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The King of Fighters XV/B.Jenet/Combos: Difference between revisions
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| ''',''' || Link the previous move into the following move. | | ''',''' || 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 | | '''(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. | | '''~''' || Cancel the previous special into the following special. |
Revision as of 00:09, 29 April 2022
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. |
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 "{}". |
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 0 | Anywhere | Rush combo ending in a special move | |||
cl.A > A > A > C | 1 | Anywhere | Rush combo ending in a super | |||
cl.A > A > A > D | 2 | Anywhere | Rush combo ending in a Max super | |||
cl.A > A > A > A | 3 | Anywhere | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2B > 5B > 236B | 179 | 210 | Anywhere | ||
j.C > 5D > 3D > j.2D > j.DDDD | 276 | 340 | Anywhere | Harrier Bee at tip of 3D. For hard knockdown omit Harrier Bee. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2B > 2B > 5A > 236BD > j.2D > dl J.DDD > 3D | 307 | 320 | Corner | Omit the third Harrier Bee kick if having difficulty.
@burgertime__ for its discovery. | |
2C > 214AC > 236D ~ AB > 3B > j.2D > j.DDD > 214A | 377 | 370 | Midscreen | Kara Cancel into 3B with 2C.
Harrier Bee must be extremely low to the ground. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2C > 214AC > 236D ~ AB > 3D > 2BD > j.DDDD > 214A | 421 | 250 | Anywhere | If done not in corner, you must Kara Cancel into 3D using 2C.
Always delay final hit of Harrier Bee for 214A to connect. Can extend further with 236236K |
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 |
---|---|---|---|---|---|---|
236CD > 3D > j.2BD > j.DDDD > 214A > 236236K > 236236PP | 657 | 100 | 4 | Anywhere | Grounded Shatter Strike combo. | |
2B > 2B > 5K > BC > 5D > 214C > 236236PP > 2141236CD | 692 | 240 | 4 | Anywhere | 1250 MAX - Minor delay on Climax cancel to let them fall enough to be hit. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|