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The King of Fighters XV/Meitenkun/Combos: Difference between revisions
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==Combos== | ==Combos== | ||
* '''Light Starter''' = 2B > 2A > 2A | |||
* '''Heavy Starter''' = cl.D > 6B | |||
==6B > [4]6== | |||
Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward. | |||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6P ~ P || 150-192 || 170-210 || 0 || 20% || Anywhere || Damage will vary depending on how much back charge was accumulated before the combo. | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ P || 217 || 190 || 0 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter''' > [4]6P (level 2-3) ~ P, 6B || 216-229 || 250-260 || 0 || 30% || Corner || If you were able to charge a level 2 or above 46P, you can get an OTG 6B after. | |||
|- | |||
| CD > 4A, [4]6P ~ P || 150-192 || 180-220 || 0 || 20% || Anywhere || Niche combo that doesn't require charge that can be used as a whiff punish, since CD > 4A is unsafe. | |||
|- | |||
| CD > 214A, [4]6P ~ (delay) P || 201 || 220 || 0 || 25% || Near Corner || CD corner combo for when the opponent is slightly away from the 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''' > [4]6AC ~ P || 191 || 90 || 0.5 || 10% || Anywhere || If you had enough time to charge a level 3 version of [4]6P, you dont need to spend the EX here. | ||
|- | |||
| '''Heavy Starter''' > [4]6AC ~ P || 261 || 110 || 0.5 || 15% || Anywhere || Consistently more damage as a heavy combo. | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8P, cl.B || 245/319 || 200/220 || 0.5 || 20% || | |||
|} | |} | ||
Revision as of 20:04, 19 April 2022
Combos
- Light Starter = 2B > 2A > 2A
- Heavy Starter = cl.D > 6B
6B > [4]6
Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward.
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ P | 150-192 | 170-210 | 0 | 20% | Anywhere | Damage will vary depending on how much back charge was accumulated before the combo. |
Heavy Starter > [4]6P ~ P | 217 | 190 | 0 | 25% | Anywhere | |
Light Starter > [4]6P (level 2-3) ~ P, 6B | 216-229 | 250-260 | 0 | 30% | Corner | If you were able to charge a level 2 or above 46P, you can get an OTG 6B after. |
CD > 4A, [4]6P ~ P | 150-192 | 180-220 | 0 | 20% | Anywhere | Niche combo that doesn't require charge that can be used as a whiff punish, since CD > 4A is unsafe. |
CD > 214A, [4]6P ~ (delay) P | 201 | 220 | 0 | 25% | Near Corner | CD corner combo for when the opponent is slightly away from the corner. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6AC ~ P | 191 | 90 | 0.5 | 10% | Anywhere | If you had enough time to charge a level 3 version of [4]6P, you dont need to spend the EX here. |
Heavy Starter > [4]6AC ~ P | 261 | 110 | 0.5 | 15% | Anywhere | Consistently more damage as a heavy combo. |
Light Starter/Heavy Starter > [4]6AC, [2]8P, cl.B | 245/319 | 200/220 | 0.5 | 20% |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |