.C starter starts to have some diminishing returns. Not as important to land with larger meter use, but still better if available.
|-
| '''cl.C(3) xx Quick Mode, cl.C(1) xx 236AC, 623C xx 236236K''' || 464 || 180 || 2 ||  || Midscreen || cl.C's latter hits cancel into Quick Mode, giving some utility as an emergency confirm. Not usually necessary because of cl.C's automatic OS, but still good to know about.
|-
| '''cl.C(3), cl.C(1) xx 214AC, 236AC, 623C xx 236236P''' || 676 || 180 || 2 || 42% || Corner || Can also do Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P for 1 less damage. Whatever suits your fancy.
|}
 
===2.5 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Light Starter xx 236AC, 623C xx 236236KK''' || 517 || 45 || 2.5 || 25% || Midscreen ||
|-
| '''Light Starter xx 236AC, cl.C(3), 623C xx 236236PP || 603 || 155 || 2.5 || 40% || Corner ||
|-
| '''Heavy Starter xx 214AC, 623C xx 236236KK || 616 || 70 || 2.5 || 30% || Midscreen ||
|-
| '''Heavy Starter xx 214AC, cl.C(3), 623A xx 236236PP || 709 || 180 || 2.5 || 40% || 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 xx 236A xx 236236K xx 236236PP''' || 595 || 145 || 3 || 20% || Midscreen || KISS principle.
|-
| '''Light Starter xx Quick Mode, cl.D xx 236236P xx Climax''' || 556 || 130 || 3 || 5% || Midscreen || 1250 MAX required. 236236K is more consistent, but less damage.
|-
| '''Light Starter xx Quick Mode, cl.D xx 236A xx 236236K xx Climax''' || 582 || 230 || 3 || 5% || Midscreen || 1500 MAX required.
|-
| '''Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236PP''' || 661 || 155 || 3 || 40% || Corner ||
|-
| '''Heavy Starter xx 214AC, 236AC, 623C xx 236236KK''' || 681 || 70 || 3 || 26% || Midscreen ||
|-
| '''cl.C(3), cl.C(1) xx 623C xx 236236P xx 236236KK''' || 788 || 180 || 3 || 40% || Corner ||
|-
| '''cl.C(1) xx 214AC, cl.C(3), 236AC, 623C xx 236236PP''' || 779 || 180 || 3 || 40% || Corner || Double-EX combo converted into a 3-bar.
|}
 
===3.5 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Light Starter xx 236AC, 623C xx 236236K xx 236236PP''' || 640 || 45 || 3.5 || 25% || Midscreen ||
|-
| '''Light Starter xx 236AC, cl.C(3), 623C xx 236236P xx 236236KK''' || 725 || 155 || 3.5 || 40% || Corner ||
|-
| '''Heavy Starter xx 214AC, 623C xx 236236K xx 236236PP''' || 768 || 70 || 3.5 || 30% || Midscreen ||
|-
| '''Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P xx 236236KK''' || 851 || 180 || 3.5 || 40% || Corner ||
|-
| '''cl.C(3), cl.C(1) xx 214AC, 623A xx 236236P xx 236236KK''' || 853 || 180 || 3.5 || 40% || 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 xx 236A xx 236236K xx Climax''' || 659 || 145 || 4 || 5% || Midscreen || Not really worth compared to the 3.5 bar route.
|-
| '''Light Starter xx Quick Mode, cl.D xx 236236PP xx Climax''' || 661 || 130 || 4 || 5% || Midscreen || 1250 MAX variant.
|-
| '''Light Starter xx Quick Mode, cl.D xx 236A xx 236236PP xx Climax''' || 705 || 130 || 4 || 5% || Midscreen || 1500 MAX variant.
|-
| '''Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236P xx 236236KK''' || 773 || 155 || 4 || 35% || Corner ||
|-
| '''MAX MODE, Heavy Starter xx 236A xx 236236K xx 236236PP xx Climax''' || 1000+ || 170 || 4 || 0% || Anywhere ||
|-
| '''Heavy Starter xx 214AC, 236AC, 623C xx 236236K xx 236236PP''' || 813 || 70 || 4 || 30% || Midscreen ||
|-
| '''Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P xx 236236KK''' || 901 || 180 || 4 || 40% || Corner ||
|}
 
