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The King of Fighters XV/B.Jenet/Combos: Difference between revisions
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| '''AA''' || Anti-air. Hit the opponent while they're mid-air. | | '''AA''' || Anti-air. Hit the opponent while they're mid-air. | ||
|- | |- | ||
| '''[X]''' || Hold input. | | '''[X]''' || Hold input briefly. | ||
|- | |- | ||
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage | | '''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 "{}". | | '''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 | |||
|- | |||
| '''?''' || || 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== | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo!! Damage | ! Combo!! Damage !! Meter cost !! notes | ||
|- | |- | ||
| cl.A > A > A > B || | | cl.A > A > A > B || || 0 || Rush combo ending in a special move | ||
|- | |- | ||
| cl.A > A > A > C || | | cl.A > A > A > C || || 1 || Rush combo ending in a super | ||
|- | |- | ||
| cl.A > A > A > D || | | cl.A > A > A > D || || 2 || Rush combo ending in a Max super | ||
|- | |- | ||
| cl.A > A > A > A || | | cl.A > A > A > A || || 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=== | ||
{|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 | ||
|} | |} | ||
===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 | ||
|} | |} | ||
===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 00:56, 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 briefly. |
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 |
---|---|---|
? | 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
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move | |
cl.A > A > A > C | 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 | 3 | 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 |
---|