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The King of Fighters XV/Andy Bogard/Combos: Difference between revisions
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{{ComboLegend-KOFXV}} | {{ComboLegend-KOFXV}} | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''{X Starter}''' || Use the corresponding starter(s) from the 'Starters' section of this page. | |||
|- | |||
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). | |||
|- | |||
| ''',''' || Link the previous move into the following move. | |||
|- | |||
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be canceled before it finishes. | |||
|- | |||
| '''~''' || Cancel the previous special into the following special. | |||
|- | |||
| '''cl.''' || Close to opponent. | |||
|- | |||
| '''f.''' || Far from opponent. | |||
|- | |||
| '''j.''' || Jumping move. | |||
|- | |||
| '''AA''' || Anti-air. Hit the opponent while they're mid-air. | |||
|- | |||
| '''[X]''' || Hold input. | |||
|- | |||
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage/stun values will be shown). | |||
|- | |||
| '''X * N''' || Repeat 'X' input 'N' amount of times. | |||
|- | |||
|} | |||
==Combos== | ==Combos== |
Revision as of 20:27, 28 April 2022
Combo Notation Guide
Notation | Meaning |
---|---|
{X Starter} | Use the corresponding starter(s) from the 'Starters' section of this page. |
> | Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel'). |
, | Link the previous move into the following move. |
(X) | A move in brackets must whiff (not hit). Can also mean the move must be canceled before it finishes. |
~ | Cancel the previous special into the following special. |
cl. | Close to opponent. |
f. | Far from opponent. |
j. | Jumping move. |
AA | Anti-air. Hit the opponent while they're mid-air. |
[X] | Hold input. |
X/Y | Do either X move or Y move in a combo (Both final damage/stun values will be shown). |
X * N | Repeat 'X' input 'N' amount of times. |
Combos
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2B, 5B > 236A | 136 | 0 | 15% | Anywhere | Basic light string into 236A, not the best damage | |
2B, 2A/c.C(1) > 4/6A > 41236D | 214/206 | 0 | 25% | Anywhere | Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup | |
... > 41236D > BD, 623C | 223 | 0 | 40% | Anywhere | 41236D break combo, and best midscreen meterless route | |
2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C | 277 | 0 | 45% | Corner | 41236D cancelled into fastfall allows a DP followup in the corner for more damage |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2A/c.C(1) > 4/6A > 236AC, 236C | 281 | 50% | 15% | Anywhere | 236AC combo, 236C can whiff if done out of the corner | |
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC | 271 | 50% | 30% | Anywhere | Break into EX dp, simple damage increase from his normal midscreen route | |
2B, 2A/c.C(1) > 4/6A > 236AC, 41236D > j.2D, 623C | 391 | 50% | 49% | Corner | 236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2A/c.C(1) > 4/6A > 236C > 2141236B/D | 322 | 1 | 15% | Anywhere | Simple combo into super, the cancel from 236C can be done late and still combo to make the cancel simpler | |
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623A > 2141236B/D | 318 | 1 | 45% | Anywhere | Break into dp > super. The motion for dp to super is 632146A > 236B/D | |
... > 41236D(3) > j.2D, 623A > 2141236B/D | 362 | 1 | 45% | Corner | Fastfall cancel into dp > super. Can omit the dp and just go straight from dive to super for an easier combo that does 334 |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236B/D | 391 | 2 | 5% | Anywhere | Quick Max combo, not bad to use off of stray hits and counterpokes | |
2B, 2A/c.C(1) > 4/6A > 41236D > j.2D, 623A > 2141236BD | 490 | 2 | 45% | Corner | Example of using max super, usually a worthwhile damage increase |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236BD | 468 | 3 | 5% | Anywhere | Quick max combo with a max super ender, simple and good damage |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.C > 4/6A > 236C > 2141236B/D > 2141236CD | 682 | 4 | 20% | Anywhere | Since his climax can be done midair, you can get almost the full super for 2141236 before cancelling | |
Max Mode, c.C > 4/6A > 236C > 2363214A/C > 2141236BD > 2141236CD | 972 | 4 | 0 | Anywhere | Max Mode combo, and about the highest damage you can do. You won't always land this but when you do, it'll probably kill |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.C(1) > 4/6A > 236C > 2141236BC > 2141236CD | 805 | 5 | 0 | Anywhere | Max super into climax, nice high damage to dump 5 bars on |