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The King of Fighters XV/Ash Crimson/Combos: Difference between revisions
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
|'''Light Starter''' > [4]6B > [SC] A~B~C~D > 28D > 6D > 46D > (whiff) 4D > {46B > 4D > 46D > (whiff)4D)x3 > [2]8D || 462 || 290 || 2 || 40% || Anywhere || Standard Sans-Culotte loop. A~B~C~D can drop if cancelled too late. Time the first 28D as late as possible. You can cancel 46D into 6B to side switch. If you side switch, repeat the loop from the beginning with 28D. | |'''Light Starter''' > [4]6B > [SC] A~B~C~D > '''28D > 6D > 46D > (whiff) 4D > {46B > 4D > 46D > (whiff)4D)x3''' > [2]8D || 462 || 290 || 2 || 40% || Anywhere || Standard Sans-Culotte loop. A~B~C~D can drop if cancelled too late. Time the first 28D as late as possible. You can cancel 46D into 6B to side switch. If you side switch, repeat the loop from the beginning with 28D. For brevity, future combos featuring this loop will just say "'''Midscreen Sans Loop'''". | ||
|- | |- | ||
|'''Light Starter''' > [4]6B > [SC] A~B~C~D > (28D > 6D > 46D)x4 > [2]8D || 456 || 290 || 2 || 40% || Anywhere || Alternate Sand-Culotte loop. Only slightly less damage and corner carry, but can be easier for some players. | |'''Light Starter''' > [4]6B > [SC] A~B~C~D > (28D > 6D > 46D)x4 > [2]8D || 456 || 290 || 2 || 40% || Anywhere || Alternate Sand-Culotte loop. Only slightly less damage and corner carry, but can be easier for some players. | ||
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|236CD > [4]6D > [2]8D > [SC] 236236C > [4]6D > [2]8D || 480 || 330 || 2 || 110% || Non-Corner || | |236CD > [4]6D > [2]8D > [SC] 236236C > [4]6D > [2]8D || 480 || 330 || 2 || 110% || Non-Corner || | ||
|- | |- | ||
|'''Light Starter''' > [4]6B > [SC] A~B~C~D > 28D > 6D > 46D > (wh)6D > (46D > 4D > 46D > (wh)4D)x2 > 46D > 4D > 46D > (wh)4B > [4]6C > 4D > [2]8D || 508 || 410 || 2 || 60% || Corner || [4]6B > A~B~C~D is much more consistent in the corner. Midscreen combos can easily transition into this combo. | |'''Light Starter''' > [4]6B > [SC] A~B~C~D > '''28D > 6D > 46D > (wh)6D > (46D > 4D > 46D > (wh)4D)x2 > 46D > 4D > 46D > (wh)4B''' > [4]6C > 4D > [2]8D || 508 || 410 || 2 || 60% || Corner || [4]6B > A~B~C~D is much more consistent in the corner. Midscreen combos can easily transition into this combo. For brevity, future combos feature this loop in bold will say "'''Corner Sans Loop'''". | ||
|- | |- | ||
|'''Light Starter''' > 4B > BC > c.D > 214AC > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D || 472 || 610 || 2 || 55% || Corner || 1000 Max gauge combo. | |'''Light Starter''' > 4B > BC > c.D > 214AC > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D || 472 || 610 || 2 || 55% || Corner || 1000 Max gauge combo. | ||
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|236CD > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D || 533 || 410 || 2 || 125% || Corner || | |236CD > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D || 533 || 410 || 2 || 125% || Corner || | ||
