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The King of Fighters XV/Robert Garcia/Combos: Difference between revisions
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C | | ''(QM)'' 2B*3/(cl.D > 6B) > BC, cl.C > 623A > 641236AC > 214236CD || 639/723 || 220 || 4 || 10% || Anywhere || 1250 Max Guage combo. Leaving out the 6B after the Quick Max improves the scaling. Remember to use cl.D instead of cl.C at 1500 Guage. | ||
|- | |||
| cl.D > 6A > 214B, 214BD, 6B > BC, 236A, 623A > 641236AC > 214236CD || 740 || 330 || 4.5 || 25% || Corner || | |||
|} | |} | ||
Revision as of 20:43, 1 May 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. |
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
Unless stated otherwise, assume cl.D is hitting for both hits.
When doing midscreen confirms from heavies, Robert can generally get more stun with comparable damage by doing Shatter Strike cancels and using the combo route 0.5 meter below the amount of meter you intended to spend.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 164 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 233 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 335 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 441 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B*3 > 214D | 184 | 210 | 0 | 25% | Anywhere | Light confirm. You must cancel the 2B fast for the 214D to connect. |
2B*3 > 214B | 164 | 190 | 0 | 25% | Anywhere | Using 214B as your ender leaves them standing, which can make it easier to threaten with command grab after. |
cl.D > 6B > 214D | 224 | 220 | 0 | 30% | Anywhere | Heavy starter combo. |
cl.D > 6A > j.214B, 623C | 271 | 280 | 0 | 40% | Corner | Corner combo. If you try to confirm this and it's blocked, j.214B is safe barring some command grabs, so it's better to cancel. 6A by itself would leave you at universal throw range. |
CD, run, 6B > 236C | 178 | 190 | 0 | 20% | Anywhere | Uncancelled CD confirm. |
CD > 236A | 130 | 160 | 0 | 20% | Non-Corner | A useful cancel that also confirms. This will lead into supers with meter as well. |
CD, 6B > 236A, 623C | 261 | 290 | 0 | 40% | Corner | Corner CD confirm. CD is safe enough on it's own, so try to avoid cancelling into fireball near the corner so you can get this confirm. The range on 6B is large enough to where this can connect even if you're a bit of a distance from the corner. When cancelling 6B into 236, if you get 623 too often, input 236 as 2369 instead. |
j.214B/D, 623A | 126 | 140 | 0 | 25% | Corner | If the j.214B/D hits very low, you can even get a 623C after. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646B/D | 265/310 | 220/230 | 0.5 | 30% | Anywhere | Robert's light and heavy confirms are the same midscreen. The meter build and corner carry is quite nice. You can cancel into 623C at the end instead for just 2 less damage and virtually the same oki and meter build, but could save you on time, since the animation for 646B/D is so long. |
cl.C > 6A > j.214BD, run, 623C | 297 | 200 | 0.5 | 30% | Anywhere | 6A > j.214BD only works midscreen after a close C normal or one hit of cl.D. This combo is not as strong as the 214BD confirm, but will lead to stronger combos with more meter to work with. |
2B*3 > 214BD, 6B > 236A, 623C | 293 | 280 | 0.5 | 45% | Corner | Light corner confirm. Close to refunding the bar used. |
cl.D > 6A > j.214B/D, 214BD, 6B > 236A, 623C | 384 | 370 | 0.5 | 55% | Corner | Meter positive corner combo. |
CD, run, 6B > 214BD, run, 623C | 261 | 230 | 0.5 | 30% | Anywhere | Midscreen CD confirm. |
41236BD, 623A | 138 | 60 | 0.5 | 20% | Anywhere | Some extra damage after an EX command grab. |
j.214BD, 623C | 206 | 100 | 0.5 | 25% | Anywhere | The amount of times you will be blowing meter on j.214BD are rare, but if you do land one, you can always get a 623C after. Sometimes you can get a 6B in there too, but it's height dependent. |
2C anti air > 646BD | 202 | 70 | 0.5 | 10% | Anywhere | If you're quick you can turn anti air normals into extra damage. |
