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===Starters===
===Starters===
{|class="wikitable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
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===Enders===
===Enders===
{|class="wikitable"
{|class="wikitable sortable"
! Number !! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Number !! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-

Revision as of 04:19, 30 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 and Enders

Keep in mind: The combos in the "Combos" section have been tested using both of the starters in bold.
The other starters in each table should also work in each case, but may not.

Starters

Combo Damage Notes
j.X > cl.C > 6A 199 Primary jump-in combo for consistency thanks to cl.C's speed.
cl.C on its own is good for quick punishes.
2B > 2B > 3C 112 Primary low light confirm. Rarely works after a jump-in, not where you'd really use it anyway.
cl.D > 6A 146 Most damaging combo starter. Slower than cl.C, best used after a deep jump-in or as a max damage punish.

Other Starters

Combo Damage Notes
CD 75 Goes over most low projectiles in the game and has huge range, but relatively slow start-up.
2C, f.C, 6A X Single-hit-confirmable into Super and Quick Max. 6A has good range but slower start-up, 2C has ok range and good start-up, f.C is a happy middle.
2C being special cancelable has a larger confirm window for super.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Enders

Number Combo Damage Stun Meter Cost Meter Gain Location Notes
1 214B 78 80 0 ? Anywhere Advantageous on hit. Best used for continued pressure.
2 214A 90 60 0 ? Anywhere Provides less stun than the above and the opponent can recover on hit but does more damage.
3 41236B~623B 154 120 0 ? Anywhere Ending in Power Dunk does less damage, the oki is more rewarding on hit.
4 41236B~623C 172 140 0 ? Anywhere Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.
5 41236B~623D 183 140 0 ? Anywhere Most damaging meterless combo ender, but only works in the corner.
6 41236BD > 623BD > 41236B~623C 328 140 1 33% Anywhere Got meter to burn? No problem!
7 2141236P 200 0 1 0 Anywhere Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
8 236236K 190 0 1 0 Anywhere Slightly less damaging, but has better range. Are you OK?
9 2141236AC 355 0 2 0 Anywhere Most damaging Level 2 Super if you have the time to spare.
10 236236BD 343 0 2 0 Anywhere If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
11 2141236CD 450 0 3 0 Anywhere Buster... LAUNCHER!!!

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 146 0 Rush combo ending in a special move.
cl.A > A > A > C 231 1 Rush combo ending in a super.
cl.A > A > A > D 356 2 Rush combo ending in a Max super.
cl.A > A > A > A 452 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 623C 149 130 Anywhere Far Range
2B > 2A > 3C > 41236B > 623B 238 Anywhere
cl.C > 6A > 41236B > 623B 274 Anywhere
2C > 214A 155 Anywhere
2B > 2A > 3C > 41236B > 623D 262 Corner
cl.C > 6A > 41236B > 623D 300 Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 3C > 41236BD, 41236B > 623B 297 240 Anywhere
2B > 2A > 3C > 236CD, cl.D > 6A > 41236B > 623B 316 390 Anywhere Require 1 Bar
2B > 2A > 623AC 209 60 Anywhere Far Range
j.D > cl.C > 6A > 41236BD, 41236B > 623B 389 340 Anywhere
j.D > cl.C > 6A > 236CD, cl.D > 6A > 41236B > 623B 408 490 Anywhere Requires 1 Bar
2C > 214AC 222 70 Anywhere Hit-confirmable
2B > 2A > 3C > 41236BD, 41236B > 623D 320 Corner
2B > 2A > 3C > 236CD, cl.D > 6A > 41236B > 623D 328 Corner Requires 1 Bar
cl.C > 6A > 236CD, cl.D > 6A > 41236B > 623D 363 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Terry Combos by Meno
Terry Bogard Combo Guide by Rooglemonger

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters