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===Light Starters===
===Light Starters===
'''Note:''' Shermie can string an assortment of light attacks.
'''Note:''' O. Shermie can string together a myriad of light attacks.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A > f.B(1)''' || 51 || Standard low light confirm. f.B negates pushback so it is vital for light confirms.
| '''2B > f.B(1)''' || 29 || The most consistent light confirm. f.B negates pushback so it is vital for light confirms.
|-
|-
| cl.A > 2A > cl.A > 2B > f.B(1) || 94 || As long as you can chain into f.B, any string of light attacks functions as a light confirm.
| 2B > 2A > f.B(1) || 51 || 2A is surprisingly stubby, so it can sometimes whiff.
|-
| cl.A > 2A > cl.A > 2A > f.B(1) || 94 || Any string of light attacks that ends with f.B can function as a light confirm.
|}
|}


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| cl.D || 80 || Slower than cl.C but the highest damage, single-hit heavy starter making it ideal for punishes.
| cl.D || 80 || Slower than cl.C but the highest damage, single-hit heavy starter making it ideal for punishes.
|-
|-
| 2A/cl.A, 2C/cl.C || 91 || Light to heavy link. The added hit enables better confirms. Does not work after a jump-in but works after a cross-up.
| 2A/cl.A, 2C/cl.C || 91 || Light to heavy link. The added hit enables better confirms. Unreliable after a jump-in but very useful after a cross-up.
|-
|-
| 2A > cl.A, cl.C || 111 || Double light to heavy link. Must be absolutely point blank. Can works after a cross-up but is much less reliable.
| 2A > cl.A, cl.C || 111 || Double light to heavy link. Must be absolutely point blank. Can works after a cross-up but is much less reliable.
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! Combo!! Damage !! Stun !!  Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !!  Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214C || 132 || 120 || 0.155 || Anywhere || Standard low combo. +33 but sends them too far for oki.
| '''Light Starter''' > 214C || 115 || 90 || 0.130 || Anywhere || Standard low combo. +33 but sends them too far for oki.
|-
|-
| '''Heavy Starter''' > 6A > j236B || 207 || 160 || 0.27 || Anywhere || 6A is punishable in some matchups, so be sure to confirm the cl.C by using a light link or jump-in attack.
| '''Heavy Starter''' > 6A > j.236B || 207 || 160 || 0.27 || Anywhere || Certain characters can punish 6A on block, so be sure to hit confirm by using a light link or jump-in attack.
|-
|-
| '''Heavy Starter''' > 6B > 214C || 203 || 150 || 0.22 || Anywhere || If 6A cannot be confirmed, route to 6B for a safer confirm.
| '''Heavy Starter''' > 6B > 214C || 203 || 150 || 0.22 || Anywhere || If 6A cannot be confirmed, use 6B for a safer (but slightly less rewarding) confirm.
|-
|-
| '''Light Starter''' > 214C, cl.C || 184 || 190 || 0.225 || Corner || The cl.C can be canceled into meaty 426A, which can link to a '''Heavy Starter'''.
| '''Light Starter''' > 214C, cl.C || 171 || 160 || 0.2 || Corner || Cancel cl.C into 426A for a meaty fireball setup. Plus on-block and can convert on-hit.
|-
|-
| '''Heavy Starter''' > 6A > j236B, cl.D || 276 || 230 || 0.35 || Corner || The cl.D can be canceled into meaty 426A, which can link to another '''Heavy Starter'''.
| '''Heavy Starter''' > 6A > j.236B, cl.D || 276 || 230 || 0.35 || Corner || Cancel cl.D into 426A for a meaty fireball setup.
|-
|-
| '''Heavy Starter''' > 6B > 214C, cl.C || 259 || 220 || 0.29 || Corner || The cl.C can be canceled into meaty 426A, which can link to another '''Heavy Starter'''.
| '''Heavy Starter''' > 6B > 214C, cl.C || 259 || 220 || 0.29 || Corner || Cancel cl.C into 426A for a meaty fireball setup.
|}
|}


===EX===
===EX===
'''Note:''' '''Heavy Starter''' > 6B can access any '''Light Starter''' combo for 88 extra damage, 60 stun, and .09 meter.
{|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''' > 214BD > 214C || 204 || 120 || 0.5 || 0.2 || Anywhere || Knocks the opponent back a good deal.
| '''Light Starter''' > 214BD, 214C || 192 || 90 || 0.5 || 0.13 || Anywhere ||  
|-
|-
| '''Light Starter''' > 214BD > 214C > cl.C || 249 || 190 || 0.5 || 0.2 || Corner || cl.C air resets, go into meaty 426A.  
| '''Heavy Starter''' > 6A > j.236BD, 214D || 337 || 160 || 0.5 || 0.29 || Anywhere || 214D guarantees a meaty 426A for powerful pressure.
|-
|-
| '''Heavy Starter''' > 6A > j236BD > 214D || 337 || 160 || 0.5 || 0.3 || Anywhere || 214D is a hard knockdown. This guarantees a meaty 426A, so take advantage of the plus frames to keep on the pressure.
| '''Light Starter''' > 214BD, 214C, cl.C || 241 || 160 || 0.5 || 0.2 || Corner ||  
|-
|-
| '''Heavy Starter''' > 6A > j236BD > 214C > cl.C || 368 || 230 || 0.5 || 0.3 || Corner || At this point you know what the cl.C leads into. This isn't a very complicated character.
| '''Heavy Starter''' > 6A > j.236BD, 214C, cl.D || 366 || 230 || 0.5 || 0.3 || 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''' > 214C > 236236A/C || 281 || 120 || 1 || 0.2 || Anywhere || Due to the knockback you only get oki near or in corner. You can use 236236B/D to sideswap and get oki anywhere, but you get less damage then.
| '''Light Starter''' > 214BD, 214AC, 214D || 276 || 90 || 1 || 0.2 || Anywhere ||  
|-
| '''Heavy Starter''' > 6B > 214B > 236236P || 365 || 150 || 1 || 0.26 || Anywhere || 1 more damage than using the '''Light Starter''' route.
|-
|-
| '''Light Starter''' > 214BD > 214AD > 214D || 281 || 120 || 1 || 0.2 || Anywhere || Basically the same damage and stun as the above combo, but you get HKD regardless. This combo also isn't much harder.
| '''Heavy Starter''' > 6A > j.236BD, 214AC, 214D || 396 || 160 || 1 || 0.29 || Anywhere ||  
|-
|-
| '''Heavy Starter''' > 6B(1 hit) > 214B > 236236A/C || 375 || 160 || 1 || 0.3 || Anywhere || Same as the combo above, alternate super depending on if you want to kill or setup your offense.
| '''Light Starter''' > 214BD, 214AC, 214B, cl.D || 304 || 160 || 1 || 0.25 || Corner ||  
|-
|-
| '''Heavy Starter''' > 6A > j236BD > 214AC > 214D || 406 || 160 || 1 || 0.3 || Anywhere || Reliable damage and HKD anywhere on screen.
| '''Heavy Starter''' > 6A > j.236BD, 214B, 214BD, 214C, cl.C || 526 || 360 || 1 || 0.50 || Corner || Ludicrous damage that regenerates half of its cost with a jump-in.
|-
|-
| '''Heavy Starter''' > 6A > j236BD > 214AC > 214C > cl.C || 416 || 210 || 1 || 0.3 || Corner || Juggle into air reset. Very satisfying for how easy it is.
| '''Light Starter''' > 214BD, 214C > 236236P || 330 || 90 || 1.5 || 0.13 || Anywhere ||  
|}
 
