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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2A (> 2A) > 5A > 236AC, 623D || 263 || 180 || 0.32 || Anywhere ||  
| 2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D || 263~276 || 180~210 || 0.32~0.35 || Anywhere || Low starter hard knockdown. Can add c.A/c.B/2A if point blank
|-
|-
| 2B > 2A (> 2A) > 5A > 236AC, 623D~AB, 236C~6P || 279 || 225 || 0.40 || Anywhere ||  
| 2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D~AB, 236C~6P || 279~292 || 225~255 || 0.40~0.43 || Anywhere || More damage, no hard knockdown. Can add c.A/c.B/2A if point blank
|-
|-
| (j.X/c.A), c.D > 6A > 236AC, 623D || 318 || 200 || 0.37 || Anywhere ||  
| (j.X/c.A), c.D(2) > 6A > 236AC, 623D || 318~374 || 200~270 || 0.37~0.44 || Anywhere || Close heavy combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
|-
|-
| (j.X/c.A), c.D > 6A > 236AC, 623D~AB, 236C~6P || 339 || 245 || 0.45 || Anywhere ||
| (j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P || 339~390 || 245~315 || 0.45~0.51 || Anywhere || More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
|-
|-
| 2B > c.B > 214BD~A, 66 214D~B, 623D || 334 || 230 || 0.43 || Corner ||  
| 2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 214D~B, 623D || 310~324 || 230~290 || 0.43~0.48 || Near Corner|| Use if not close enough to the corner to do 214BD~A juggles. Opponent must reach corner after 214D~B. Can add c.A/c.B/2A if point blank
|-
|-
| 2B > c.B > 214BD~A, 66 214D~B, 623D~AB, 236C~6P || 349 || 275 || 0.51 || Corner ||  
| 2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D~AB, 236C~6P || 330~339 || 305~335 || 0.53~0.56 || Near Corner || More damage, no hard knockdown. Can add c.A/c.B/2A if point blank
|-
|-
| (j.X/cl.A), c.D(1-2) > 6A > 214D~B, 214BD~A, (delay) 236C, 623D || 402 || 325 || 0.55 || Corner || Cancel the first hit of c.D if after a jump-in or link. For an easier combo you can remove 236C for less damage, or replace 623D with 623B to sacrifice hard knockdown.
| (j.X/c.A), c.D(2) > 6A > 236AC, 214D~B, 623D || 379~426 || 280~350 || 0.49~0.56 || Near Corner|| Close heavy version of the corner carry combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
|-
| (j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P || 395~441 || 325~395 || 0.57~0.64 || Near Corner|| More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
|-
| 2B > c.B > 214BD~A, 66 214D~B, 623D || 334 || 230 || 0.43 || Corner || Low corner combo
|-
| 2B > c.B > 214BD~A, 66 214D~B, 623D~AB, 236C~6P || 349 || 275 || 0.51 || Corner || More damage, no hard knockdown
|-
| (j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, (delay)236C, 623D || 402~488 || 325~430 || 0.55~0.66 || Corner || Close heavy corner combo. Cancel the first hit of c.D if after a link, late jump-in, or too far c.D. 236C must be delayed by exactly 8 frames after landing from a buffered 214D~B, 214BD~A juggle. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
|-
| (j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D || 381~468 || 285~390 || 0.54~0.65 || Corner || Easier version of the above combo. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
|-
| (j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D~AB, 236C~6P || 396~478 || 330~435 || 0.62~0.74 || Corner || More damage, no hard knockdown. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
|}
|}



Revision as of 16:03, 19 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

Meterless

Combo Damage Stun Meter Gain Location Notes
2B (> 2A/c.A) > c.B > 623D 191~204 150~180 0.30~0.33 Anywhere Hard knockdown from a low starter. 2A/c.A can be added if point blank
2B > 2A > 236A~6P 141 160 0.20 Anywhere Works at a farther distance than the above combo
5C > 236C~6P 182 190 0.24 Anywhere 5C poke conversion
(j.X/c.A), c.D(1-2) > 6A > 623D 215~272 165~235 0.33~0.39 Anywhere Close heavy combo. Cancel the first hit of c.D after a jump-in or c.A link, or if you land c.D too far away midscreen. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(1)
2B > c.B > 623D~AB, 236C~6P 212 195 0.38 Corner Low starter corner combo. Sacrifices hard knockdown for damage, stun, and meter build
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 623D 280~333 245~315 0.45~0.53 Corner Corner close heavy combo. Cancel the first hit of c.D after a jump-in or link, or if you land c.D too far away. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(1)
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 623D~AB, 236C~6P 296~349 290~360 0.54~0.61 Corner Sacrifices hard knockdown for damage, stun, and meter build.Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(1)

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D 263~276 180~210 0.32~0.35 Anywhere Low starter hard knockdown. Can add c.A/c.B/2A if point blank
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D~AB, 236C~6P 279~292 225~255 0.40~0.43 Anywhere More damage, no hard knockdown. Can add c.A/c.B/2A if point blank
(j.X/c.A), c.D(2) > 6A > 236AC, 623D 318~374 200~270 0.37~0.44 Anywhere Close heavy combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P 339~390 245~315 0.45~0.51 Anywhere More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 214D~B, 623D 310~324 230~290 0.43~0.48 Near Corner Use if not close enough to the corner to do 214BD~A juggles. Opponent must reach corner after 214D~B. Can add c.A/c.B/2A if point blank
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D~AB, 236C~6P 330~339 305~335 0.53~0.56 Near Corner More damage, no hard knockdown. Can add c.A/c.B/2A if point blank
(j.X/c.A), c.D(2) > 6A > 236AC, 214D~B, 623D 379~426 280~350 0.49~0.56 Near Corner Close heavy version of the corner carry combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P 395~441 325~395 0.57~0.64 Near Corner More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
2B > c.B > 214BD~A, 66 214D~B, 623D 334 230 0.43 Corner Low corner combo
2B > c.B > 214BD~A, 66 214D~B, 623D~AB, 236C~6P 349 275 0.51 Corner More damage, no hard knockdown
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, (delay)236C, 623D 402~488 325~430 0.55~0.66 Corner Close heavy corner combo. Cancel the first hit of c.D if after a link, late jump-in, or too far c.D. 236C must be delayed by exactly 8 frames after landing from a buffered 214D~B, 214BD~A juggle. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D 381~468 285~390 0.54~0.65 Corner Easier version of the above combo. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D~AB, 236C~6P 396~478 330~435 0.62~0.74 Corner More damage, no hard knockdown. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

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