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The King of Fighters XV/Goenitz/Combos: Difference between revisions
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Awesomeguy42 (talk | contribs) m →1 Bar |
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| CD || 75 || | | CD || 75 || | ||
|- | |- | ||
| 6A | | 6A || 60 || Overhead Quick Max starter. Not an overhead when canceled into. | ||
|- | |- | ||
| | | f.C ~ C || 108 || Target combo that can only be Super or Quick Max canceled. | ||
|} | |} | ||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | ('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section unless specified.) | ||
==Combos== | ==Combos== | ||
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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 | | '''Light Starter''' > 214A ~ 4P ~ 4P || 139 || 155 || 0 || 19% || Anywhere || Meterless from lights, it's this or autocombo. | ||
|- | |- | ||
| '''Heavy Starter''' > 214C | | '''Heavy Starter''' > 214C ~ 4P ~ 4P || 237 || 220 || 0 || 31.5% || Anywhere || Optimal damage and stun, gives a (manually timed)safejump. | ||
|- | |- | ||
| '''Heavy Starter''' > 623A || 220 || 210 || 0 || | | '''Heavy Starter''' > 623A || 220 || 210 || 0 || 26.5% || Anywhere || Less damage, oki, and metergain, but 623A can be braked to be made safe. | ||
|} | |} | ||
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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 ~ 4P ~ 4P, 623C || 236 || 145 || 0.5 || 21% || Anywhere || Sends the opponent fullscreen, but optimal midscreen damage. | ||
|- | |||
| '''Light Starter''' > 214AC ~ 4P ~ 4P, cl.D(1) > 623B ~ 214C ~ 4P ~ 4P || 283 || 245 || 0.5 || 38% || Corner || Corner combo, gives a (manually timed)safejump. | |||
|- | |||
| '''Heavy Starter''' > 41236AC, 623D ~ 623C || 385 || 260 || 0.5 || 41.5% || Anywhere || Sends the opponent fullscreen, but optimal midscreen damage. | |||
|- | |||
| '''Heavy Starter''' > 41236AC, 623D ~ 214C ~ 4P ~ 4P || 382 || 270 || 0.5 || 44.5% || Anywhere || Sacrifices damage for oki(gives manual safejump) and slightly more stun. | |||
|- | |||
| '''Heavy Starter''' > 41236AC, run, cl.D(1) > 623D ~ 623C ~ AB, 214A ~ 4P ~ 4P || 420 || 370 || 0.5 || 52.5% || Corner || Optimal corner damage, but gives little frame advantage. Also note, ''most'' routes that include "run, cl.D(1)" can have that section omitted for easier execution(but 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''' > 214A ~ 4P ~ 4P > 2363214P || 292 || 155 || 1.0 || 19% || Anywhere || From lights, you get more from super than any two EX specials(midscreen at least). | ||
|- | |||
| '''Light Starter''' > 214AC ~ 4P ~ 4P, cl.D(1) > 623BD ~ 623C ~ AB, 214A ~ 4P ~ 4P|| 335 || 255 || 1.0 || 32% || Corner || Corner combo. | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C || 477 || 260 || 1.0 || 45.5% || Anywhere || Optimal damage, but no oki. | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P || 473 || 310 || 1.0 || 48.5% || Anywhere || Trades small amount of damage for better metergain, oki, and stun. | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C ~ AB, 214A ~ 4P ~ 4P || 490 || 370 || 1.0 || 52.5% || Corner || Optimal corner damage and stun. Note: Close D has to hit while the opponent is fairly high up for 623D to connect. | |||
|- | |||
| 236CD, cl.D(1) > 41236AC, 623D ~ 623C || 348 || 190 || 1.0 || 34% || Midscreen || Grounded Shatter Strike combo, '''will not work in the corner'''. | |||
|- | |||
| 236CD, 214AC ~ 4P ~ 4P, cl.D(1) > 623B ~ 214C ~ 4P ~ 4P || 302 || 200 || 1.0 || 34% || Corner || Grounded Shatter Strike combo. | |||
|- | |||
| 236CD, run, cl.D(1) > 623D ~ 41236AC, run, 623C || 350 || 190 || 1.0 || 34% || Midscreen || Anti-air Shatter Strike combo. | |||
|- | |||
| 236CD, 214AC ~ 4P ~ 4P, cl.D(1) > 623C || 281 || 140 || 1.0 || 21% || Corner || Anti-air Shatter Strike combo. | |||