CD, 6B > 236A, cl.C > 646BD > 623A | 332 | 320 | 0.5 | 45% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B*3 > 214BD, run, CD > 646BD | 298 | 190 | 1 | 20% | Anywhere | You can use cl.C instead of CD for a slightly easier combo for 3 less damage. If you end up in the corner you can add on a 623A. |
cl.D > 6B > 623A > 236214A/C | 344 | 160 | 1 | 30% | Anywhere | Simple super confirm. Does more damage than the light confirm combo. |
cl.C > 6A > j.214BD, 6B > 214BD, 646B/D | 380 | 130 | 1 | 35% | Anywhere | Optimal heavy confirm. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A | 373 | 310 | 1 | 45% | Corner | |
cl.D > 6A > 214B, 214BD > 6B > 236A, cl.C > 646BD, 623A | 464 | 400 | 1 | 55% | Corner | |
CD > 236A, 641236C | 274 | 160 | 1 | 20% | Non-Corner | CD confirm. Easy to hit confirm. |
CD, run, 6B > 214BD, run, cl.C > 646BD | 323 | 200 | 1 | 25% | Anywhere | CD is inconsistent after a juggled 214BD, so cl.C will suffice. |
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A | 411 | 380 | 1 | 50% | Corner | In corner CD combos like this, against smaller characters, you'll have to omit the first 236A and cancel straight into the 214BD. |
236CD, 6B > 646B/D | 245 | 30 | 1 | 75% | Anywhere | Shatter Strike confirm. If the Shatter Strike hits airborne, use 623C instead for consistency. In general your Shatter Strike combos will match your uncancelled CD combos. |
236CD, 6B > 236A, 623C | 297 | 190 | 1 | 80% | Corner | Your corner Shatter Strike combos will match your CD corner combos. |
41236BD, 623AC | 161 | 0 | 1 | 0% | Anywhere | |
41236BD, 2B > 646BD, 2A | 203 | 60 | 1 | 5% | Corner | For some reason, you cannot juggle 623A after the 646BD here. |
2B*3/cl.D > 6B > 214BD, 6B > 646B/D > 236214A/C | 364/409 | 120/130 | 1.5 | 35% | Anywhere | Cancelling 646B/D into ranbu super has a strange window that's later than expected. Be sure to wait after the 15th hit. |
cl.C > 6A > j.214BD, 6B > 236A > 236214A/C | 447 | 190 | 1.5 | 20% | Anywhere | Max midscreen damage. |
2B*3 > 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A | 407 | 310 | 1.5 | 45% | Corner | Only a slight gain over the 1 meter combo. |
cl.D > 6A > j.214BD, 236A, 214BD, 6A > 236A, cl.C > 646BD, 623A | 539 | 380 | 1.5 | 55% | Corner | |
CD, run, 6B > 214BD, 646B/D > 236214A/C | 359 | 130 | 1.5 | 30% | Anywhere | |
CD, j.214BD, 236A, 214BD, 6A > 236A, cl.C > 646BD, 623A | 469 | 380 | 1.5 | 50% | Corner | Max damage from a corner CD. The further back your opponent was from the corner when the CD hits, the higher you can do the j.214BD. You may need to do it higher for the extra horizontal range. These combos do not work after a Shatter Strike. |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A | 440 | 380 | 1.5 | 50% | Corner | Alternate CD route which works from Shatter Strike as well. Remember to omit 236A on smaller characters. |
41236BD, 623A > 236214A/C | 258 | 60 | 1.5 | 20% | Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 6B > 236A > 236214A/C | 403/457 | 280/290 | 2 | 10% | Non-Corner | 1000 Max Guage combo. Best use of meter midscreen. |
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 214BD, 6B > 236A > 236214A/C | 427/480 | 280/290 | 2 | 10% | Anywhere | 1500 Max Guage combo. |
cl.C > 6A > j.214BD, 6B > 214BD, 646B/D > 236214A/C | 479 | 130 | 2 | 35% | Anywhere | Max damage if you can't do the 1500 Guage combo. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 472 | 310 | 2 | 45% | Corner | |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A | 568 | 380 | 2 | 55% | Corner | |
(QM) 2B*3 > BC, cl.D > 6A > j.214BD, 236A, 623C > 236214A/C | 417 | 310 | 2 | 10% | Corner | 1000 and 1250 Max Guage corner combo. Less damaging than your non-Max confirms. |
(QM) 2B*3 > BC, cl.D > 6A > j.214BD, 236AC, 236A, 623C > 236214A/C | 454 | 310 | 2 | 10% | Corner | 1500 Max Guage corner combo. |
CD > 236A, 641236AC | 386 | 160 | 2 | 15% | Non-Corner | Weaker but safe CD confirm. |
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A > 236214A/C | 510 | 380 | 2 | 50% | Corner | |
2B*3 > 214BD, 6B > 646B/D > 236214AC | 432/477 | 120 | 2.5 | 35% | Anywhere | This combo is only marginally stronger than your 2 Bar combo with Quick Max, but much harder as the cancel from 646B/D must be done as late as possible, around the apex of your opponent's launch, or else the super will whiff. Overall not worth it but could be useful to know the cancel. |
