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The King of Fighters XV/Yashiro Nanakase/Combos: Difference between revisions

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→‎Combos: Changed to numpad notation
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'''Meterless:''' Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)
'''Meterless:''' Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)


'''1 Meter:''' Ends with qcfx2+K. (240 DMG)
'''1 Meter:''' Ends with 236236K. (240 DMG)


'''2 Meter:''' Ends with qcfx2+BD. (367 DMG)
'''2 Meter:''' Ends with 236236BD. (367 DMG)


'''3 Meter:''' Ends with qcb,hcf+CD. (439 DMG)
'''3 Meter:''' Ends with 2141236CD. (439 DMG)


===Meterless===
===Meterless===
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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+A || 151 || || 0 || || Anywhere || Quick and easy meterless BNB off a low starter. Ends in soft knockdown.
| cr.B > cr.A > cr.A > 214A || 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.
| 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 > 6B > 214C || 234 || || 0 ||  || Anywhere ||
|-
|-
| (j.X) cl.C > f+B > qcb+C > dp+A || 293 || || 0 || || Corner ||  
| (j.X) cl.C > 6B > 214C > 623A || 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
|-
|-
| 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.
| cr.B > cr.A > cr.A > 214A, 41236A ~ 236A || 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 ||  
| (j.X) cl.C > 6B > 214AC, 41236A ~ 236A || 308 ||  || 0.5 ||  || Anywhere ||  
|-
|-
| cr.B > cr.A > cr.A > qcb+AC, dp+C || 235 || || 0.5 || || Corner ||  
| cr.B > cr.A > cr.A > 214AC, 623C || 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.
| cr.B > cr.A > cr.A > 214AC, 41236+A ~ 236C || 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 > 6B > 214+AC > (delay) 214A, 623A || 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.
| (j.X) cl.C > 6B > 214C, 623AC, 214A, 623A || 431 || || 0.5 || || Corner || Excellent damage for just half a bar.
|}
|}


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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+A > [SC] qcfx2+K || 311 ||  || 1 ||  || Anywhere ||  
| cr.B > cr.A > cr.A > 214A > [SC] 236236K || 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.
| cr.B > cr.A > cr.A > 214AC, 41236AC ~ 236C, 41236A ~ 236A || 330 || || 1 ||  || Anywhere || Good corner carry, will take you from corner to midscreen.
|-
|-
| (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > hcf+A ~ qcf+A || 378 ||  || 1 ||  || Anywhere ||
| (j.X) cl.C > 6B > 214AC, 41236AC ~ 236C > 41236A ~ 236A || 378 ||  || 1 ||  || Anywhere ||
|-
|-
| (j.X) cl.C > f+B > qcb+C > [SC] qcfx2+K || 404 ||  || 1 || || Anywhere ||
| (j.X) cl.C > 6B > 214C > [SC] 236236K || 404 ||  || 1 || || Anywhere ||
|-
|-
| cr.A > cr.A > cr.A > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A || 387 ||  || 1 || || Corner ||  
| cr.A > cr.A > cr.A > 214AC > (delay) 214A, 623AC > (delay) 214A, 623A || 387 ||  || 1 || || Corner ||  
|-
|-
| (j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A || 453 ||  || 1 ||  || Corner ||  
| (j.X) cl.C > 6B > 214AC > (delay) 214A, 623+AC > (delay) 214A, 623A || 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 > 214AC, 41236A ~ 236C > [SC] 236236P || 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
| cr.B > cr.A > cr.A > 214+AC, 41236AC ~ 236+C > 214A > 623AC > (delay) 214A > 623A || 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 ||
| (j.X) cl.C > 6B > 214AC, 41236AC ~ 236C > 214+A > 623+AC > (delay) 214A > 623A || 513 || || 1.5 ||  || Corner ||
|}
|}


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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 > 6B > 214AC, 41236AC ~ 236C > 214A, 623AC > (delay) 214A > [SC] 236236P > [AC] 236236BD || 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 ||
| (j.X) cl.C > 6B > 214A, 41236AC ~ 236C, 214A > [SC] 236236P > [CC] Climax || 770 || || 5 ||  || Anywhere ||
|}
|}



Revision as of 05:10, 23 February 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 236236K. (240 DMG)

2 Meter: Ends with 236236BD. (367 DMG)

3 Meter: Ends with 2141236CD. (439 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214A 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 > 6B > 214C 234 0 Anywhere
(j.X) cl.C > 6B > 214C > 623A 293 0 Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214A, 41236A ~ 236A 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 > 6B > 214AC, 41236A ~ 236A 308 0.5 Anywhere
cr.B > cr.A > cr.A > 214AC, 623C 235 0.5 Corner
cr.B > cr.A > cr.A > 214AC, 41236+A ~ 236C 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 > 6B > 214+AC > (delay) 214A, 623A 344 0.5 Corner
(j.X) cl.C > 6B > 214C, 623AC, 214A, 623A 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 > 214A > [SC] 236236K 311 1 Anywhere
cr.B > cr.A > cr.A > 214AC, 41236AC ~ 236C, 41236A ~ 236A 330 1 Anywhere Good corner carry, will take you from corner to midscreen.
(j.X) cl.C > 6B > 214AC, 41236AC ~ 236C > 41236A ~ 236A 378 1 Anywhere
(j.X) cl.C > 6B > 214C > [SC] 236236K 404 1 Anywhere
cr.A > cr.A > cr.A > 214AC > (delay) 214A, 623AC > (delay) 214A, 623A 387 1 Corner
(j.X) cl.C > 6B > 214AC > (delay) 214A, 623+AC > (delay) 214A, 623A 453 1 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214AC, 41236A ~ 236C > [SC] 236236P 374 1.5 Anywhere
cr.B > cr.A > cr.A > 214+AC, 41236AC ~ 236+C > 214A > 623AC > (delay) 214A > 623A 440 1.5 Corner The second qcb+A can be tough to land, practice the timing
(j.X) cl.C > 6B > 214AC, 41236AC ~ 236C > 214+A > 623+AC > (delay) 214A > 623A 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 > 6B > 214AC, 41236AC ~ 236C > 214A, 623AC > (delay) 214A > [SC] 236236P > [AC] 236236BD 747 4.5 Corner
(j.X) cl.C > 6B > 214A, 41236AC ~ 236C, 214A > [SC] 236236P > [CC] Climax 770 5 Anywhere

External Links

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Yashiro combos by Kakuge / Fighting Games

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