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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 * N''' || Repeat 'X' input 'N' amount of times.
|-
|}
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable"
! Combo !! Damage !! Notes
|-
| '''2B > 2B > f.A''' || 80 || Fantastic low light confirm thanks to f.A's great range and good cancel routes.
|-
| j.A/B/C > f.A || 63'''/'''93 || Another amazing starter that combines both the speed and range of her jump-ins with the amazing range of her far A.<br/>You can pick up combos from incredibly spaced jump-ins.
|-
| f.C || 70 || Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD.
|}
===Heavy Starters===
{|class="wikitable"
! Combo !! Damage !! Notes
|-
| '''j.C/D > cl.C > 6B''' || 176 || Standard jump-in starter. 6B will whiff at some ranges even when cl.C hits. Try to recognise this spacing and opt for a different combo after cl.C.<br/>If 6B connects on block, cancel into 236B for safety. 6B may whiff in some strings leaving Isla very vulnerable.
|-
| 2C || 70 || 2 Hits give you extra time to confirm. Combos into 6B but you're always better off using cl.C for that.<br/> Best used to confirm into a grounded special when outside of cl.C > 6B range.
|-
| cl.D || 80 || Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.
|}
===Other Starters===
{|class="wikitable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|-
| 3D > MAX || 65 || Low with great range. Good pressure starter if blocked. Does not low profile as much as you'd think.
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==

Revision as of 19:48, 6 April 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 * N Repeat 'X' input 'N' amount of times.

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2B > f.A 80 Fantastic low light confirm thanks to f.A's great range and good cancel routes.
j.A/B/C > f.A 63/93 Another amazing starter that combines both the speed and range of her jump-ins with the amazing range of her far A.
You can pick up combos from incredibly spaced jump-ins.
f.C 70 Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD.

Heavy Starters

Combo Damage Notes
j.C/D > cl.C > 6B 176 Standard jump-in starter. 6B will whiff at some ranges even when cl.C hits. Try to recognise this spacing and opt for a different combo after cl.C.
If 6B connects on block, cancel into 236B for safety. 6B may whiff in some strings leaving Isla very vulnerable.
2C 70 2 Hits give you extra time to confirm. Combos into 6B but you're always better off using cl.C for that.
Best used to confirm into a grounded special when outside of cl.C > 6B range.
cl.D 80 Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.

Other Starters

Combo Damage Notes
CD 75
3D > MAX 65 Low with great range. Good pressure starter if blocked. Does not low profile as much as you'd think.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

6B Notes

  • 6B combos from c.C, c.D, and both hits of 2C.
  • 6B chains for a lose frame trap from c.A, c.B, 2A, f.A.
    • Loses to 4 frame buttons
    • Loses to reversals
    • Trades with 5 frame attacks
    • Beats 6 frames or slower
  • 6B is special cancelable into all of her air specials as she is considered airborne during this move.
  • j.236BD is commonly used for extensions after 6B.
  • j.214B/D is used for hard knockdowns after 6B, is an overhead, and is generally safe on block due to pushback.

Other Notes

  • c.C is one frame faster than 2C or c.D and is generally recommended after jump-ins.
  • c.D has 10 more damage but is generally only recommended for hard punishes up close
  • Jump-ins add ~50 damage to the combos listed below noted by ...


Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 138 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 214 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 325 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 449 3 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
2B, 2B, > f.A > 214B 148 Anywhere Basic low confirm
f.C > 214B 146 Anywhere
f.C > 214D~A 181 Anywhere Must be close, max range f.C will not connect in time
... > c.C > 6B > j.214D 184 Anywhere Meterless hard knockdown

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
2B, 2B, f.A > 214BD~A > 623B 249 .5 .3 Anywhere
... c.C > 6B > j.236BD > 623D 303 .5 .3 Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
2B, 2B, > f.A > 214B > 214214A > 214D~A 317 Anywhere
f.C > 214B > 214314A > 214D~A 338 Anywhere
... > c.C > 6B > j.214BD > 623BC > j.236D 351 Anywhere
... > c.C > 214B > 214214A > 236A > 623D 383 Corner 623D link after 236A

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
... c.C > 6B > j.236BD > 214B > 214214A > 214D~A 425 1.5 .4 Anywhere
... c.C > 214B > 214214AC > 214D~A 455 2 .3 Anywhere
... c.C > 6B > j.236BD > 623BD > j.236D > 236236K 470 2 .2 Anywhere
j.C, 2C > 214B > 214214A > 236A > 623BD > j.236D > 236236K 538 2.5 - Corner Needs the j.C, 2C to build the extra .5 meter required.

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
Anywhere

External Links

Isla Combos by Meno

Navigation

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