===1.5 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214BD > 214C > 236236A/C || 331 || 120 || 1.5 || 0.2 || Anywhere || Tack on a bit of extra damage with this.
| '''Heavy Starter''' > 6A > j.236BD, 214BD, 214AC, 214D || 455 || 160 || 1.5 || 0.29 || Anywhere ||
|-
|-
| '''Heavy Starter''' > 6A > j236BD > 214BD > 214AC > 214D || 465 || 160 || 1.5 || 0.3 || Anywhere || Extra half a bar for extra damage on top of HKD for oki. Very efficient considering the damage for how little the combo costs.
| '''Heavy Starter''' > 6A > j.236BD, 214B, 214C > 236236P || 515 || 220 || 1.5 || 0.36 || Corner || 1.5 bar corner variant that grants a safejump with 2Ax2(whiff cancel) jump.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214C > 236236AC || 391 || 120 || 2 || 0.2 || Anywhere || Similar to the first 1 Bar combo listed above, this does less damage if you use the kick super while giving better oki.
| '''Light Starter''' > 214C > 236236AC || 391 || 120 || 2 || 0.155 || Anywhere || For a '''Light Starter''', it is more efficient to super instead of using multiple EX moves.
|-
| '''Heavy Starter''' > 6A > j.236BD, 214BD, 214C > 236236P || 515 || 160 || 2 || 0.22 || Anywhere ||  
|-
| '''Heavy Starter''' > 6A > j.236BD, 214B, 214BD, 214C > 236236P || 574 || 220 || 2 || 0.36 || Corner || Corner route. Leads to a safejump with 2Ax2(whiff cancel) jump.
|-
| 6B > (QM) > cl.D > 6A > j236BD, 214C > 236236A/C || 344 || 240 || 2 || 0.1 || Anywhere || Raw overhead combo for any team position.
|-
| 6B > (QM) > cl.D > 6A > j236BD, 214AC, 214C > 236236A/C || 367 || 220 || 2 || 0.1 || Anywhere || Overhead starter into quick max combo. Requires 1500 MAX Mode Gauge, so use in anchor position.
|-
|-
| '''Heavy Starter''' > 6A > j236B > j236236BD || 497 || 160 || 2 || 0.3 || Anywhere || Very easy and consistent. In corner you can use 236236AC instead for bonus damage.
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6A > j.236BD, 214B > 236236P || 509 || 270 || 2 || 0.2 || Anywhere || Only requires 1000 MAX Mode Gauge, so it can be used on any team position.
|-
|-
| '''Heavy Starter''' > 6A > j236BD > 214AC > 214C > 236236AC || 498 || 140 || 2 || 0.2 || Anywhere || Yes, you deal one extra point of damage for a bit less stun and meter gain.
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6A > j.236BD. 214BD, 214AC, 214D || 495 || 270 || 2 || 0.2 || Anywhere || Only works at anchor. Sacrifices a bit of damage for better oki and mixup with 214D kiss setups
|-
|-
| 6B > (QM) > cl.D > 6A > j236BD > 214C > 236236A/C || 344 || 240 || 2 || 0.1 || Anywhere || Overhead starter into quick max combo. Requires 1000 or more MAX Mode Gauge, so use in point or mid position.
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6A > j.236BD, 214BD, 214C > 236236P || 542|| 270 || 2 || 0.2 || Anywhere || Only works at anchor. the optimal 2 bar QM combo at anchor. make sure to cancel into super after both hits of 214C hit otherwise you will do less damage than the usual 2 bar QM route
|-
|-
| 6B > (QM) > cl.D > 6A > j236BD > 214AC > 214C > 236236A/C || 367 || 220 || 2 || 0.1 || Anywhere || Overhead starter into quick max combo. Requires 1500 MAX Mode Gauge, so use in anchor position.
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6A > j.236BD > 214AC, 214B, 214A > 236236P || 570|| 310|| 2 || 0.2 || Corner|| Only works at anchor. the optimal 2 bar QM combo at anchor in corner.
|-
|-
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6A > j236BD > 214C > 236236A/C || 501 || 270 || 2 || 0.2 || Anywhere || Only requires 1000 MAX Mode Gauge, so it can be used on any team position.
| '''Heavy Starter''' > 6A > j.236BD, 214B, 214C > 236236AC || 625 || 220 || 2.5 || 0.36 || Corner || 2.5 bar corner route.
|-
| 41236BD > '''Heavy Starter''' > 6A, cl.D > 6A > j.236BD, 214B, 214BD, 214C > 236236A/C || 656 || 320 || 2.5 || 0.5 || Near Corner || High damage combo with 41236BD. You need to be very close with 426BD for this to work. You can omit the 214B for it to work midscreen for a little less 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''' > 214B > Climax || 459 || 120 || 3 || 0.2 || Anywhere || Easy hit confirm into climax. There's better, higher damaging combos (see below) but this is fine in a pinch.
| '''Heavy Starter''' 6B > BC > cl.D > 6A > j.236BD, 214B > 214236CD || 653 || 270 || 3 || 0 || Anywhere || 3 bar route for point Shermie. massive damage for point
|-
|-
| '''Light Starter''' > (QM) > cl.D > 6A > j236BD > 214C > 236236AC || 494 || 220 || 3 || 0.1 || Anywhere || This works at any level of MAX Mode Gauge. Can use 236236BD for less damage and better oki when outside of corner.
| '''Heavy Starter''' > 6B > BC > cl.D > 6B > 214B > 236263P > 214236CD || 701 || 260 || 3 || 0 || Anywhere || the optimal 3 bar QM route works on mid and anchor.  
|-
|-
| '''Light Starter''' > (QM) > cl.D > 6B > 214B > 236236A/C > Climax || 563 || 210 || 3 || 0.1 || Anywhere || This works at 1250 MAX Mode Gauge, so you must be in the mid or anchor position.
| '''Heavy Starter''' > 6A > j.236B > j236236B/D > 236236AC || 634 || 260 || 3 || 0.27 || Anywhere || As of patch 1.62 O.Shermie can now advance/climax cancel her air super. Only gets oki in the corner, though.
|-
|-
| '''Heavy Starter''' > 6A > j236B > j236236B/D > 236236AC || 644 || 260 || 3 || 0.3 || Anywhere || As of patch 1.62 O.Shermie can now advance/climax cancel her air super. Only gets oki in the corner, though.
| '''Heavy Starter''' > 6B > (QM) cl.D > 6A > j.236BD, 214C > 236236AC || 419 || 240 || 3 || 0.1 || Anywhere || Add some damage onto the 2 meter quick max combo for just an extra bar.
|-
| '''Heavy Starter''' > 6B > (QM) cl.D > 6A > j236BD > 214C > 236236AC || 419 || 240 || 3 || 0.1 || Anywhere || Add some damage onto the 2 meter quick max combo for just an extra bar.
|-
| '''Heavy Starter''' > 6B > (QM) cl.D > 6B(1 Hit) > 214B > 236236A/C > Climax || 701 || 260 || 3 || 0.2 || Anywhere || This combo requires 1250 MAX Mode Gauge, so you must be in the mid or anchor position.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > (QM) > cl.D > 6B > 214B > 236236AC > Climax || 645 || 210 || 4 || 0.1 || Anywhere || This combo can be used regardless of team position.
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax || 797 || 260 || 4 || 0.2 || Anywhere || mid/anchor 4 bar QM
|-
| '''Heavy Starter''' > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax || 797 || 740 || 4 || 0.2 || Anywhere || Exact same combo as above, just a heavier start. Noticeably more damage because of it.
|-
|-
| MAX Mode > '''Light Starter''' > 214C > 236236B/D > 236236AC > Climax || 813 || 120 || 4 || 0.2 || Anywhere || Requires 1250 MAX Mode Gauge and raw MAX Mode activation. Can only be done when in mid or anchor team position.
| MAX Mode > '''Light Starter''' > 214C > 236236B/D > 236236AC > Climax || 813 || 120 || 4 || 0.2 || Anywhere || Works on both mid and anchor.
|-
|-
| MAX Mode > '''Heavy Starter''' > 6A > j236B > 236236B/D > 236236AC > Climax || 1024 || 160 || 4 || 0.3 || Anywhere || Requires 1250 MAX Mode Gauge, a raw activation, and zero morals whatsoever. Delete a character for only 4 bars!
| MAX Mode > '''Heavy Starter''' > 6A > j236B > 236236B/D > 236236AC > Climax || 1024 || 160 || 4 || 0.3 || Anywhere || Obligatory raw activation TOD. Works on both mid and anchor.
|}
|}



Latest revision as of 23:29, 16 May 2024

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

Note: O. Shermie can string together a myriad of light attacks.

Combo Damage Notes
2B > f.B(1) 29 The most consistent light confirm. f.B negates pushback so it is vital for light confirms.
2B > 2A > f.B(1) 51 2A is surprisingly stubby, so it can sometimes whiff.
cl.A > 2A > cl.A > 2A > f.B(1) 94 Any string of light attacks that ends with f.B can function as a light confirm.

Heavy Starters

Combo Damage Notes
cl.C 70 The most practical heavy starter due to its speed.
cl.D 80 Slower than cl.C but the highest damage, single-hit heavy starter making it ideal for punishes.
2A/cl.A, 2C/cl.C 91 Light to heavy link. The added hit enables better confirms. Unreliable after a jump-in but very useful after a cross-up.
2A > cl.A, cl.C 111 Double light to heavy link. Must be absolutely point blank. Can works after a cross-up but is much less reliable.

Other Starters

Combo Damage Notes
CD 75 Combos reliably into 214C, which also combos into your 236236B/D/BD, which can go into 236236A/C/AC and/or climax. This works everywhere on screen, except when your opponent is near the corner. Take note, CD > 214C is also safe on block.

(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 151 0 Rush combo ending in a special move.
cl.A > A > A > C 237 1 Rush combo ending in a super.
cl.A > A > A > D 358 2 Rush combo ending in a Max super.
cl.A > A > A > A 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214C 115 90 0.130 Anywhere Standard low combo. +33 but sends them too far for oki.
Heavy Starter > 6A > j.236B 207 160 0.27 Anywhere Certain characters can punish 6A on block, so be sure to hit confirm by using a light link or jump-in attack.
Heavy Starter > 6B > 214C 203 150 0.22 Anywhere If 6A cannot be confirmed, use 6B for a safer (but slightly less rewarding) confirm.
Light Starter > 214C, cl.C 171 160 0.2 Corner Cancel cl.C into 426A for a meaty fireball setup. Plus on-block and can convert on-hit.
Heavy Starter > 6A > j.236B, cl.D 276 230 0.35 Corner Cancel cl.D into 426A for a meaty fireball setup.
Heavy Starter > 6B > 214C, cl.C 259 220 0.29 Corner Cancel cl.C into 426A for a meaty fireball setup.

EX

Note: Heavy Starter > 6B can access any Light Starter combo for 88 extra damage, 60 stun, and .09 meter.

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 214C 192 90 0.5 0.13 Anywhere
Heavy Starter > 6A > j.236BD, 214D 337 160 0.5 0.29 Anywhere 214D guarantees a meaty 426A for powerful pressure.
Light Starter > 214BD, 214C, cl.C 241 160 0.5 0.2 Corner
Heavy Starter > 6A > j.236BD, 214C, cl.D 366 230 0.5 0.3 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 214AC, 214D 276 90 1 0.2 Anywhere
Heavy Starter > 6B > 214B > 236236P 365 150 1 0.26 Anywhere 1 more damage than using the Light Starter route.
Heavy Starter > 6A > j.236BD, 214AC, 214D 396 160 1 0.29 Anywhere
Light Starter > 214BD, 214AC, 214B, cl.D 304 160 1 0.25 Corner
Heavy Starter > 6A > j.236BD, 214B, 214BD, 214C, cl.C 526 360 1 0.50 Corner Ludicrous damage that regenerates half of its cost with a jump-in.
Light Starter > 214BD, 214C > 236236P 330 90 1.5 0.13 Anywhere
Heavy Starter > 6A > j.236BD, 214BD, 214AC, 214D 455 160 1.5 0.29 Anywhere
Heavy Starter > 6A > j.236BD, 214B, 214C > 236236P 515 220 1.5 0.36 Corner 1.5 bar corner variant that grants a safejump with 2Ax2(whiff cancel) jump.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214C > 236236AC 391 120 2 0.155 Anywhere For a Light Starter, it is more efficient to super instead of using multiple EX moves.
Heavy Starter > 6A > j.236BD, 214BD, 214C > 236236P 515 160 2 0.22 Anywhere
Heavy Starter > 6A > j.236BD, 214B, 214BD, 214C > 236236P 574 220 2 0.36 Corner Corner route. Leads to a safejump with 2Ax2(whiff cancel) jump.
6B > (QM) > cl.D > 6A > j236BD, 214C > 236236A/C 344 240 2 0.1 Anywhere Raw overhead combo for any team position.
6B > (QM) > cl.D > 6A > j236BD, 214AC, 214C > 236236A/C 367 220 2 0.1 Anywhere Overhead starter into quick max combo. Requires 1500 MAX Mode Gauge, so use in anchor position.
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD, 214B > 236236P 509 270 2 0.2 Anywhere Only requires 1000 MAX Mode Gauge, so it can be used on any team position.
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD. 214BD, 214AC, 214D 495 270 2 0.2 Anywhere Only works at anchor. Sacrifices a bit of damage for better oki and mixup with 214D kiss setups
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD, 214BD, 214C > 236236P 542 270 2 0.2 Anywhere Only works at anchor. the optimal 2 bar QM combo at anchor. make sure to cancel into super after both hits of 214C hit otherwise you will do less damage than the usual 2 bar QM route
Heavy Starter > 6B > (QM) > cl.D > 6A > j.236BD > 214AC, 214B, 214A > 236236P 570 310 2 0.2 Corner Only works at anchor. the optimal 2 bar QM combo at anchor in corner.
Heavy Starter > 6A > j.236BD, 214B, 214C > 236236AC 625 220 2.5 0.36 Corner 2.5 bar corner route.
41236BD > Heavy Starter > 6A, cl.D > 6A > j.236BD, 214B, 214BD, 214C > 236236A/C 656 320 2.5 0.5 Near Corner High damage combo with 41236BD. You need to be very close with 426BD for this to work. You can omit the 214B for it to work midscreen for a little less damage.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter 6B > BC > cl.D > 6A > j.236BD, 214B > 214236CD 653 270 3 0 Anywhere 3 bar route for point Shermie. massive damage for point
Heavy Starter > 6B > BC > cl.D > 6B > 214B > 236263P > 214236CD 701 260 3 0 Anywhere the optimal 3 bar QM route works on mid and anchor.
Heavy Starter > 6A > j.236B > j236236B/D > 236236AC 634 260 3 0.27 Anywhere As of patch 1.62 O.Shermie can now advance/climax cancel her air super. Only gets oki in the corner, though.
Heavy Starter > 6B > (QM) cl.D > 6A > j.236BD, 214C > 236236AC 419 240 3 0.1 Anywhere Add some damage onto the 2 meter quick max combo for just an extra bar.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax 797 260 4 0.2 Anywhere mid/anchor 4 bar QM
MAX Mode > Light Starter > 214C > 236236B/D > 236236AC > Climax 813 120 4 0.2 Anywhere Works on both mid and anchor.
MAX Mode > Heavy Starter > 6A > j236B > 236236B/D > 236236AC > Climax 1024 160 4 0.3 Anywhere Obligatory raw activation TOD. Works on both mid and anchor.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Navigation

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