|- | |- | ||
|'''Light Starter''' > [4]6BD > [2]8D > [SC] A~B~C~D > | |'''Light Starter''' > [4]6BD > [2]8D > [SC] A~B~C~D > '''Midscreen Sans Loop''' > [2]8D || 544 || 260 || 2.5 || 45% || Anywhere || More consistent than the 2 bar combo. You can input the [2]8D by buffering 2A~2B during the recovery of the [4]6BD, then press 8D~C~D. If you have a CD macro, you can do 2A~2B~CD macro x2. | ||
|- | |- | ||
|'''Heavy Starter''' > [4]6D > [2]8D > [SC] 236236AC > [4]6D > [4]6BD > [2]8D || 596 || 400 || 2.5 || 65% || Non-Corner || | |'''Heavy Starter''' > [4]6D > [2]8D > [SC] 236236AC > [4]6D > [4]6BD > [2]8D || 596 || 400 || 2.5 || 65% || Non-Corner || | ||
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|236CD > [4]6D > [2]8D > [SC] 236236C > [4]6D > [4]6BD > [2]8D || 554 || 330 || 2.5 || 120% || Non-Corner || | |236CD > [4]6D > [2]8D > [SC] 236236C > [4]6D > [4]6BD > [2]8D || 554 || 330 || 2.5 || 120% || Non-Corner || | ||
|- | |- | ||
|'''Light Starter''' > [4]6BD > 6D > [2]8B > A~B~C~D > | |'''Light Starter''' > [4]6BD > 6D > [2]8B > A~B~C~D > '''Corner sans Loop''' > [4]6C > 4D > [2]8D || 604 || 390 || 2.5 || 65% || Corner || | ||
|- | |- | ||
|'''Light Starter''' > [4]6B > [SC] 236236AC > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B || 589 || 560 || 2.5 || 80% || Corner || | |'''Light Starter''' > [4]6B > [SC] 236236AC > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B || 589 || 560 || 2.5 || 80% || Corner || | ||
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|2B > 2B > 4B > [2]8B > [SC] 236236AC > [4]6D > [4]6C > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B || 592 || 600 || 2.5 || 90% || Corner || | |2B > 2B > 4B > [2]8B > [SC] 236236AC > [4]6D > [4]6C > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B || 592 || 600 || 2.5 || 90% || Corner || | ||
|- | |- | ||
|'''Heavy Starter''' > [4]6D > 4D > 4D > [4]6BD > [4]6C > 6D > [2]8B > [SC] A~B~C~D > | |'''Heavy Starter''' > [4]6D > 4D > 4D > [4]6BD > [4]6C > 6D > [2]8B > [SC] A~B~C~D > '''Corner Sans Loop''' > [4]6C > 4D > [2]8D || 807 || 610 || 2.5 || 90% || Corner || | ||
|- | |- | ||
|'''Heavy Starter''' > 214AC > [4]6A > [4]6D > 6D > [2]8B > [SC] A~B~C~D > | |'''Heavy Starter''' > 214AC > [4]6A > [4]6D > 6D > [2]8B > [SC] A~B~C~D > '''Corner Sans Loop''' > [4]6C > 4D > [2]8D || 687 || 490 || 2.5 || 80% || Corner || | ||
|- | |- | ||
|236CD > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B || 660 || 560 || 2.5 || 140% || Corner || | |236CD > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B || 660 || 560 || 2.5 || 140% || Corner || |
Revision as of 19:42, 11 March 2022
Combos
General Notes
- Light Starter will denote a 2B, 2B, 2B starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
- 2A x3
- 2B > 2A > 2.B
- Heavy Starter will denote a 2C. Other heavy starters include, but not limited to:
- c.C
- c.D
- c.A > c.C (combos into 214AC won't work)
- CD > [4]6A > 2C (Corner)
- Any combo using aforementioned starters can be used after a jump in, aside from the CD starter.