===4.5 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Light Starter xx 236AC, 623C xx 236236K xx Climax''' || 696 || 45 || 4.5 || 24% || Midscreen ||
|-
| '''Light Starter xx 236AC, cl.C(3), 623C xx 236236P xx Climax''' || 789 || 155 || 4.5 || 30% || Corner ||
|-
| '''Heavy Starter xx 214AC, 623C xx 236236K xx Climax''' || 832 || 70 || 4.5 || 30% || Midscreen ||
|-
| '''Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P xx Climax''' || 925 || 70 || 4.5 || 40% || Corner || Not really worth it compared to 4-bar route.
|-
| '''cl.C(3), cl.C(1) xx 214AC, 623A xx 236236P xx Climax''' || 927 || 180 || 4.5 || 40% || Corner || Slightly better, but requires the cl.C starter.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || ||  || ||  || ||
| '''Any Starter xx 236A xx 236236KK xx Climax''' || 803 || 145 || 5 ||  || Anywhere || Does 889 when starting from a cl.C.
|-
| '''cl.C(3), cl.C(1) xx 623C xx 236236PP xx Climax''' || 996 || 180 || 5 ||  || Corner ||
|}
|}
'''Further Notes'''
-236236K is usually the only super available from midscreen enders. However, if you get a late connect 236A, such as from a ranged 2C, the opponent will juggle in such a way that allows for 236236P instead.
-236AC can sometimes lose hits, usually in midscreen juggles. There are very few instances where you will get all 8 hits, unfortunately. It already does less damage than 214AC, so this is mildly disappointing.
-236AC into 623C can be weirdly inconsistent, usually depending on odd factors such as the cancel timing between the 2B and 2A in a light confirm. Doing 2B 2A as fast as possible (when cornered) can lead to the opponent being too far away to get 623C, while delaying the 2A (as if you were linking it) will allow a followup. This may also be character dependent, not much testing done. (Why is 236AC so janky???)


==External Links==
==External Links==

Latest revision as of 20:37, 24 September 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.
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 > ... Standard low light confirm. You can tack on additional 5A from point blank, but 236AC can fall out if you do so.
j.X > 2A/5A > ... It's difficult to get more than one light normal in after a jump-in, so be prepared for short confirms.
cl.D, 2A > ... While technically not starting from a light normal, this starter results in the same enders as a "Light Starter", and so it will be counted as one for the purposes of not cluttering this page with unique cl.D > 2A routes in every category.

Heavy Starters

Combo Damage Notes
cl.C > ... cl.C is the ideal heavy starter. It's her fastest heavy normal, has a long confirm window, and leads to better juggles out of 214AC when used at point blank.
cl.D > ... cl.D has its merits. It's a low, it has a long cancel window, and it does the most damage of any of Darli's cancellable normals. Additionally, if uncancelled, it can be linked out of for a "Light Starter" ender. See "Light Starters".

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes

-Darli cannot cancel her 6A command normal. Not even into Quick Mode. This kinda sucks, but on the other hand, her cl.D and cl.C have incredibly long cancel windows that allow for self-confirming, assuming you cancel into a quick special that isn't super range-dependent. (Usually 236A/236AC).