|- | |||
| '''Light Starter''' > 214AC ~ 4P ~ 4P, cl.D(1) > 623B ~ 214C ~ 4P ~ 4P > 2363214A || 384 || 245 || 1.5 || 38% || Corner || | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, 623D ~ 214AC ~ 4P ~ 4P, cl.D(1) > 623C || 523 || 300 || 1.5 || 45.5% || Anywhere || As with the 1.0 bar route, you can swap 623C for 214C series for less damage but better metergain, oki, and stun. | |||
|} | |} | ||
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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 ~ 4P ~ 4P > 2363214AC || 407 || 155 || 2.0 || 19% || Anywhere || For 2.0 from lights, Quick Max is generally better. | ||
|- | |||
| '''Light Starter''' > 214AC ~ 4P ~ 4P, cl.D(1) > 623BD ~ 623C ~ AB, 214A ~ 4P ~ 4P > 2363214P || 436 || 255 || 2.0 || 32% || Corner || Corner only, worse damage than the 1250 and 1500 Quick Max. | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C > 2363214P || 600 || 300 || 2.0 || 45.5% || Anywhere || Optimal midscreen and corner damage. | |||
|- | |||
| '''Starter''' > BC, cl.C > 41236AC, 623D ~ 623C > 2363214P || 428/502 || 265/330 || 2.0 || 4%/11.5% || Anywhere || 1000 Quick Max and the optimal midscreen 2 bar combo from lights. | |||
|- | |||
| '''Starter''' > BC, cl.C > 623BD ~ 41236AC, 623C > 2363214A || 445/519 || 215/280 || 2.0 || 4%/11.5% || Anywhere || 1250 Quick Max. Similar combo to above, but rearranged to better scale with time for two EX specials. Note: Super must be A version, as the C version will whiff. | |||
|- | |||
| '''Starter''' > BC, cl.C > 6A > 623BD ~ 41236AC, 623D ~ 623C > 2363214P || 486/560 || 305/370 || 2.0 || 4%/11.5% || Anywhere || 1500 Quick Max. 6A and 623D added due to additional time. | |||
|- | |||
| '''Light Starter''' > 214AC ~ 4P ~ 4P, 623C > 2363214AC || 487 || 145 || 2.5 || 21% || Anywhere || | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, 623D ~ 214AC ~ 4P ~ 4P, cl.D(1) > 623C > 2363214P || 624 || 300 || 2.5 || 45.5% || Anywhere || | |||
|} | |} | ||
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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 ~ 4P ~ 4P > 2363214P > 6321463214AC || 558 || 155 || 3.0 || 19% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > 623A > 2363214P > 6321463214AC || 696 || 210 || 3.0 || 26.5% || Anywhere || Optimal damage. | |||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C > 2363214AC || 693 || 300 || 3.0 || 45.5% || Anywhere || Only slightly less damage but noticeably more stun and metergain. | |||
|- | |||
| '''Starter''' > BC, cl.C > 6A > 41236AC, 623B > 2141236CD || 503/577 || 205/270 || 3.0 || 4%/11.5% || Anywhere || 1000 Quick Max midscreen. | |||
|- | |||
| '''Starter''' > BC, cl.C > 6A > 41236AC, 623D ~ 623C > 2141236CD || 598/672 || 305/370 || 3.0 || 4%/11.5% || Anywhere || 1000 Quick Max corner. | |||
|- | |||
| '''Starter''' > BC, cl.C > 623A > 2363214P > 2141236CD || 616/690 || 215/280 || 3.0 || 4%/11.5% || Anywhere || 1250 and 1500 Quick Max optimal 3 bar combo from lights. Note 1500 gives you time for 6A after cl.C, but due to scaling can actually reduce the combo's total damage. | |||
|- | |||
| '''Light Starter''' > 214AC ~ 4P ~ 4P, 623C > 2363214P > 6321463214AC || 625 || 145 || 3.5 || 21% || Anywhere || Note: For both listed 3.5 bar combos, adding a cl.D(1) in the corner will not increase total damage. | |||
|- | |||
| '''Heavy Starter''' > 41236AC, 623D ~ 623C > 2363214P > 6321463214AC || 774 || 260 || 3.5 || 41.5% || Anywhere || | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Starter''' > BC, cl.C > 623A > 2363214AC > 2141236CD || 725/799 || 215/280 || 4.0 || 4%/11.5% || Anywhere || Note: 1500(anchor QM timer) gives you time for 6A after cl.C, but due to scaling will actually reduce the combo's total damage. | ||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, 623D ~ 623C > 2363214P > 6321463214AC || 817 || 260 || 4.0 || 41.5% || Anywhere || | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623BD ~ 41236AC, run, cl.D(1) > BC, 623B ~ 214C ~ 4P ~ 4P > 2363214AC > 2141236CD || 877 || 310 || 5.0 || 4% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > 623BD ~ 41236AC, 623BD ~ 623C ~ AB, 214AC ~ 4P ~ 4P, cl.D(1) > BC, 623B ~ 214C ~ 4P ~ 4P > 2363214A > 2141236CD || 921 || 370 || 5.0 || 13% || Corner || Need to input 214AC immediately after the 623C brake(button hold is recommended). | |||
