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The King of Fighters XV/Yashiro Nanakase/Combos: Difference between revisions
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==Combos== | ==Combos== | ||
'''General Notes''' | |||
* Can combo into cl.C from any jump in attack | |||
===Rush Auto Combo=== | |||
'''Meterless:''' Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG) | |||
'''1 Meter:''' Ends with qcfx2+K. (240 DMG) | |||
'''2 Meter:''' Ends with qcfx2+BD. (367 DMG) | |||
'''3 Meter:''' Ends with qcb,hcf+CD. (439 DMG) | |||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | cr.B > cr.A > cr.A > qcb+A || 151 || || 0 || || Anywhere || Quick and easy meterless BNB off a low starter. Ends in soft knockdown. | ||
|- | |||
| cr.B > Rush Autocombo || 168 || || 0 || || Anywhere || Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste. | |||
|- | |||
| (j.X) > cl.C > f+B > qcb+C || 234 || || 0 || || Anywhere || | |||
|- | |||
| (j.X) cl.C > f+B > qcb+C > dp+A || 293 || || 0 || || Corner || | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || || || || Anywhere || | | cr.B > cr.A > cr.A > qcb+A, hcf+A ~ qcf+A || 253 || || 0.5 || || Anywhere || Can also end this combo with hcf+A ~ qcf+C if you want slightly more damage in exchange for less corner carry. | ||
|- | |||
| (j.X) cl.C > f+B > qcb+AC, hcf+A ~ qcf+A || 308 || || 0.5 || || Anywhere || | |||
|- | |||
| cr.B > cr.A > cr.A > qcb+AC, dp+C || 235 || || 0.5 || || Corner || | |||
|- | |||
| cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C || 266 || || 0.5 || || Corner|| Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage. | |||
|- | |||
| (j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+A || 344 || || 0.5 || || Corner || | |||
|- | |||
| (j.X) cl.C > f+B > qcb+C, dp+AC, qcb+A, dp+A || 431 || || 0.5 || || Corner || Excellent damage for just half a bar. | |||
|} | |} | ||
===1 Bar=== | ===1 Bar=== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || || || || Anywhere || | | cr.B > cr.A > cr.A > qcb+A > [SC] qcfx2+K || 311 || || 1 || || Anywhere || | ||
|- | |||
| cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ hcf+A || 330 || || 1 || || Anywhere || Good corner carry, will take you from corner to midscreen. | |||
|- | |||
| (j.X) cl.C > f+B > qcb+C > [SC] qcfx2+K || 404 || || 1 || || Anywhere || | |||
|- | |||
| (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > hcf+A ~ qcf+A || 378 || || 1 || || Anywhere || | |||
|- | |||
| cr.A > cr.A > cr.A > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A || 387 || || 1 || || Corner || | |||
|- | |||
| (j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A || 453 || || 1 || || Corner || | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || | | cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C > [SC] qcf,qcf+P || 374 || || 1.5 || || Anywhere || | ||
|- | |||
| cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A || 440 || || 1.5 || || Corner || The second qcb+A can be tough to land, practice the timing | |||
|- | |||
| (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A || 513 || || 1.5 || || Corner || | |||
|} | |} | ||
===3 Bars=== | ===3 Bars=== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || || || | | (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A, dp+AC > (delay) qcb+A > [SC] qcf,qcf+P > [AC] qcf,qcf+BD || 747 || || 4.5 || || Corner || | ||
|- | |||
| (j.X) cl.C > f+B > qcb+A, hcf+AC ~ qcf+C, qcb+A > [SC] qcf,qcf+P > [CC] qcb,hcf+CD || 770 || || 5 || || Anywhere || | |||
|} | |} | ||
Revision as of 03:38, 23 February 2022
Combos
General Notes
- Can combo into cl.C from any jump in attack
Rush Auto Combo
Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG) 1 Meter: Ends with qcfx2+K. (240 DMG) 2 Meter: Ends with qcfx2+BD. (367 DMG) 3 Meter: Ends with qcb,hcf+CD. (439 DMG)
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cr.B > cr.A > cr.A > qcb+A | 151 | 0 | Anywhere | Quick and easy meterless BNB off a low starter. Ends in soft knockdown. | ||
cr.B > Rush Autocombo | 168 | 0 | Anywhere | Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste. | ||
(j.X) > cl.C > f+B > qcb+C | 234 | 0 | Anywhere | |||
(j.X) cl.C > f+B > qcb+C > dp+A | 293 | 0 | Corner |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cr.B > cr.A > cr.A > qcb+A, hcf+A ~ qcf+A | 253 | 0.5 | Anywhere | Can also end this combo with hcf+A ~ qcf+C if you want slightly more damage in exchange for less corner carry. | ||
(j.X) cl.C > f+B > qcb+AC, hcf+A ~ qcf+A | 308 | 0.5 | Anywhere | |||
cr.B > cr.A > cr.A > qcb+AC, dp+C | 235 | 0.5 | Corner | |||
cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C | 266 | 0.5 | Corner | Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage. | ||
(j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+A | 344 | 0.5 | Corner | |||
(j.X) cl.C > f+B > qcb+C, dp+AC, qcb+A, dp+A | 431 | 0.5 | Corner | Excellent damage for just half a bar. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cr.B > cr.A > cr.A > qcb+A > [SC] qcfx2+K | 311 | 1 | Anywhere | |||
cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ hcf+A | 330 | 1 | Anywhere | Good corner carry, will take you from corner to midscreen. | ||
(j.X) cl.C > f+B > qcb+C > [SC] qcfx2+K | 404 | 1 | Anywhere | |||
(j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > hcf+A ~ qcf+A | 378 | 1 | Anywhere | |||
cr.A > cr.A > cr.A > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A | 387 | 1 | Corner | |||
(j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A | 453 | 1 | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C > [SC] qcf,qcf+P | 374 | 1.5 | Anywhere | |||
cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A | 440 | 1.5 | Corner | The second qcb+A can be tough to land, practice the timing | ||
(j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A | 513 | 1.5 | Corner |
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 |
---|---|---|---|---|---|---|
(j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A, dp+AC > (delay) qcb+A > [SC] qcf,qcf+P > [AC] qcf,qcf+BD | 747 | 4.5 | Corner | |||
(j.X) cl.C > f+B > qcb+A, hcf+AC ~ qcf+C, qcb+A > [SC] qcf,qcf+P > [CC] qcb,hcf+CD | 770 | 5 | Anywhere |
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