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The King of Fighters XV/Sylvie Paula Paula/Combos: Difference between revisions

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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A > 6B''' || 69 || Standard light starter.
| '''2B > 2B > f.5B '''|| 56 || Basic light starter. While she can combo into 6B off of lights, there will be times you will be too far to do so or f.5B is your best punish.
|-
| cl.5B > 2B > f.5A > 6b || 95 || Extended light starter.
|-
| 2A/c.5A > cl.5C > 6A || 145 || Light into heavy starter.
|-
| 2A/c.5A > cl.5C > 6B || 122 || Light into universal starter.
|}
|}


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{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
| '''cl.5C > 6A''' || 127 || Heavy only starter.
|-
|-
| '''cl.5C > 6B''' || 103 || Starts the same combos as light starters.
| '''cl.5C > 6B''' || 103 || Starts the same combos as light starters.
Line 60: Line 52:
|-
|-
| j.C > cl.5D > 6B || 177 || Heavy universal with a jumpin.
| j.C > cl.5D > 6B || 177 || Heavy universal with a jumpin.
|-
| 2B > 2A > 6B || 69 || Standard light starter.
|-
| 2A/c.5A > cl.5C > 6B || 122 || Light link into heavy starter.
|}
|}


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{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
| cl.5C > 6A || 127 || Heavy only starter. This requires different combos from 6B combos but is still very important.
|-
|-
| CD || 75 || Standard Blow Back, can be run up to from anywhere and followed by 6A.
| CD || 75 || Standard Blow Back, can be run up to from anywhere and followed by 6A.
|-
|-
| 236CD || 75 || Standard Shatter Strike, decent combo starter.
| 236CD || 75 || Standard Shatter Strike, decent combo starter.
|-
| 632146P || 98 || Grab with a lot of scaling.
|-
| 2A/c.5A > cl.5C > 6A || 145 || Light link into 6A starter.
|}
|}


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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 > 623B || 201 || 225 || 0 || .37 || Anywhere || Basic light combo.
| '''Light Starter''' > 214B || 124 || 120 || 0 || .2 || Anywhere || Basic light combo, doesn't require a confirm since 214B is safe-ish on block.
|-
| '''Light Starter''' > 236B || 115 || 130 || 0 ||  || Anywhere || Basic light confirm into a strong knockdown for safe jump. Requires a confirm to avoid dying on block.
|-
| '''Heavy Starter''' > 214A > 623B || 242 || 250 || 0 || .42 || Anywhere || Basic heavy confirm
|-
|-
| '''Heavy Universal Starter''' > 214A > 623B || 242 || 250 || 0 || .42 || Anywhere || Same as light but with more damage, stun and meter gain.
| cl.5C > 6A > 214C > 623D || 310 || 250 || 0 || .47 || Anywhere || 6A and 6B have different routes, 6A being locked to heavy only.
|-
|-
| '''Heavy Only Starter''' > 214C > 623D || 310 || 250 || 0 || .47 || Anywhere || 6A and 6B have different routes, 6A being locked to heavy only.
| cl.5C > 6A > 214C > 236B || 267|| 240|| 0 || || Anywhere || Similar to above, however trades damage for a stronger knockdown
|-
|-
| 2B > 2B > f.5B > 214B || 124 || 120 || 0 || .2 || Anywhere || Raw lights confirm.
| 2B > 2A > 6B > 214A > 623B || 201 || 225 || 0 || .37 || Anywhere || Basic light 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''' > 214AC > 6A > 214C > 623D || 336 || 315 || .5 || .49 || Anywhere || Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
| '''Light Starter''' > 236BD > 236B || 181 || 130|| .5 ||  || Anywhere || Adds just a little bit more damage to the earlier light starter combo
|-
| '''Light Starter''' > 236BD > 623D || 219 || 120 || .5 ||  || Anywhere || Adds a little bit more damage off of your light confirm, loses knockdown from above combo
|-
| '''Heavy Starter''' > 214AC > 6A > 214C > 623D || 388 || 340 || .5 || .51 || Anywhere || Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
|-
| '''Heavy Starter''' > 214AC > 6A > 236A > 214A > 623B || 394 || 470 || .5 || .42 || Corner || Corner only, pay back the meter nearly in full.
|-
| 2B > 2A > 6B > 214AC > 6A > 214C > 623D || 336 || 315 || .5 || .49 || Anywhere || Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
|-
|-
| '''Light Starter''' > 214AC > 6A > 236A > 214A > 623B || 340 || 445 || .5 || .5 || Corner || Corner only, pay back the meter in full.
| 2B > 2A > 6B > 214AC > 6A > 236A > 214A > 623B || 340 || 445 || .5 || .5 || Corner || Corner only, pay back the meter in full.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 623D || 388 || 340 || .5 || .51 || Anywhere || Same as light but with more damage, stun and meter gain.
| cl.5C > 6A > 214AC > 214A > 236D || 363 || 290 || .5 || || Anywhere || Decent damage for half a bar and a hard knockdown. Whiff 2B into hop forward for a 4f safe jump
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 236A > 214A > 623B || 394 || 470 || .5 || .42 || Corner || Same as light but with more damage, stun and meter gain.
| cl.5C > 6A > 214AC > 214C > 623D || 371 || 250 || .5 || || Anywhere || Again trading off safe jump for better 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''' > 214AC > 6A > 214C > 236BD > 623D || 385 || 315 || 1 || .49 || Anywhere || Simple extension, can also replace the ender with  236B at the end for a safe jump setup at the cost of damage.
| '''Light Starter''' > 214B > 236236B || 268 || 120 || 1 || || Anywhere || Simple combo for 1 bar, leads to a solid safe jump after
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 236AC > 623D || 425 || 405 || 1 || .49 || Corner || Way simpler than the .5 version but slightly less bar is gained back.
| '''Light Starter''' > 236BD > 623D > 236236D || 315 || 90|| 1.5 || || Anywhere || Add half a bar to help beef up the damage more.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236BD > 623D  || 442 || 340 || 1 || .51 || Anywhere || Same as light but with more damage, stun and meter gain.
| '''Heavy Starter''' > 214AC > 6A > 214C > 236BD > 623D  || 442 || 340 || 1 || .51 || Anywhere || Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236AC > 623D || 485 || 430 || 1 || .51 || Corner || Same as light but with more damage, stun and meter gain.
| '''Heavy Starter''' > 214AC > 6A > 214C > 236AC > 623D || 485 || 430 || 1 || .51 || Corner || Way simpler than the .5 version but slightly less bar is gained back.
|-
|-
| '''Heavy Only Starter''' > 214AC > 236AC > 214C > 236B || 439 || 260 || 1 || .4 || Anywhere || More damage than the universal route but doesn't work in the corner, guaranteed safe jump.
| 2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 623D || 385 || 315 || 1 || .49 || Anywhere || Simple extension, can also replace the ender with  236B at the end for a safe jump setup at the cost of damage.
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 214B > 236236P || 438 || 315 || 1.5 || .46 || Anywhere || Simple super extension, can either use 214B or the 1st hit of 623D to go into it.
| 2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D || 425 || 405 || 1 || .49 || Corner || Way simpler than the .5 version but slightly less bar is gained back.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 214B > 236236P || 498 || 340 || 1.5 || .43 || Anywhere || Same as light but with more damage, stun and meter gain.
| cl.5C > 6A > 214AC > 236AC > 214C > 236B || 439 || 260 || 1 || .4 || Anywhere || More damage than the universal route but doesn't work in the corner, guaranteed safe jump.
|-
|-
| '''Heavy Only Starter''' > 214AC > 236AC > 214C > 236BD > 623D || 523 || 250 || 1.5 || .48 || Anywhere || Extended.
| '''Heavy Starter''' > 214AC > 6A > 214C > 214B > 236236P || 498 || 340 || 1.5 || .43 || Anywhere || Simple super extension, can either use 214B or the 1st hit of 623D to go into it.
|-
| 2B > 2A > 6B > 214AC > 6A > 214C > 214B > 236236P || 438 || 315 || 1.5 || .46 || Anywhere || Simple super extension, can either use 214B or the 1st hit of 623D to go into it.
|-
| cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 623D || 523 || 250 || 1.5 || .48 || Anywhere || Extended.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 236BD > 214B > 236236P || 471 || 315 || 2 || .4 || Anywhere || Super ender.
| '''Light Starter''' > 214B > 236236AC || 410|| 120 || 2 || || Anywhere || Basic 2 bar combo off of lights.
|-
| '''Heavy Starter''' > 214AC > 6A > 214C > 236BD > 214B > 236236P || 536 || 340 || 2 || .51 || Anywhere || Super ender.
|-
| '''Heavy Starter''' > 214AC > 6A > 214C > 236AC > 623B || 579 || 430 || 2 || .51 || Corner || Cancel DP after 1st hit.
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 236AC > 623D(1) > 236236P || 511 || 375 || 2 || .46 || Corner || Cancel DP after 1st hit.
| 2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P || 471 || 315 || 2 || .4 || Anywhere || Super ender.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236BD > 214B > 236236P || 536 || 340 || 2 || .51 || Anywhere || Same as light but with more damage, stun and meter gain.
| 2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D(1) > 236236P || 511 || 375 || 2 || .46 || Corner || Cancel DP after 1st hit.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236AC > 623B || 579 || 430 || 2 || .51 || Corner || Same as light but with more damage, stun and meter gain.
| cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 623BD || 553 || 190 || 2 || .25 || Anywhere || 623BD does some dumb damage.
|-
|-
| '''Heavy Only Starter''' > 214AC > 236AC > 214C > 236BD > 623BD || 553 || 190 || 2 || .25 || Anywhere || 623BD does some dumb damage.
| '''Light Starter''' > 236BD > 623D > 236236AC || 436|| 90|| 2.5 || || Anywhere || If you feel like burning meter I guess, going right into 2 bar super without ex is more efficient.
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 214B > 236236AC || 542 || 315 || 2.5 || .43 || Anywhere || More super.
| '''Heavy Starter''' > 214AC > 6A > 214C > 214B > 236236AC || 605 || 340 || 2.5 || .46 || Anywhere || More super.
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P || 547 || 375 || 2.5 || .42 || Corner || Later super.
| '''Heavy Starter''' > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P || 606 || 430 || 2.5 || .46 || Corner || Later super.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 214B > 236236AC || 605 || 340 || 2.5 || .46 || Anywhere || Same as light but with more damage, stun and meter gain.
| 2B > 2A > 6B > 214AC > 6A > 214C > 214B > 236236AC || 542 || 315 || 2.5 || .43 || Anywhere || More super.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P || 606 || 430 || 2.5 || .46 || Corner || Same as light but with more damage, stun and meter gain.
| 2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P || 547 || 375 || 2.5 || .42 || Corner || Later super.
|-
|-
| '''Heavy Only Starter''' > 214AC > 236AC > 214C > 236BD > 214B > 236236P || 609 || 250 || 2.5 || .4 || Anywhere || Super ender.
| cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 214B > 236236P || 609 || 250 || 2.5 || .4 || Anywhere || Super ender.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter without the 6B''' > BC > cl.5D > 6A > 214C > 214B > 236236P > CLIMAX || 654 || 295 || 3 || .05 || Anywhere || Simple Quick Max combo, 6B makes the scaling higher. 1500 Max Gauge only (Anchor).
| '''Light Starter''' > BC > cl.5D > 6A > 214C > 214B > 236236P > CLIMAX || 654 || 295 || 3 || .05 || Anywhere || Simple Quick Max combo, 6B makes the scaling higher. 1500 Max Gauge only (Anchor).
|-
| cl.5C > 6A > BC > 214C > 214B > 236236P > CLIMAX || 711 || 250 || 3 || .1 || Anywhere || 6A doesn't scale like 6B so its best to QM after it. 1500 Max Gauge only (Anchor).
|-
|-
| '''Heavy Only Starter''' > BC > 214C > 214B > 236236P > CLIMAX || 711 || 250 || 3 || .1 || Anywhere || 6A doesn't scale like 6B so its best to QM after it. 1500 Max Gauge only (Anchor).
| '''Heavy starter''' > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX || 667 || 315 || 3.5 || .15 || Anywhere || You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor).
|-
|-
| '''Light Starter''' > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX || 667 || 315 || 3.5 || .15 || Anywhere || You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor).
| 2B > 2A > 6B > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX || 667 || 315 || 3.5 || .15 || Anywhere || You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor).
|-
|-
| cl.5C > 214AC > 6A > BC > 214C > 214B > 236236P > CLIMAX || 759 || 250 || 3.5 || .15 || Anywhere || Because 214AC links off heavies, cl.5D adds an extra 10 damage. 1500 Max Gauge only (Anchor).
| cl.5C > 214AC > 6A > BC > 214C > 214B > 236236P > CLIMAX || 759 || 250 || 3.5 || .15 || Anywhere || Because 214AC links off heavies, cl.5D adds an extra 10 damage. 1500 Max Gauge only (Anchor).
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter without the 6B''' > BC > cl.5D > 6A > 214C > 214B > 236236AC > CLIMAX || 742 || 295 || 3 || .05 || Anywhere || Same as before but with more force. 1500 Max Gauge only (Anchor).
| '''Light Starter''' > BC > cl.5D > 6A > 214C > 214B > 236236AC > CLIMAX || 742 || 295 || 3 || .05 || Anywhere || Same as before but with more force. 1500 Max Gauge only (Anchor).
|-
| cl.5C > 6A > > BC > 214C > 214B > 236236AC > CLIMAX || 818 || 250 || 3 || .1 || Anywhere || More bar. 1500 Max Gauge only (Anchor).
|-
|-
| '''Heavy Only Starter''' > BC > 214C > 214B > 236236AC > CLIMAX || 818 || 250 || 3 || .1 || Anywhere || More bar. 1500 Max Gauge only (Anchor).
| '''Heavy Starter''' > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX || 752 || 315 || 3.5 || .15 || Anywhere || Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor).
|-
|-
| '''Light Starter''' > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX || 752 || 315 || 3.5 || .15 || Anywhere || Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor).
| 2B > 2A > 6B > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX || 752 || 315 || 3.5 || .15 || Anywhere || Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor).
|-
|-
| cl.5C > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX || 863 || 250 || 3.5 || .15 || Anywhere || Heavies cheat, and cl.5D adds and extra 10 damage.. 1500 Max Gauge only (Anchor).
| cl.5C > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX || 863 || 250 || 3.5 || .15 || Anywhere || Heavies cheat, and cl.5D adds an extra 10 damage.. 1500 Max Gauge only (Anchor).
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214AC > 6A > 214C > 236BD > BC > 236236P > 236236BD > CLIMAX || 851 || 255 || 5 || .25 || Midscreen || Blue Max after the 236BD, 6B doesn't ruin the scaling.
| '''Heavy Starter''' > 214AC > 6A > 214C > 236BD > BC > 236236P > 236236BD > CLIMAX || 903 || 280 || 5 || .3 || Midscreen || Blue Max after the 236BD, 6B doesn't ruin the scaling.
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236BD > BC > 236236P > 236236BD > CLIMAX || 903 || 280 || 5 || .3 || Midscreen || Same as light version.
|-
| '''Light Starter''' > 214AC > 6A > 214C > 2D > BC > 236236AC > CLIMAX || 743 || 305 || 5 || .3 || Anywhere || That's right, 2D combos into either super.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 2D > BC > 236236AC > CLIMAX || 794 || 330 || 5 || .4 || Anywhere || Same as light version.
| '''Heavy Starter''' > 214AC > 6A > 214C > 2D > BC > 236236AC > CLIMAX || 794 || 330 || 5 || .4 || Anywhere || That's right, 2D combos into either super.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
|BC > '''Light Starter''' > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX || 792 || 315 || 3 || .41 || Anywhere || Basic Raw Max combo.
|BC > '''Heavy Starter''' > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX || 876 || 340 || 3 || .46 || Anywhere || Basic Raw Max combo.
|-
|-
|BC > '''Light Starter''' > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX || 971 || 255 || 4 || .26 || Anywhere || More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.
|BC > '''Heavy Starter''' > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX || 1057 || 280 || 4 || .30 || Anywhere || More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX || 876 || 340 || 3 || .46 || Anywhere || Same as light but with more damage, stun and meter gain.
|BC > 2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX || 792 || 315 || 3 || .41 || Anywhere || Basic Raw Max combo.
|-
|-
| '''Heavy Universal Starter''' > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX || 1057 || 280 || 4 || .30 || Anywhere || Kill.
|BC > 2B > 2A > 6B > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX || 971 || 255 || 4 || .26 || Anywhere || More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.
 
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| . || . || . || . || . || Anywhere || .
| CD > 6A > 214C > 623D || 247 || 330 || 0 || .49 || Anywhere || Basic Blow Back combo, can link 6A from anywhere if you run fast enough.
 
|-
| CD > 236BD > 236B || 148~ || 170~ || .5 || || Anywhere || If you are not confident in run up 6A, this combo will work. Damage will vary depending on number of hits of 236BD Can also end with 623K/super for more damage.
|-
| CD > 214D || 145 || 180 || 0 || || Anywhere || Still does decent damage for no meter cost, however the knockdown is poor. Burn EX 214BD for a better knockdown to start offense.  
|-
| 236CD > 6A > 214C > 623D || 328 || 230 || .5 || .42 || Anywhere || Basic Shatter Strike combo.
|-
| 236CD > 214AC > 6A > 214C > 623D || 395 || 230 || 1 || .42 || Anywhere || Extended Shatter Strike combo.
|-
| 236CD > 6A > BC > 214C > 214B > 236236P > CLIMAX || 743 || 230 || 3.5 || .1 || Anywhere || Shatter Strike into Quick Max.
|-
| 632146P > 214A > 623D || 134 || 140 || 0 || .4 || Anywhere || Really not good to do long combos after the grab due to scaling.
|-
| 632146P > 6 > 214A > 623D || 172 || 230 || 0 || .46 || Anywhere || Really awkward microwalk to extend the combo.
|}
|}


==External Links==
==External Links==
{{#ev:youtube|Qj4ooa20VvA|||'''Sylvie Combos by Kakuge'''|frame}} {{#ev:youtube|TEspK5CAHBk|||'''Sylvie Combos by Meno'''|frame}}{{#ev:youtube|zexd5y-vxlQ|||'''Sylvie Combos by Persona'''|frame}} {{#ev:youtube|DMfDYxW5cFM|||'''Sylvie Starters and Combos by Faizer'''|frame}}
{{#ev:youtube|Qj4ooa20VvA|||'''Sylvie Combos by Kakuge'''|frame}} {{#ev:youtube|TEspK5CAHBk|||'''Sylvie Combos by Meno'''|frame}}{{#ev:youtube|zexd5y-vxlQ|||'''Sylvie Combos by Persona'''|frame}} {{#ev:youtube|qh4cyKO6hQA|||'''Sylvie Combos by playergodaines'''|frame}} {{#ev:youtube|DMfDYxW5cFM|||'''Sylvie Starters and Combos by Faizer'''|frame}}


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

Latest revision as of 21:38, 18 July 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.
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).

Light Starters

Combo Damage Notes
2B > 2B > f.5B 56 Basic light starter. While she can combo into 6B off of lights, there will be times you will be too far to do so or f.5B is your best punish.

Heavy Starters

Combo Damage Notes
cl.5C > 6B 103 Starts the same combos as light starters.
j.C > cl.5D > 6A 200 Heavy only with a jump in, j.C can cross up so if it does use cl.5C.
j.C > cl.5D > 6B 177 Heavy universal with a jumpin.
2B > 2A > 6B 69 Standard light starter.
2A/c.5A > cl.5C > 6B 122 Light link into heavy starter.

Other Starters

Combo Damage Notes
cl.5C > 6A 127 Heavy only starter. This requires different combos from 6B combos but is still very important.
CD 75 Standard Blow Back, can be run up to from anywhere and followed by 6A.
236CD 75 Standard Shatter Strike, decent combo starter.
632146P 98 Grab with a lot of scaling.
2A/c.5A > cl.5C > 6A 145 Light link into 6A starter.

Combos

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 138 110 0 .17 Anywhere Rush combo ending in a special move (214A), can combo into supers and 623B.
cl.A > A > A > C 223 30 1 .1 Anywhere Rush combo ending in a super (236236K).
cl.A > A > A > D 359 30 2 .1 Anywhere Rush combo ending in a Max super (236236BD).
cl.A > A > A > A 454 30 3 .1 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214B 124 120 0 .2 Anywhere Basic light combo, doesn't require a confirm since 214B is safe-ish on block.
Light Starter > 236B 115 130 0 Anywhere Basic light confirm into a strong knockdown for safe jump. Requires a confirm to avoid dying on block.
Heavy Starter > 214A > 623B 242 250 0 .42 Anywhere Basic heavy confirm
cl.5C > 6A > 214C > 623D 310 250 0 .47 Anywhere 6A and 6B have different routes, 6A being locked to heavy only.
cl.5C > 6A > 214C > 236B 267 240 0 Anywhere Similar to above, however trades damage for a stronger knockdown
2B > 2A > 6B > 214A > 623B 201 225 0 .37 Anywhere Basic light combo.

.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236BD > 236B 181 130 .5 Anywhere Adds just a little bit more damage to the earlier light starter combo
Light Starter > 236BD > 623D 219 120 .5 Anywhere Adds a little bit more damage off of your light confirm, loses knockdown from above combo
Heavy Starter > 214AC > 6A > 214C > 623D 388 340 .5 .51 Anywhere Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
Heavy Starter > 214AC > 6A > 236A > 214A > 623B 394 470 .5 .42 Corner Corner only, pay back the meter nearly in full.
2B > 2A > 6B > 214AC > 6A > 214C > 623D 336 315 .5 .49 Anywhere Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
2B > 2A > 6B > 214AC > 6A > 236A > 214A > 623B 340 445 .5 .5 Corner Corner only, pay back the meter in full.
cl.5C > 6A > 214AC > 214A > 236D 363 290 .5 Anywhere Decent damage for half a bar and a hard knockdown. Whiff 2B into hop forward for a 4f safe jump
cl.5C > 6A > 214AC > 214C > 623D 371 250 .5 Anywhere Again trading off safe jump for better damage.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214B > 236236B 268 120 1 Anywhere Simple combo for 1 bar, leads to a solid safe jump after
Light Starter > 236BD > 623D > 236236D 315 90 1.5 Anywhere Add half a bar to help beef up the damage more.
Heavy Starter > 214AC > 6A > 214C > 236BD > 623D 442 340 1 .51 Anywhere Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage.
Heavy Starter > 214AC > 6A > 214C > 236AC > 623D 485 430 1 .51 Corner Way simpler than the .5 version but slightly less bar is gained back.
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 623D 385 315 1 .49 Anywhere Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage.
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D 425 405 1 .49 Corner Way simpler than the .5 version but slightly less bar is gained back.
cl.5C > 6A > 214AC > 236AC > 214C > 236B 439 260 1 .4 Anywhere More damage than the universal route but doesn't work in the corner, guaranteed safe jump.
Heavy Starter > 214AC > 6A > 214C > 214B > 236236P 498 340 1.5 .43 Anywhere Simple super extension, can either use 214B or the 1st hit of 623D to go into it.
2B > 2A > 6B > 214AC > 6A > 214C > 214B > 236236P 438 315 1.5 .46 Anywhere Simple super extension, can either use 214B or the 1st hit of 623D to go into it.
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 623D 523 250 1.5 .48 Anywhere Extended.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214B > 236236AC 410 120 2 Anywhere Basic 2 bar combo off of lights.
Heavy Starter > 214AC > 6A > 214C > 236BD > 214B > 236236P 536 340 2 .51 Anywhere Super ender.
Heavy Starter > 214AC > 6A > 214C > 236AC > 623B 579 430 2 .51 Corner Cancel DP after 1st hit.
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P 471 315 2 .4 Anywhere Super ender.
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D(1) > 236236P 511 375 2 .46 Corner Cancel DP after 1st hit.
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 623BD 553 190 2 .25 Anywhere 623BD does some dumb damage.
Light Starter > 236BD > 623D > 236236AC 436 90 2.5 Anywhere If you feel like burning meter I guess, going right into 2 bar super without ex is more efficient.
Heavy Starter > 214AC > 6A > 214C > 214B > 236236AC 605 340 2.5 .46 Anywhere More super.
Heavy Starter > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P 606 430 2.5 .46 Corner Later super.
2B > 2A > 6B > 214AC > 6A > 214C > 214B > 236236AC 542 315 2.5 .43 Anywhere More super.
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P 547 375 2.5 .42 Corner Later super.
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 214B > 236236P 609 250 2.5 .4 Anywhere Super ender.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 6A > 214C > 214B > 236236P > CLIMAX 654 295 3 .05 Anywhere Simple Quick Max combo, 6B makes the scaling higher. 1500 Max Gauge only (Anchor).
cl.5C > 6A > BC > 214C > 214B > 236236P > CLIMAX 711 250 3 .1 Anywhere 6A doesn't scale like 6B so its best to QM after it. 1500 Max Gauge only (Anchor).
Heavy starter > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX 667 315 3.5 .15 Anywhere You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor).
2B > 2A > 6B > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX 667 315 3.5 .15 Anywhere You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor).
cl.5C > 214AC > 6A > BC > 214C > 214B > 236236P > CLIMAX 759 250 3.5 .15 Anywhere Because 214AC links off heavies, cl.5D adds an extra 10 damage. 1500 Max Gauge only (Anchor).

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 6A > 214C > 214B > 236236AC > CLIMAX 742 295 3 .05 Anywhere Same as before but with more force. 1500 Max Gauge only (Anchor).
cl.5C > 6A > > BC > 214C > 214B > 236236AC > CLIMAX 818 250 3 .1 Anywhere More bar. 1500 Max Gauge only (Anchor).
Heavy Starter > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX 752 315 3.5 .15 Anywhere Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor).
2B > 2A > 6B > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX 752 315 3.5 .15 Anywhere Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor).
cl.5C > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX 863 250 3.5 .15 Anywhere Heavies cheat, and cl.5D adds an extra 10 damage.. 1500 Max Gauge only (Anchor).

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214AC > 6A > 214C > 236BD > BC > 236236P > 236236BD > CLIMAX 903 280 5 .3 Midscreen Blue Max after the 236BD, 6B doesn't ruin the scaling.
Heavy Starter > 214AC > 6A > 214C > 2D > BC > 236236AC > CLIMAX 794 330 5 .4 Anywhere That's right, 2D combos into either super.

Blue Max

Combo Damage Stun Meter cost Meter Gain Location notes
BC > Heavy Starter > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX 876 340 3 .46 Anywhere Basic Raw Max combo.
BC > Heavy Starter > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX 1057 280 4 .30 Anywhere More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.
BC > 2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX 792 315 3 .41 Anywhere Basic Raw Max combo.
BC > 2B > 2A > 6B > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX 971 255 4 .26 Anywhere More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.

Other Starters

Combo Damage Stun Meter cost Meter Gain Location notes
CD > 6A > 214C > 623D 247 330 0 .49 Anywhere Basic Blow Back combo, can link 6A from anywhere if you run fast enough.
CD > 236BD > 236B 148~ 170~ .5 Anywhere If you are not confident in run up 6A, this combo will work. Damage will vary depending on number of hits of 236BD Can also end with 623K/super for more damage.
CD > 214D 145 180 0 Anywhere Still does decent damage for no meter cost, however the knockdown is poor. Burn EX 214BD for a better knockdown to start offense.
236CD > 6A > 214C > 623D 328 230 .5 .42 Anywhere Basic Shatter Strike combo.
236CD > 214AC > 6A > 214C > 623D 395 230 1 .42 Anywhere Extended Shatter Strike combo.
236CD > 6A > BC > 214C > 214B > 236236P > CLIMAX 743 230 3.5 .1 Anywhere Shatter Strike into Quick Max.
632146P > 214A > 623D 134 140 0 .4 Anywhere Really not good to do long combos after the grab due to scaling.
632146P > 6 > 214A > 623D 172 230 0 .46 Anywhere Really awkward microwalk to extend the combo.

External Links

Sylvie Combos by Kakuge
Sylvie Combos by Meno
Sylvie Combos by Persona
Sylvie Combos by playergodaines
Sylvie Starters and Combos by Faizer

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