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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 Kara Canceled.
|-
| '''~''' || 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 briefly.
|-
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
==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 sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A > 3D(1)''' ||  || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
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===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:''' An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)<br>
{|class="wikitable sortable"
'''1 Bar:''' Ends with qcfx2+P. (223 DMG)<br>
! Combo!! Damage !! Meter cost !! notes
'''2 Bars:''' Ends with qcfx2+P. (223 DMG)<br>
|-
'''3 Bars:''' Ends with qcb,hcf+CD. (421 DMG)<br>
|  cl.A > A > A > B || 187 || 0 || Rush combo ending in a special move.
|-
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super.
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super.
|-
|  cl.A > A > A > A || 421 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
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===0.5 Bar===
===0.5 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
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===1 Bar===
===1 Bar===
*Also includes 1.5 bar combos.
*Also includes 1.5 bar combos.
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
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===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
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===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
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===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
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===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-

Revision as of 02:20, 29 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 Kara Canceled.
~ 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 briefly.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

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 > 2A > 3D(1) Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes

  • Any combo that starts with 2B > 2A > 3D(1) can be done with cl.C > 3D(1) unless stated otherwise.
  • The Button Hold Trick can help with timing trickier combos such as Orochinagi into 623A.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 187 0 Rush combo ending in a special move.
cl.A > A > A > C 223 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 421 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location Notes
2B*2 > 2A > 236A ~ 236P ~ K 197 200 Anywhere Simple confirm into Aragami. You can use the P ender in the corner for okizeme.
2B > 2A > 3D(1) > 236D ~ D, 63214K 221 170 Anywhere Old Reliable, for when you're not able to do other routes after upkicks.
2B > 2A > 3D(1) > 236D ~ D, 623C 229 250 Anywhere You'll have to run up after the upkicks to get 623C to connect. Can super cancel afterward for more damage.
2B > 2A > 3D(1) > 236D~D > 4214B 181 270 Anywhere Less damage but ends in a hard knockdown, allowing for mixups afterward.
2B > 2A > 3D(1) > 236D~D, 236A ~ 236P ~ dl.P/K 231 300 Anywhere You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
f.C > 236C ~ 63214P ~ 6P ~ 623P 235 200 Anywhere Kyo's new f.C is now special cancelable.
CD, 4214B (whiff), 236C ~ 63214P ~ dl.6P ~ 623P 221 230 Midscreen The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
2B > 2A > 3D(1) > 236D ~ D, 236C, 623C 274 Corner Use this if you wanna end with DP. If not, refer to the below combo.
2B > 2A > 3D(1) > 236D ~ D, dl.236A, 236A ~ 63214P ~ P/63214K 278/296 Corner Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 3D(1) > 236BD, 236D ~ D, CD (whiff), 236A ~ 236P ~ K 277 280 Anywhere You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks. In the corner you can instead end with the P ender for a hard knockdown.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P ~ 6P ~ 623P 329 300 Anywhere Great damage for just half a bar.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A ~ 63214P ~ P/63214K 315/333 380/260 Anywhere Hard knockdown version of the previous route for better oki.
2B > 2A > 3D(1) > 236D ~ D, 236C, 623AC 317 210 Corner
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236A, 623C 339 280 Corner
2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236A, 236A ~ 63214P ~ 63214K 365 290 Corner By delaying the followup to 236B, you can actually get the double 236A juggle without having to time the first 236A, making it a lot easier.

1 Bar

  • Also includes 1.5 bar combos.
Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 3D(1) > 236D ~ D xx 2141236P 264 170 1 Anywhere Simple route into Orochinagi.
f.C > 236C ~ 63214P xx 236236C 311 140 1 Anywhere f.C confirm into super.
2B > 2A > 3D(1) > 236D ~ D, 63214D xx 236236P 338 270 1 Anywhere It is now possible to super cancel the second hit of Kyo's Kototsuki Yo (the rungrab). Hold the button briefly so that you don't whiff the super.
2B > 2A > 3D(1) > 236CD, c.D > 6B > 4214BD, 236B ~ B, 236C > 63214P ~ 6P ~ 623P 317 410 1 Anywhere *There are two benefits from using Shatter Strike instead of just going into EX 4214K from 3D(1). One, there's greater corner carry, useful for if you want to get out of the corner and you tag the opponent in a 2B. Two, there's greater stun since there's more overall hits in the combo. The trade off is slightly less damage and the need for 1 bar for Shatter Strike instead of half a bar. However, by the end of the combo you will effectively have only spent half a bar due to the meter build.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P ~ K 345 280 1 Anywhere Kyo's KOFXIV Max Mode BNB, now able to be done outside of Max Mode for 1 bar.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD > 236C > 236A ~ 236A ~ 5B/A 380 293/313 1 Anywhere One of Kyo's hardest confirms but with insane reward in the form of great damage and full corner carry. 236B ~ B > 236BD has to be done instantly with no delays to allow for a consistent timing. 236C has to be slightly delayed to hit on its latest active frames and let 236A juggle after; whiff canceling 2A into 236C can help in timing this. ending with 236A ~ 236A ~ 5A can be done from midscreen for greater stun and oki.
2B > 2A > 3D(1) > 4214BD, 236B ~ dl.B, 236C, 623AC 384 210 1 Corner Delay the 236B followup so you can connect with 236C and have enough time to link into EX DP. If not delayed, do 236A instead.
2B > 2A > 3D(1) > 236D ~ D, dl.236A, 623C(1) xx 2141236P, 623A 393 310 1 Corner An easier way to cancel 623C into Orochinagi is to input 623C as 632146C, and then input 236P to get Orochinagi. If you hit the opponent with the top of 236A's hitbox, the opponent is high enough after Orochinagi (provided you didn't hold down the button) to link into 623A.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P 396 240 1.5 Anywhere Hold the input for 236236P briefly.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, 236C, 623AC 415 310 1.5 Corner
2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623AC 467 340 1.5 Corner Only works if the opponent is hit by the top of 236A's hitbox.

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236BD, CD (whiff) > 236A ~ 236P xx 236236P 425 240 2 Anywhere
2B > 2A > 3D(1) > 236D ~ D, 63214D xx 2141236AC 434 270 2 Anywhere Charge the Orochinagi briefly to get every hit in.
2B > 2A > 3D > BD > c.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 236236P 434 380 2 Anywhere 1000 Meter Max Mode combo.
2B > 2A > 3D(1) > 236D ~ D, 236A, 623C xx 2141236P, 623A xx 2141236P 479 710 2 Corner Hit the opponent with the top of 236A's hitbox to make the Orochinagi into 623A link possible.
2B > 2A > 3D(1) > 4214BD, 236B ~ B, 236C ~ 63214P xx 2141236AC 483 240 2.5 Anywhere Hold the input for Orochinagi briefly to get all hits in.

3 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 3D(1) > BC > cl.C > 3D (1) > 4214BD, 236B ~ B, 236C ~ 63214P > SC 2141236CD 579 350 3 Anywhere Simple 1000 Meter Max Mode combo into Climax ender. Don't delay anything if Kyo is on point, as he barely has enough Max Mode time in point position to get the combo.

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Anywhere

Combo Theory

External Links

Kyo Combos by Meno

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