|} | |} | ||
Latest revision as of 19:06, 2 February 2024
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 | 38 | Your only reliable light confirm, as far A whiffs on crouchers. You can technically get three lights(e.g. 2B 2A 2A)but the range required is so close it's not realistic. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6A | 112 | Standard heavy and jump-in starter. While 2C isn't subject to proximity like close C, 2C's horizontal range is approximately identical. |
cl.B > cl.C > 6A | 136 | Light-heavy frame trap/link, but as with the three light starter, requires near point-blank range. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
6A | 60 | Overhead Quick Max starter. Not an overhead when canceled into. |
f.C ~ C | 108 | Target combo that can only be Super or Quick Max canceled. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section unless specified.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 172 | 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 > D | 373 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 426 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P | 139 | 155 | 0 | 19% | Anywhere | Meterless from lights, it's this or autocombo. |
Heavy Starter > 214C ~ 4P ~ 4P | 237 | 220 | 0 | 31.5% | Anywhere | Optimal damage and stun, gives a (manually timed)safejump. |
Heavy Starter > 623A | 220 | 210 | 0 | 26.5% | Anywhere | Less damage, oki, and metergain, but 623A can be braked to be made safe. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC ~ 4P ~ 4P, 623C | 236 | 145 | 0.5 | 21% | Anywhere | Sends the opponent fullscreen, but optimal midscreen damage. |
Light Starter > 214AC ~ 4P ~ 4P, cl.D(1) > 623B ~ 214C ~ 4P ~ 4P | 283 | 245 | 0.5 | 38% | Corner | Corner combo, gives a (manually timed)safejump. |
Heavy Starter > 41236AC, 623D ~ 623C | 385 | 260 | 0.5 | 41.5% | Anywhere | Sends the opponent fullscreen, but optimal midscreen damage. |
Heavy Starter > 41236AC, 623D ~ 214C ~ 4P ~ 4P | 382 | 270 | 0.5 | 44.5% | Anywhere | Sacrifices damage for oki(gives manual safejump) and slightly more stun. |
Heavy Starter > 41236AC, run, cl.D(1) > 623D ~ 623C ~ AB, 214A ~ 4P ~ 4P | 420 | 370 | 0.5 | 52.5% | Corner | Optimal corner damage, but gives little frame advantage. Also note, most routes that include "run, cl.D(1)" can have that section omitted for easier execution(but less damage). |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P > 2363214P | 292 | 155 | 1.0 | 19% | Anywhere | From lights, you get more from super than any two EX specials(midscreen at least). |
Light Starter > 214AC ~ 4P ~ 4P, cl.D(1) > 623BD ~ 623C ~ AB, 214A ~ 4P ~ 4P | 335 | 255 | 1.0 | 32% | Corner | Corner combo. |
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C | 477 | 260 | 1.0 | 45.5% | Anywhere | Optimal damage, but no oki. |
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P | 473 | 310 | 1.0 | 48.5% | Anywhere | Trades small amount of damage for better metergain, oki, and stun. |
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C ~ AB, 214A ~ 4P ~ 4P | 490 | 370 | 1.0 | 52.5% | Corner | Optimal corner damage and stun. Note: Close D has to hit while the opponent is fairly high up for 623D to connect. |
236CD, cl.D(1) > 41236AC, 623D ~ 623C | 348 | 190 | 1.0 | 34% | Midscreen | Grounded Shatter Strike combo, will not work in the corner. |
236CD, 214AC ~ 4P ~ 4P, cl.D(1) > 623B ~ 214C ~ 4P ~ 4P | 302 | 200 | 1.0 | 34% | Corner | Grounded Shatter Strike combo. |
236CD, run, cl.D(1) > 623D ~ 41236AC, run, 623C | 350 | 190 | 1.0 | 34% | Midscreen | Anti-air Shatter Strike combo. |
236CD, 214AC ~ 4P ~ 4P, cl.D(1) > 623C | 281 | 140 | 1.0 | 21% | Corner | Anti-air Shatter Strike combo. |
Light Starter > 214AC ~ 4P ~ 4P, cl.D(1) > 623B ~ 214C ~ 4P ~ 4P > 2363214A | 384 | 245 | 1.5 | 38% | Corner | |
Heavy Starter > 623BD ~ 41236AC, 623D ~ 214AC ~ 4P ~ 4P, cl.D(1) > 623C | 523 | 300 | 1.5 | 45.5% | Anywhere | As with the 1.0 bar route, you can swap 623C for 214C series for less damage but better metergain, oki, and stun. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P > 2363214AC | 407 | 155 | 2.0 | 19% | Anywhere | For 2.0 from lights, Quick Max is generally better. |
Light Starter > 214AC ~ 4P ~ 4P, cl.D(1) > 623BD ~ 623C ~ AB, 214A ~ 4P ~ 4P > 2363214P | 436 | 255 | 2.0 | 32% | Corner | Corner only, worse damage than the 1250 and 1500 Quick Max. |
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C > 2363214P | 600 | 300 | 2.0 | 45.5% | Anywhere | Optimal midscreen and corner damage. |
Starter > BC, cl.C > 41236AC, 623D ~ 623C > 2363214P | 428/502 | 265/330 | 2.0 | 4%/11.5% | Anywhere | 1000 Quick Max and the optimal midscreen 2 bar combo from lights. |
Starter > BC, cl.C > 623BD ~ 41236AC, 623C > 2363214A | 445/519 | 215/280 | 2.0 | 4%/11.5% | Anywhere | 1250 Quick Max. Similar combo to above, but rearranged to better scale with time for two EX specials. Note: Super must be A version, as the C version will whiff. |
Starter > BC, cl.C > 6A > 623BD ~ 41236AC, 623D ~ 623C > 2363214P | 486/560 | 305/370 | 2.0 | 4%/11.5% | Anywhere | 1500 Quick Max. 6A and 623D added due to additional time. |
Light Starter > 214AC ~ 4P ~ 4P, 623C > 2363214AC | 487 | 145 | 2.5 | 21% | Anywhere | |
Heavy Starter > 623BD ~ 41236AC, 623D ~ 214AC ~ 4P ~ 4P, cl.D(1) > 623C > 2363214P | 624 | 300 | 2.5 | 45.5% | Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P > 2363214P > 6321463214AC | 558 | 155 | 3.0 | 19% | Anywhere | |
Heavy Starter > 623A > 2363214P > 6321463214AC | 696 | 210 | 3.0 | 26.5% | Anywhere | Optimal damage. |
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C > 2363214AC | 693 | 300 | 3.0 | 45.5% | Anywhere | Only slightly less damage but noticeably more stun and metergain. |
Starter > BC, cl.C > 6A > 41236AC, 623B > 2141236CD | 503/577 | 205/270 | 3.0 | 4%/11.5% | Anywhere | 1000 Quick Max midscreen. |
Starter > BC, cl.C > 6A > 41236AC, 623D ~ 623C > 2141236CD | 598/672 | 305/370 | 3.0 | 4%/11.5% | Anywhere | 1000 Quick Max corner. |
Starter > BC, cl.C > 623A > 2363214P > 2141236CD | 616/690 | 215/280 | 3.0 | 4%/11.5% | Anywhere | 1250 and 1500 Quick Max optimal 3 bar combo from lights. Note 1500 gives you time for 6A after cl.C, but due to scaling can actually reduce the combo's total damage. |
Light Starter > 214AC ~ 4P ~ 4P, 623C > 2363214P > 6321463214AC | 625 | 145 | 3.5 | 21% | Anywhere | Note: For both listed 3.5 bar combos, adding a cl.D(1) in the corner will not increase total damage. |
Heavy Starter > 41236AC, 623D ~ 623C > 2363214P > 6321463214AC | 774 | 260 | 3.5 | 41.5% | Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > BC, cl.C > 623A > 2363214AC > 2141236CD | 725/799 | 215/280 | 4.0 | 4%/11.5% | Anywhere | Note: 1500(anchor QM timer) gives you time for 6A after cl.C, but due to scaling will actually reduce the combo's total damage. |
Heavy Starter > 623BD ~ 41236AC, 623D ~ 623C > 2363214P > 6321463214AC | 817 | 260 | 4.0 | 41.5% | Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > BC, 623B ~ 214C ~ 4P ~ 4P > 2363214AC > 2141236CD | 877 | 310 | 5.0 | 4% | Anywhere | |
Heavy Starter > 623BD ~ 41236AC, 623BD ~ 623C ~ AB, 214AC ~ 4P ~ 4P, cl.D(1) > BC, 623B ~ 214C ~ 4P ~ 4P > 2363214A > 2141236CD | 921 | 370 | 5.0 | 13% | Corner | Need to input 214AC immediately after the 623C brake(button hold is recommended). |