Rush Auto Combo
Meterless: Ash performs a knee kick into a breakdance kick after the initial slap into [d]~u+K. (135 DMG)
1 Bar: Ends with qcfqcf+K. (237 DMG)
2 Bars: Ends with qcfqcf+BD. (363 DMG)
3 Bars: Ends with qcb,hcf+CD. (455 DMG)
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [2]8B | 142 | 160 | 0 | 25% | Anywhere | Meterless light confirm. Can drop if the lights are chained too late or the special cancel is too late. Has good oki after. |
Light Starter > [4]6B | 136 | 170 | 0 | 20% | Anywhere | More consistent light confirm. Can still drop if cancelled to late, but range is usually not an issue. Oki is worse than [2]8B ender. |
2B > 2B > 4B > [2]8B | 168 | 180 | 0 | 30% | Anywhere | Optimal light confirm. The 4b > [2]8B is a link. Notice how only 2 2Bs are listed. The combo will drop if any more are used due to pushback. Unreliable combo, but could steal a round. |
Heavy Starter > [4]6D > [2]8D | 248 | 270 | 0 | 40% | Anywhere | |
CD > [4]6A | 130 | 140 | 0 | 15% | Anywhere | Safe CD string that happens to combo. |
CD > [4]6C | 143 | 140 | 0 | 15% | Anywhere | Works as well but tends to be less useful on block. |
Heavy Starter > [4]6D > 4D > [2]8D | 286 | 310 | 0 | 45% | Corner | Corner combo. You have just enough time to charge after the 4D to get the [2]8D to combo. You can also use 2D into 214A after 4D for an oki set-up. This will apply to most of Ash's corner combos. |
CD > [4]6D > 4D > [2]8D | 266 | 340 | 0 | 45% | Corner | Uncancelled CD confirm. Notice how the combo is the same as the previous combo. These will not be noted in the future, as the optimal combo after CD will always be the same as the [4]6D starter combo. |
CD > [4]6A > [4]6D > 4D > [2]8D | 309 | 380 | 0 | 55% | Near Corner | If [4]6A juggles you can use this combo. |
CD > [4]6A > [4]6B | 178 | 220 | 0 | 25% | Near Corner | If the [4]6A hits standing you can get a small conversion. |
CD > [4]6A (whiff) > [2]8B | 140 | 180 | 0 | 25% | Corner | When CD > [4]6A is done directly in the corner, the [4]6A will whiff and this will be all you can get. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6BD > [2]8D | 266 | 210 | 0.5 | 30% | Anywhere | Very consistent combo. |
Heavy Starter > 214AC > [4]6D > [2]8D | 303 | 270 | 0.5 | 40% | Anywhere | Punish route without charge beforehand. When juggling into [2]8D, delay as much as possible to get all 3 hits. |
Heavy starter > [4]6D > [2]8BD | 293 | 150 | 0.5 | 20% | Anywhere | |
Light Starter > [4]6BD > 4D > 6D > [2]8B | 298 | 240 | 0.5 | 30% | Corner | The 6D > [2]8B is another tight window. |
Heavy Starter > 214AC > [4]6A > [4]6D > 4D > [2]8D | 385 | 350 | 0.5 | 55% | Corner | Meter positive combo. Also can work off of stray 214BDs. [4]6A doesn't work at certain spacings, omit if necessary. |
Heavy Starter > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 481 | 460 | 0.5 | 70% | Corner | Strong and meter positive. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6BD > [2]8BD | 303 | 90 | 1 | 10% | Anywhere | The lack of stun or meter build makes this a non-ideal combo. Save your meter. |
Heavy Starter > [4]6D > [2]8D > [SC] 236236C > [4]6D > [2]8D | 449 | 400 | 1 | 65% | Non-Corner | This combo doesn't work in the corner. A shortcut for the [2]8D > 236236C cancel is to input the [2]8D as [2]368D, then input 236C for the super. |
Heavy Starter > 214AC > [4]6D > [4]6BD > [2]8D | 389 | 270 | 1 | 40% | Anywhere | Delay the [4]6BD to when the opponent is just about to reach the ground. |