-A lot of corner routing can be freestyled, with only minimal losses in damage. Main corner juggle resources are cl.C, 214AC, 236AC, and a 623 ender. The order you do them in doesn't matter that much.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 171 0 Rush combo ending in a special move.
cl.A > A > A > C 256 1 Rush combo ending in a super.
cl.A > A > A > D 384 2 Rush combo ending in a Max super.
cl.A > A > A > A 451 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236A 146 145 0 20% Anywhere 236A is a reliable ender, albeit low damage compared to the alternatives.
2A > cl.A > A > A > B 177 150 0 25% Anywhere Technically optimal, requires point blank.
Light Starter xx 63214K 175 50 0 24% Anywhere More damage and meterbuild than 236A, but little stun, less reliable range, worse oki, and a stricter cancel window. Still, the extra damage can help in a pinch.
Heavy Starter xx 63214K 210 70 0 26% Anywhere Optimal damage ender. 214A does low damage and has no knockdown, and 236A is faster but does low damage. 236A/D can be an alternative, but it does similarly low damage to 236A, and is slower, making it less reliable in raw confirms. Note that Darli cannot do Heavy > Command Normal xx Special to confirm, lowering her meterless damage by quite a bit. However, her cl.C and cl.D do have generous cancel windows, meaning you can use them to confirm raw, if you've got the reaction time.
2C xx 236D 184 70 0 24% Anywhere Reliable ranged punish. 236A can fall out at range.
cl.C(3), cl.C(1) xx 623C 322 180 0 40% Corner 623A/C leads to a safejump.
CD, Dashup 236D 177 180 0 25% Midscreen CD (whiff 236B) 236D also works, and builds a little more meter. Sadly whiffing 236A is just too slow.
CD, cl.C(3), 623A 237 210 0 40% Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236AC, 623C 255 45 0.5 Midscreen 623C must be done immediately, otherwise it will fall out.
Light Starter xx 236AC, cl.C(3), 623C 344 155 0.5 Corner Make sure to hit the cl.C high enough to land 623C. When in doubt, use 623A instead.
cl.C(1) xx 214AC, cl.C(1) xx 623C 394 140 0.5 Midscreen Ideal EX route, but requires point blank cl.C. The only way to set this up is after a crossup j.D, in a point-blank punish, or after mid-combo Shatter Strike (more on that later).
Heavy Starter xx 214AC, 623C 319 70 0.5 Midscreen What to do if you're not close enough for cl.C. (AKA, the same combo, but without cl.C. Revolutionary!)
Heavy Starter xx 214AC, cl.C(3), 623A 413 180 0.5 Corner Hitting cl.C after 214AC is much more generous in the corner, and can be done after a jump normal.
CD, 214AC, cl.C(3), 623A 316 210 0.5 40% Corner Sadly, if you're not in range to hit 214AC or 236AC, your corner CD options are very limited. Dashing up into 236AC gives a DP motion, and 214AC is too slow to do after a dash. There's a small range where dashup cl.C works, thankfully.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236A xx 236236K 299 145 1 20% Midscreen Must use K super. This cancel has a weird timing to it.
Light Starter xx 236AC, 214AC, cl.C, 623A 421 155 1 40% Corner Stellar damage for 1 bar.
cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C 484 140 1 40% Midscreen Ideal, but once again, hard to set up.
Heavy Starter xx Shatter Strike, (Dashup) cl.C(1) xx 214AC, cl.C(1) xx 623C 395 210 1 45% Midscreen Uses Shatter Strike to set up the ideal EX route when you're not doing a point-blank cl.C. Does less damage than the alternative, but builds nearly half a bar back.
Heavy Starter xx 214AC, 236AC, 623C 419 70 1 30% Midscreen The other non-point-blank-cl.C route. More damage, less metergain.
Heavy Starter xx 214AC, cl.C(3), 236AC, 623C 520 180 1 45% Corner 50% for 1 bar, and building nearly half of it back.
5C(6) xx 236236K 271 120 1 10% Anywhere Weird confirm off of a far poke. You can cancel the last (7th) hit of Far C for 10 more damage, but it has enough knockback that the super can fall out at long range.

1.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236AC, 623C xx 236236K 390 45 1.5 26% Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236P 498 155 1.5 40% Corner Punch Super only really works in the corner in most cases, and does better damage than Kick Super.
Heavy Starter xx 236AC, 623C xx 236236K 450 70 1.5 30% Midscreen Damage Route.
Heavy Starter xx Shatter Strike, (Dashup) cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C 443 210 1.5 45% Midscreen Metergain Route.
cl.C(1) xx 214AC, cl.C(1) xx 623C xx 236236K 538 140 1.5 35% Midscreen Point-blank cl.C Route.
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P 589 180 1.5 40% Corner Big ol' corner route. A note about these Heavy Starter corner routes, if you're relatively close to the corner, using 236AC can be a good alternative, as it will likely carry you to the corner and will only do slightly less damage than a 214AC route.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236A xx 236236KK 443 145 2 24% Midscreen
Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236P 563 155 2 35% Corner
Light Starter, 5B xx Quick Mode, cl.C(1) xx 214AC, (Microdash) cl.C(1) xx 236AC, 623C 413 115 2 35% Midscreen 1000 MAX version.
Light Starter, 5B xx Quick Mode, cl.D xx 214AC, (Microdash) cl.C(1) xx 623C xx 236236K``` 451 215 2 5% Midscreen 1250 MAX required. Quick Mode routes are important, as it's your only option to confirm into big damage from a Light > Light frametrap. Example: cl.A (Blocked), 2A (Hit), 5B xx Quick (Confirmed). Alternatives are substituting the 5B for 2B, the cl.D for cl.C, and/or omitting the microdash cl.C juggle.
cl.D xx Quick Mode, cl.C(1) xx 214AC, cl.C(1) xx 623C xx 236236K``` 527 210 2 5% Midscreen 1250 MAX required. cl.D can be reaction cancelled into Quick Mode. This combo is here to serve as a sample of that.
Heavy Starter xx 214AC, 236AC, 623C xx 236236K 554 70 2 26% Midscreen Not really worth using Shatter Strike routes when spending this much meter. If you're going to spend it, spend it hard.
cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C xx 236236K 610 140 2 40% Midscreen We're reaching the point where getting the point-blank cl.C starter starts to have some diminishing returns. Not as important to land with larger meter use, but still better if available.
cl.C(3) xx Quick Mode, cl.C(1) xx 236AC, 623C xx 236236K 464 180 2 Midscreen cl.C's latter hits cancel into Quick Mode, giving some utility as an emergency confirm. Not usually necessary because of cl.C's automatic OS, but still good to know about.
cl.C(3), cl.C(1) xx 214AC, 236AC, 623C xx 236236P 676 180 2 42% Corner Can also do Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P for 1 less damage. Whatever suits your fancy.

2.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236AC, 623C xx 236236KK 517 45 2.5 25% Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236PP 603 155 2.5 40% Corner
Heavy Starter xx 214AC, 623C xx 236236KK 616 70 2.5 30% Midscreen
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236PP 709 180 2.5 40% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236A xx 236236K xx 236236PP 595 145 3 20% Midscreen KISS principle.
Light Starter xx Quick Mode, cl.D xx 236236P xx Climax 556 130 3 5% Midscreen 1250 MAX required. 236236K is more consistent, but less damage.
Light Starter xx Quick Mode, cl.D xx 236A xx 236236K xx Climax 582 230 3 5% Midscreen 1500 MAX required.
Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236PP 661 155 3 40% Corner
Heavy Starter xx 214AC, 236AC, 623C xx 236236KK 681 70 3 26% Midscreen
cl.C(3), cl.C(1) xx 623C xx 236236P xx 236236KK 788 180 3 40% Corner
cl.C(1) xx 214AC, cl.C(3), 236AC, 623C xx 236236PP 779 180 3 40% Corner Double-EX combo converted into a 3-bar.

3.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236AC, 623C xx 236236K xx 236236PP 640 45 3.5 25% Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236P xx 236236KK 725 155 3.5 40% Corner
Heavy Starter xx 214AC, 623C xx 236236K xx 236236PP 768 70 3.5 30% Midscreen
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P xx 236236KK 851 180 3.5 40% Corner
cl.C(3), cl.C(1) xx 214AC, 623A xx 236236P xx 236236KK 853 180 3.5 40% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236A xx 236236K xx Climax 659 145 4 5% Midscreen Not really worth compared to the 3.5 bar route.
Light Starter xx Quick Mode, cl.D xx 236236PP xx Climax 661 130 4 5% Midscreen 1250 MAX variant.
Light Starter xx Quick Mode, cl.D xx 236A xx 236236PP xx Climax 705 130 4 5% Midscreen 1500 MAX variant.
Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236P xx 236236KK 773 155 4 35% Corner
MAX MODE, Heavy Starter xx 236A xx 236236K xx 236236PP xx Climax 1000+ 170 4 0% Anywhere
Heavy Starter xx 214AC, 236AC, 623C xx 236236K xx 236236PP 813 70 4 30% Midscreen
Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P xx 236236KK 901 180 4 40% Corner

4.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter xx 236AC, 623C xx 236236K xx Climax 696 45 4.5 24% Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236P xx Climax 789 155 4.5 30% Corner
Heavy Starter xx 214AC, 623C xx 236236K xx Climax 832 70 4.5 30% Midscreen
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P xx Climax 925 70 4.5 40% Corner Not really worth it compared to 4-bar route.
cl.C(3), cl.C(1) xx 214AC, 623A xx 236236P xx Climax 927 180 4.5 40% Corner Slightly better, but requires the cl.C starter.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Any Starter xx 236A xx 236236KK xx Climax 803 145 5 Anywhere Does 889 when starting from a cl.C.
cl.C(3), cl.C(1) xx 623C xx 236236PP xx Climax 996 180 5 Corner

Further Notes

-236236K is usually the only super available from midscreen enders. However, if you get a late connect 236A, such as from a ranged 2C, the opponent will juggle in such a way that allows for 236236P instead.

-236AC can sometimes lose hits, usually in midscreen juggles. There are very few instances where you will get all 8 hits, unfortunately. It already does less damage than 214AC, so this is mildly disappointing.

-236AC into 623C can be weirdly inconsistent, usually depending on odd factors such as the cancel timing between the 2B and 2A in a light confirm. Doing 2B 2A as fast as possible (when cornered) can lead to the opponent being too far away to get 623C, while delaying the 2A (as if you were linking it) will allow a followup. This may also be character dependent, not much testing done. (Why is 236AC so janky???)

External Links

Darli Combos by RiverNileHK
Darli Combos by Kakuge
Darli Combos by Meno


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