cl.C > 6A > j.214BD, 6B > 236A > 236214AC | 551 | 190 | 2.5 | 25% | Non-Corner | Robert's only efficient use of 2.5 meter midscreen. Otherwise use your 2 meter combos by themselves or after a Shatter Strike cancel. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 472 | 310 | 2.5 | 45% | Corner | |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 638 | 380 | 2.5 | 55% | Corner | Disproprotionally strong corner combo for the meter spent. |
CD, run, 6B > 214BD, 236C > 641236AC | 409 | 190 | 2.5 | 20% | Anywhere | In high scaling situations, 641236AC does more damage than 236214AC. |
41236BD, 623A > 641236AC | 330 | 60 | 2.5 | 20% | Anywhere | |
CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214A/C | 568 | 380 | 2.5 | 49% | Corner | |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 539 | 380 | 2.5 | 49% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6A > j.214BD, 6B > 214236CD | 504/564 | 220/230 | 3 | 10% | Anywhere | 1000 Max confirm. Microdash 623A/C is technically possible instead of 6B after j.214BD, but the timing to both connect the 623A/C low enough and properly cancel into the Climax is not worth it for the extra 6 damage. |
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 6B > 623A > 236214A/C > 214236CD | 565/624 | 250/260 | 3 | 10% | Anywhere | 1250 Max confirm. Using cl.C instead of cl.D after the Quick Max saves Max timer to fit the super and Climax. At 1500 Max Guage, use cl.D after the Quick Max instead. |
(QM) 2B*3 > BC, cl.C > 6A > j.214BD, 236A, 623C > 214236CD | 549 | 310 | 3 | 10% | Corner | 1000 corner Max confirm. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214AC | 540 | 310 | 3 | 45% | Corner | Only slightly weaker than the 1000 Max combo, but builds nearly half a bar. |
(QM) 2B*3 > BC, cl.D > 6A > j.214B/D, 623A/C > 236214A/C > 214236CD | 590 | 330 | 3 | 10% | Corner | 1500 Max confirm. At 1250, just use the midscreen confirm. |
cl.D > 6A > j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 667 | 380 | 3 | 55% | Corner | Adds on a 236AC to the 2.5 bar corner combo. |
CD, run, 6B > 236C > 236214A/C > 641236AC | 542 | 190 | 3 | 20% | Anywhere | |
CD, j.214BD, 236A, 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A > 236214A/C | 592 | 380 | 3 | 49% | Corner | |
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A > 236214AC | 578 | 380 | 3 | 49% | Corner | |
cl.C > 6A > j.214BD, 6B > 236A/C > 236214A/C > 641236AC | 669 | 190 | 3.5 | 20% | Non-Corner | |
2B*3 > 214BD, 6B > BC, 236A, 623A/C > 236214A/C > 214236CD | 590 | 240 | 3.5 | 20% | Corner | Stronger than your 3 bar 1250 Max guage confirm, but weaker than the 1500 confirm. |
cl.D > 6A > j.214BD, 6B > BC, 236A, 623C > 236214A/C > 214236CD | 708 | 250 | 3.5 | 15% | Corner | Delay the 236A slightly. You can whiff cancel a 2D to make the timing easier if that works for you. |
CD, run, 6B > 214BD, 236C > 641236C > 236214AC | 500 | 190 | 3.5 | 20% | Anywhere | |
CD, j.214BD, 236A, 214BD, 6B > 236A, cl.C > 646BD, 623A > 236214AC | 636 | 380 | 3.5 | 49% | Corner | |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A > 236214AC | 607 | 380 | 3.5 | 49% | Corner | |
41236BD, 623A > 236214A/C > 641236AC | 433 | 60 | 3.5 | 15% | Anywhere | |
41236BD, 2B > BC, 646BD, 623A > 214236CD | 443 | 90 | 3.5 | 5% | Corner | Letting Robert run for a little after the Quick Max is what allows the 623A to connect here. Input 623A as early as possible and ohld the button to have more time to input the Climax. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) 2B*3/(cl.D > 6B) > BC, cl.C > 623A > 641236AC > 214236CD | 639/723 | 220 | 4 | 10% | Anywhere | 1250 Max Guage combo. Leaving out the 6B after the Quick Max improves the scaling. Remember to use cl.D instead of cl.C at 1500 Guage. |
cl.D > 6A > 214B, 214BD, 6B > BC, 236A, 623A > 641236AC > 214236CD | 740 | 330 | 4.5 | 25% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
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