236CD > [4]6D > [2]8D | 262 | 200 | 1 | 80% | Anywhere | Shatter Strike combo. Delay the [2]8D to get all the hits if this hits as an anti-air. |
Light Starter > [4]6B > [SC] 236236C > 4D > 6D > [2]8B | 358 | 320 | 1 | 45% | Corner | |
2B > 2B > 4B > [2]8B > [SC] 236236C > [4]6D > 4D > [2]8D | 398 | 370 | 1 | 60% | Corner | 4B > [2]8B starter. This is where the value of learning this link comes; it allows for stronger corner combos. Not recommended unless confident in your execution. |
Light Starter > [4]6BD > 4D > [2]8BD | 303 | 130 | 1 | 20% | Corner | |
Heavy Starter > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D | 503 | 480 | 1 | 75% | Corner | You can use [2]8B instead of D for the Super Cancel to give yourself a more time to charge. |
Heavy Starter > 214AC > [4]6A > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 546 | 500 | 1 | 75% | Corner | Most damaging combo. |
236CD > [4]6D > 4D > [2]8D | 304 | 240 | 1 | 80% | Corner | If Shatter Strike anti-airs in the corner, the side switch that can happen from the wallbounce can be awkward for Ash. Opt for just a [2]8D in those situations. |
Light Starter > [4]6BD > 6D > [SC] 236236D | 353 | 130 | 1.5 | 25% | Anywhere | Input the 6D as 236D to make the Super Cancel easier. |
Heavy Starter > [4]6D > [2]8D > [SC] 236236C > [4]6D > [4]6BD > [2]8D | 517 | 400 | 1.5 | 65% | Non-Corner | |
Heavy Starter > 214AC > [4]6D > [2]8D > [SC] 236236C > [4]6D > [2]8D | 493 | 400 | 1.5 | 65% | Non-Corner | |
236CD > [4]6D > [2]8BD | 311 | 80 | 1.5 | 60% | Anywhere | |
236CD > [4]6D > [4]6BD > [2]8D | 360 | 200 | 1.5 | 80% | Anywhere | Only works if the Shatter Strike hits airborne. |
Light Starter > [4]6B > [SC] 236236C > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 485 | 480 | 1.5 | 70% | Corner | Delay the first 4D slightly. You may need to microdash after the 236236C if slightly away from the corner. You can stick with only one 4D if you don't want to bother. |
2B > 2B > 4B > [2]8B > [SC] 236236C > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 510 | 520 | 1.5 | 80% | Corner | |
Light Starter > [4]6BD > 4D > 6D > [4]6B > [SC] 236236C > [4]6D > 4D > [2]8D | 458 | 430 | 1.5 | 65% | Corner | |
Heavy Starter > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 615 | 630 | 1.5 | 100% | Corner | Notice how much more stun and meter these combos are building now. |
Heavy Starter > 214AC > [4]6A > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D | 569 | 520 | 1.5 | 85% | Corner | |
236CD > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 515 | 390 | 1.5 | 60% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6B > [SC] A~B~C~D > 28D > 6D > 46D > (whiff) 4D > {46B > 4D > 46D > (whiff)4D)x3 > [2]8D | 462 | 290 | 2 | 40% | Anywhere | Standard Sans-Culotte loop. A~B~C~D can drop if cancelled too late. Time the first 28D as late as possible. You can cancel 46D into 6B to side switch. If you side switch, repeat the loop from the beginning with 28D. For brevity, future combos featuring this loop will just say "Midscreen Sans Loop". |
Light Starter > [4]6B > [SC] A~B~C~D > (28D > 6D > 46D)x4 > [2]8D | 456 | 290 | 2 | 40% | Anywhere | Alternate Sand-Culotte loop. Only slightly less damage and corner carry, but can be easier for some players. |
Light Starter > [4]6B > [SC] A~B~C~D > (6D > 46D)x5 > [2]8D | 452 | 270 | 2 | 45% | Anywhere | Easier A~B~C~D loop. Somewhat harder to convert into corner combos. |
Heavy Starter > [4]6D > [2]8D > [SC] 236236C > [4]6D > [4]6BD > [2]8BD | 544 | 380 | 2 | 45% | Non-Corner | |
