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The King of Fighters XV/Leona Heidern/Combos: Difference between revisions
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! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | cl.A, cl.D (1) > 214AC, 2C > 4/6B > j.214C, [2]8A, (explosion) [4]6D || 341 || 355 || 55% || Anywhere || In the corner, you can add a [2]8C at the end for 383 damage. | ||
|- | |- | ||
| | | 2B > 2B > 2B > 5A > [4]6BD, [2]8A || 225 || 180 || 20% || Anywhere || In corner, you can end with [2]8C for just a bit more stun. Only combo that works when pushed out too far for 2A to connect. | ||
|- | |- | ||
| | | 2B > 2A > 214PP, 2C > 214P, [4]6D~6D || 263 || 250 || 25% || Anywhere || | ||
|- | |- | ||
| | | cl.A, cl.D (1) > 214AC, cl.A, cl.D (2) > 6B > j.214C, (explosion) CD (whiff) > [4]6C, [4]6B, [2]8A || 353 || 485 || 75% || Anywhere || Very difficult combo that adds a little bit more damage and a lot more meter and stun than the normal BNB. | ||
|- | |- | ||
| | | CD > [4]6B (whiff), [4]6BD, [2]8A || 202 || 220 || 25% || Midscreen || | ||
|- | |- | ||
| | | CD > [4]6B, [2]8AC || 230 || 160 || 20% || Corner || | ||
|} | |} | ||
Revision as of 14:36, 28 April 2022
Combos
Rush Auto Combo
Meterless: 5A(X3), 5B (121 DMG)
1 Bar: 5A(X3), 5C (223 DMG)
2 Bars: 5A(X3), 5D (342 DMG)
3 Bars: mash 5A 4 times (436 DMG)
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
2B > 2B > 2A > [2]8C | 148 | 170 | 20% | Anywhere | Easy light confirm. |
(2B > 2B > 2A)/(cl.D) > 6B > 214C > [2]8A | 213/230 | 250 | 35% | Anywhere | Optimal light confirm. Can also be done from heavies. |
CD > [4]6B (whiff), [4]6D ~ 6D | 174 | 220 | 30% | Midscreen | CD confirm. Safe on block. |
CD > [4]6B, [2]8C | 198 | 240 | 35% | Corner | You can also cancel the CD into [4]6A for the same combo, though that cancel has its own flaws on block. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
cl.A, cl.D (1) > 214AC, 2C > 4/6B > j.214C, [2]8A, (explosion) [4]6D | 341 | 355 | 55% | Anywhere | In the corner, you can add a [2]8C at the end for 383 damage. |
2B > 2B > 2B > 5A > [4]6BD, [2]8A | 225 | 180 | 20% | Anywhere | In corner, you can end with [2]8C for just a bit more stun. Only combo that works when pushed out too far for 2A to connect. |
2B > 2A > 214PP, 2C > 214P, [4]6D~6D | 263 | 250 | 25% | Anywhere | |
cl.A, cl.D (1) > 214AC, cl.A, cl.D (2) > 6B > j.214C, (explosion) CD (whiff) > [4]6C, [4]6B, [2]8A | 353 | 485 | 75% | Anywhere | Very difficult combo that adds a little bit more damage and a lot more meter and stun than the normal BNB. |
CD > [4]6B (whiff), [4]6BD, [2]8A | 202 | 220 | 25% | Midscreen | |
CD > [4]6B, [2]8AC | 230 | 160 | 20% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B >) 2B > 2B > f.5A > [4]6KK, 214KK, [2]8C | 1 | Corner | ||||
2B > 2A > 6B > j.214C, [2]8A > 2141236K | 1 | Anywhere | Can input as 2147A 236K for the ender | |||
j.C/cl.A, 2C > 6B > j.214C, [2]8A > 2141236K | 1 | Anywhere | Can input as 2147A 236K for the ender | |||
j.8D > j.2363214P | 1 | Anywhere | Instant overhead combo. Still a very strong mixup option. May be easier to input as 236 8D 214P | |||
(j.C, cl.5A,) cl.D(1) > 214AC, cl.5A, cl.5D (2) > 6B > j.214C, (explosion) j.214AC 214D [4]6D [2]8A | 1 | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
j.C, cl.5C(1) > 214PP, 2C > 6B > j.214C, [2]8A, (explosion) [4]6D (,[2]8A) > 2141236K | 1.5 | Anywhere | Can add [2]8A in the corner after [4]6D | |||
(2B) > 2B > 2B > QM, cl.5D(1) > 214PP, 2C > 6B > j.214C, [2]8A (.[4]6D) > 2141236K | 2 | Anywhere | Basic quick max confirm. Can add [4]6D only if done from 2nd or 3rd position | |||
j.8D > j.2363214PP | 2 | Anywhere | level 2 variation of instant overhead combo for extra damage. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
j.C, 2C > 6B > j.214C > j.2363214P > 2141236KK | 3 | Anywhere | Advanced cancel combo. Best used as point as below combo is more damage. | |||
2B > 2B > QM, 2C > 6B > j.214C > j.2363214P > 2141236CD | 3 | Anywhere | Basic level 1 into level 3 confirm. Only works in 2nd or 3rd position. | |||
j.8D > j.2363214P > 2141236KK | 3 | Anywhere | Advanced cancel option off of instant overhead for extra damage |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
j.C, cl.5C(1) > 214PP, 2C > 6B > j.214C, [2]8A, [4]6D~6D > 2363214P > 2141236KK | 3.5 | Corner | ||||
j.8D > j.2363214P > 2141236CD | 4 | Anywhere | Climax cancel option off of instant overhead for extra damage |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |