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The King of Fighters XV/Yashiro Nanakase/Combos: Difference between revisions
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'''General Notes''' | '''General Notes''' | ||
* | * '''Light''' will denote a 2B, 2A, 2A starter. Assume any combos with this starter will also work off of heavy starters. | ||
* Any combo with a super in the corner can be followed up with | * '''Heavy''' will denote a c.D > 6B starter. | ||
* Any combo using aforementioned starters can be used after a jump in. | |||
* Any combo with a super in the corner can be followed up with an OTG 6A. | |||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
Line 21: | Line 23: | ||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| | | '''Light''' > 214A || 151 || 50 || 0 || 20% || Anywhere || Quick and easy meterless BNB off a light starter. Ends in soft knockdown. | ||
|- | |- | ||
| 2B > Rush Autocombo || | | 2B > Rush Autocombo || 165 || 50 || 0 || 25% || 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. | ||
|- | |- | ||
| | | '''Heavy''' > 41236A ~ 236C || 240 || 60 || 0 || 35% || Anywhere || Especially useful confirm from poking with f.C. Make sure to hit confirm the 236 C follow up. | ||
|- | |- | ||
| | | '''Heavy''' > 214C > 623A || 280 || 50 || 0 || 40% || Corner || | ||
|- | |- | ||
| CD > 41236 C (whiff) > 41236A | | CD > 41236 C (whiff) > 41236A ~ 236C || 182 || 60 || 0 || 30% || Midscreen || In the corner, CD > 41236 C will combo, so just input the 236 C follow up there. | ||
|- | |||
| CD > run > 2D || 182 || 70 || 0 || 15% || Anywhere || An option for uncancelled CD. | |||
|} | |} | ||
=== | ===0.5 Bars=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |||
| '''Light''' > 214AC > 6B > 41236C ~ 236C || 263 || 60 || 0.5 || 30% || Anywhere || Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however. | |||
|- | |||
| '''Light''' > 214AC > 6B > 214D || 255 || 60 || 0.5 || 30% || Anywhere || Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage. | |||
|- | |||
| '''Light''' > 214AC > 6B > 623C > c.D || 269 || 70 || 0.5 || 30% || Corner || Ends in an air reset, giving Yashiro a lot of room to re-establish an offense. | |||
|- | |- | ||
| | | '''Heavy''' > 214C > 623AC > c.D || 341 || 70 || 0.5 || 40% || Corner || Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo. | ||
|- | |- | ||
| | | CD > 41236 C (whiff) > 41236 AC ~ 236 C > 6B > 214D || 304 || 60 || 0.5 || 35% || Midscreen || Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here. | ||
|- | |- | ||
| | | CD > 41236 AC ~ 236 C > 6B > 623 C > c. D || 322 || 70 || 0.5 || 30% || Corner || | ||
|- | |- | ||
| | | 623 AC > 214 A || 168 || 50 || 0.5 || 15% || Corner || A small extension after landing 623 AC near the corner. | ||
|} | |} | ||
===1 Bar=== | ===1 Bar=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |||
| '''Light''' > 214A > [SC] 236236D || 299 || 50 || 1 || 20% || Anywhere || | |||
|- | |||
| '''Light''' > 214AC > 41236AC ~ 236C > 6B > 214D || 320 || 60 || 1 || 30% || Anywhere || Max damage midscreen and ends in a hard knockdown. | |||
|- | |||
| '''Light''' > 214AC > 6B > 41236AC ~ 236C > 6B > 623C > cl.D || 330 || 70 || 1 || 30% || Corner || | |||
|- | |||
| '''Heavy''' > 41236A ~ 236C > [SC] 236236D || 400 || 60% || 1 || 30% || Anywhere || In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo. | |||
|- | |||
| '''Heavy''' > 41236AC ~ 236C > 214AC > 6B > 623C > c.D || 418 || 70 || 1 || 40% || Corner || Against some characters, a delay on the 623C will be necessary. | |||
|- | |- | ||
| | | 236CD > 6B > 41236C ~ 236C || 254 || 60 || 1 || 75% || Anywhere || Shatter Strike combo. | ||
|- | |- | ||
| | | 236CD > 6B > 214D || 239 || 60 || 1 || 70% || Anywhere || Hard knockdown ender. Also most consistent after an anti-air Shatter Strike. | ||
|- | |- | ||
| | | 236CD > 6B > 623C > c. D || 254 || 70 || 1 || 75% || Corner || | ||
|- | |- | ||
| | | 236CD > 41236AC ~ 236C > 6B > 214D || 349 || 60 || 1 || 25% || Anywhere || On anti-air hit, you will have to delay the 236C slightly. | ||
|- | |- | ||
| | | 236CD > 41236AC ~ 236C > 6B > 623C > c.D || 373 || 70 || 1 || 25% || Corner || | ||
|} | |||
===1.5 Bars=== | |||
{|class="wikitable" | |||
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | |||
|- | |- | ||
| '''Light''' > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) || 353 || 60 || 1.5 || 30% || Anywhere || When charging 236236C, release the button as the opponent reaches the apex of the launch. | |||
|} | |} | ||
===2 Bars=== | ===2 Bars=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| cr.B > cr.A (x2) > 214AC > 6B > 41236C ~ 236C > [SC] 236236C || 353 || || 1.5 || || Anywhere || | | cr.B > cr.A (x2) > 214AC > 6B > 41236C ~ 236C > [SC] 236236C || 353 || || 1.5 || || Anywhere || | ||
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===3 Bars=== | ===3 Bars=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| || || || || || Anywhere || | | || || || || || Anywhere || | ||
Line 84: | Line 110: | ||
===4 Bars=== | ===4 Bars=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| || || || || || Anywhere || | | || || || || || Anywhere || | ||
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===5 Bars=== | ===5 Bars=== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Combo!! Damage !! Stun !! Meter | ! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| || || || || || Corner || | | || || || || || Corner || |
Revision as of 19:28, 26 February 2022
Combos
General Notes
- Light will denote a 2B, 2A, 2A starter. Assume any combos with this starter will also work off of heavy starters.
- Heavy will denote a c.D > 6B starter.
- Any combo using aforementioned starters can be used after a jump in.
- Any combo with a super in the corner can be followed up with an OTG 6A.
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 |
---|---|---|---|---|---|---|
Light > 214A | 151 | 50 | 0 | 20% | Anywhere | Quick and easy meterless BNB off a light starter. Ends in soft knockdown. |
2B > Rush Autocombo | 165 | 50 | 0 | 25% | 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. |
Heavy > 41236A ~ 236C | 240 | 60 | 0 | 35% | Anywhere | Especially useful confirm from poking with f.C. Make sure to hit confirm the 236 C follow up. |
Heavy > 214C > 623A | 280 | 50 | 0 | 40% | Corner | |
CD > 41236 C (whiff) > 41236A ~ 236C | 182 | 60 | 0 | 30% | Midscreen | In the corner, CD > 41236 C will combo, so just input the 236 C follow up there. |
CD > run > 2D | 182 | 70 | 0 | 15% | Anywhere | An option for uncancelled CD. |
0.5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214AC > 6B > 41236C ~ 236C | 263 | 60 | 0.5 | 30% | Anywhere | Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however. |
Light > 214AC > 6B > 214D | 255 | 60 | 0.5 | 30% | Anywhere | Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage. |
Light > 214AC > 6B > 623C > c.D | 269 | 70 | 0.5 | 30% | Corner | Ends in an air reset, giving Yashiro a lot of room to re-establish an offense. |
Heavy > 214C > 623AC > c.D | 341 | 70 | 0.5 | 40% | Corner | Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo. |
CD > 41236 C (whiff) > 41236 AC ~ 236 C > 6B > 214D | 304 | 60 | 0.5 | 35% | Midscreen | Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here. |
CD > 41236 AC ~ 236 C > 6B > 623 C > c. D | 322 | 70 | 0.5 | 30% | Corner | |
623 AC > 214 A | 168 | 50 | 0.5 | 15% | Corner | A small extension after landing 623 AC near the corner. |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214A > [SC] 236236D | 299 | 50 | 1 | 20% | Anywhere | |
Light > 214AC > 41236AC ~ 236C > 6B > 214D | 320 | 60 | 1 | 30% | Anywhere | Max damage midscreen and ends in a hard knockdown. |
Light > 214AC > 6B > 41236AC ~ 236C > 6B > 623C > cl.D | 330 | 70 | 1 | 30% | Corner | |
Heavy > 41236A ~ 236C > [SC] 236236D | 400 | 60% | 1 | 30% | Anywhere | In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo. |
Heavy > 41236AC ~ 236C > 214AC > 6B > 623C > c.D | 418 | 70 | 1 | 40% | Corner | Against some characters, a delay on the 623C will be necessary. |
236CD > 6B > 41236C ~ 236C | 254 | 60 | 1 | 75% | Anywhere | Shatter Strike combo. |
236CD > 6B > 214D | 239 | 60 | 1 | 70% | Anywhere | Hard knockdown ender. Also most consistent after an anti-air Shatter Strike. |
236CD > 6B > 623C > c. D | 254 | 70 | 1 | 75% | Corner | |
236CD > 41236AC ~ 236C > 6B > 214D | 349 | 60 | 1 | 25% | Anywhere | On anti-air hit, you will have to delay the 236C slightly. |
236CD > 41236AC ~ 236C > 6B > 623C > c.D | 373 | 70 | 1 | 25% | Corner |
1.5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) | 353 | 60 | 1.5 | 30% | Anywhere | When charging 236236C, release the button as the opponent reaches the apex of the launch. |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
cr.B > cr.A (x2) > 214AC > 6B > 41236C ~ 236C > [SC] 236236C | 353 | 1.5 | Anywhere | |||
... > 214AC > 6B > 41236C > [SC] 236236D | 323 | 1.5 | Anywhere | can end combo with 6A in the corner | ||
... > 214C > [SC] 236236BD | 399 | 2 | Anywhere | can end with 6A in the 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 |
---|---|---|---|---|---|---|
Corner | ||||||
Anywhere |
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