Heavy Starter > 214AC > [4]6D > [2]8D > [SC] 236236C > [4]6D > > [4]6BD > [2]8D | 555 | 400 | 2 | 65% | Non-Corner | |
Light Starter > 4B > BC > c.D > 214AC > [4]6D > [2]8D > [SC] 236236C > [4]6D > [2]8D | 445 | 530 | 2 | 45% | Non-Corner | 1000 Max Guage combo. c.C can be used if spacing is an issue, since it's faster than c.D. |
Light Starter > 4B > BC > c.D > 214AC > [4]6D > [4]6BD > [2]8D > [SC] 236236C > [4]6D > [2]8D | 485 | 530 | 2 | 45% | 1500 Max Guage combo. | |
236CD > [4]6D > [2]8D > [SC] 236236C > [4]6D > [2]8D | 480 | 330 | 2 | 110% | Non-Corner | |
Light Starter > [4]6B > [SC] A~B~C~D > 28D > 6D > 46D > (wh)6D > (46D > 4D > 46D > (wh)4D)x2 > 46D > 4D > 46D > (wh)4B > [4]6C > 4D > [2]8D | 508 | 410 | 2 | 60% | Corner | [4]6B > A~B~C~D is much more consistent in the corner. Midscreen combos can easily transition into this combo. For brevity, future combos feature this loop in bold will say "Corner Sans Loop". |
Light Starter > 4B > BC > c.D > 214AC > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D | 472 | 610 | 2 | 55% | Corner | 1000 Max gauge combo. |
Light Starter > 4B > BC > c.D > 214AC > [4]6A > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D | 493 | 650 | 2 | 60% | Corner | 1250 Max gauge combo. |
Heavy Starter > 214AC > [4]6A > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 657 | 670 | 2 | 110% | Corner | |
Light Starter > 4B > BC > CD > [4]6A > 2C > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D | 447 | 750 | 2 | 55% | Corner | Stun focused combo for 1000 Max gauge. Delay the [4]6A slightly. |
Light Starter > 4B > BC > CD > [4]6A > 2C > 214AC > [4]6A > [4]6D > 4D > [2]8D > [SC] 236236P > [4]6D > 4D > [2]8D | 486 | 790 | 2 | 55% | Corner | Stun combo for 1250 Max gauge. |
236CD > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > [2]8D | 533 | 410 | 2 | 125% | Corner | |
Light Starter > [4]6BD > [2]8D > [SC] A~B~C~D > Midscreen Sans Loop > [2]8D | 544 | 260 | 2.5 | 45% | Anywhere | More consistent than the 2 bar combo. You can input the [2]8D by buffering 2A~2B during the recovery of the [4]6BD, then press 8D~C~D. If you have a CD macro, you can do 2A~2B~CD macro x2. |
Heavy Starter > [4]6D > [2]8D > [SC] 236236AC > [4]6D > [4]6BD > [2]8D | 596 | 400 | 2.5 | 65% | Non-Corner | |
Heavy Starter > 214AC > [4]6D > [2]8D > [SC] 236236C > [4]6D > >[4]6BD > [2]8BD | 580 | 380 | 2.5 | 45% | Non-Corner | |
236CD > [4]6D > [2]8D > [SC] 236236C > [4]6D > [4]6BD > [2]8D | 554 | 330 | 2.5 | 120% | Non-Corner | |
Light Starter > [4]6BD > 6D > [2]8B > A~B~C~D > Corner sans Loop > [4]6C > 4D > [2]8D | 604 | 390 | 2.5 | 65% | Corner | |
Light Starter > [4]6B > [SC] 236236AC > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 589 | 560 | 2.5 | 80% | Corner | |
2B > 2B > 4B > [2]8B > [SC] 236236AC > [4]6D > [4]6C > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 592 | 600 | 2.5 | 90% | Corner | |
Heavy Starter > [4]6D > 4D > 4D > [4]6BD > [4]6C > 6D > [2]8B > [SC] A~B~C~D > Corner Sans Loop > [4]6C > 4D > [2]8D | 807 | 610 | 2.5 | 90% | Corner | |
Heavy Starter > 214AC > [4]6A > [4]6D > 6D > [2]8B > [SC] A~B~C~D > Corner Sans Loop > [4]6C > 4D > [2]8D | 687 | 490 | 2.5 | 80% | Corner | |
236CD > [4]6D > 4D > [2]8D > [SC] 236236C > [4]6D > 4D > 4D > [4]6BD > [4]6C > 4D > 6D > [2]8B | 660 | 560 | 2.5 | 140% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
BC > j.D > 2C > [4]6D > 236236K > [AC] 236236BD > [CC] 2141236CD | 1027 | 220 | 4.0 | 0 | Anywhere | Ash's Touch of Death combo. Good luck actually landing this online. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |