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| 236CD > 41236AC ~ 236C > 6B > 623C > c.D || 373 || 70 || 1 || 25% || Corner ||
| 236CD > 41236AC ~ 236C > 6B > 623C > c.D || 373 || 70 || 1 || 25% || Corner ||
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| 623AC > 214AC > 6B > 41236C ~ 236C || 279 || 60 || 1 || 20% || Corner || The timing for the 214AC is awkward as an anti air, but doable.
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Revision as of 10:10, 27 February 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 > 41236C (whiff) > 41236AC ~ 236C > 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 > 41236AC ~ 236C > 6B > 623C > c.D 322 70 0.5 30% Corner
623AC > 214A 168 50 0.5 15% Corner A small extension after landing 623 AC near the corner.
623AC (anti air) > 41236A ~ 236C 201 60 0.5 20% Anywhere The 623AC needs to hit high in order for this combo to work. If 41236A misses, you will recover in time to avoid being punished, so it's ok to go for even if you are not sure you hit the 623AC high enough.
214BD > c.D 156 70 0.5 10% Anywhere Extension after landing 214BD.

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
623AC > 214AC > 6B > 41236C ~ 236C 279 60 1 20% Corner The timing for the 214AC is awkward as an anti air, but doable.

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

External Links

Provided ID could not be validated.

Yashiro combos by Pak of Warriors
Yashiro combos by Kakuge / Fighting Games

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