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The King of Fighters XV/Leona Heidern/Combos: Difference between revisions

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| 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 > 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 ||  
| 2B > 2A > 214AC, 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.
| 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.

Revision as of 07:25, 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
? 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 121 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 342 2 Rush combo ending in a Max super.
cl.A > A > A > A 436 3 Rush combo ending in a Climax super.

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 > 214AC, 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 > 2A > 6B > j.214C, [2]8A > 2141236K 330 220 1 30% Anywhere Can input as 2147A 236K for the ender
j.8D > j.2363214P 241 140 1 15% Anywhere Instant overhead combo. Very strong mixup option. May be easier to input as 236 8D 214P
2B > 2B > 2B > f.5A > [4]6BD, 214BD, [2]8C 291 200 1 25% Corner
cl.A, cl.D (1) > 214AC, cl.A, cl.D (2) > 6B > j.214C, (explosion) j.214AC, 214D, [4]6D, [2]8C 384 465 1 60% Corner You can omit 214D for an easier combo.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cl.D(1) > 214AC, 2C > 6B > j.214C, [2]8A, (explosion) [4]6D > 2141236K 445 325 1.5 50% 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 405 415 2 10% Anywhere Basic quick max confirm. Can add [4]6D only if done from 2nd or 3rd position
j.8D > j.2363214PP 374 70 2 10% Anywhere level 2 variation of instant overhead combo for extra damage.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > j.214C > j.2363214P > 2141236BD 521 150 3 20% Anywhere Advanced cancel combo. Best used as point as below combo is more damage.
2B > 2B > QM, 2C > 6B > j.214C > j.2363214P > 2141236CD 548 210 3 10% Anywhere Basic level 1 into level 3 confirm. Only works in 2nd or 3rd position.
j.8D > j.2363214P > 2141236KK 535 70 3 10% Anywhere Advanced cancel option off of instant overhead for extra damage

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cl.D(1) > 214AC, 2C > 6B > j.214C, [2]8A, [4]6D~6D > 2363214P > 2141236KK 628 385 3.5 60% Corner
j.8D > j.2363214P > 2141236CD 629 70 4 10% Anywhere Climax cancel option off of instant overhead for extra damage

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Leona Combos by Meno

Navigation

The King of Fighters XV
System

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Characters