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The King of Fighters XV/Terry Bogard/Combos: Difference between revisions
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| 5 || 41236B~623D || 183 || 140 || 0 || ? || Anywhere || Most damaging meterless combo ender, but only works in the corner. | | 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! | | 6 || 41236BD > 623BD > 41236B~623C || 328 || 140 || 1 || 33% || Anywhere || Got meter to burn? No problem! You can run for a bit between 41236BD and 623BD for some extra corner carry. | ||
|- | |- | ||
| 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). | | 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). |
Revision as of 18:23, 30 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. |
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 236236K 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. |
2B > f.B > MAX | 58 | 2B combos into f.B even from the absolute tip of 2B, making it a great low light confirm into Quick Max or 236236K. |
(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! You can run for a bit between 41236BD and 623BD for some extra corner carry. |
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
General Notes:
- Since Terry's combos rarely differ from starter to starter, "Starters" will refer to using either his jump-in combo or low light combo from the 'Starters' section above.
- A common and useful combo part is 623C canceld into 214236P Super. This cancel is pretty tricky on its own, however, so it's recommended to use the following input instead for easier execution: 632146C > 236P
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 Gain | Location | notes |
---|---|---|---|---|---|
Starters > 41236B > 623B | 238/330 | 240/340 | Anywhere | Great oki and damage. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki. | |
Starters > 41236B > 623D | 262/354 | 260/360 | Corner | Slight alteration to the basic combo for a pretty decent increase in damage in the corner. | |
2B > 2A > 623C | 149 | 130 | 0.25 | Anywhere | Low light confirm for when you're too far to connect 2B > 2A > 3C. |
2C > 214A | 155 | 130 | 0.2 | Anywhere | Decent whiff punish. Single-hit-confirms from close range. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starters > 41236BD, 41236B > 623B | 297/389 | 240/340 | Anywhere | Great oki and damage and decent use of half a bar. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki. | ||
Starters > 41236BD, 41236B > 623D | 320/412 | 260/360 | Corner | Change the ender for a small damage and stun increase in the corner. | ||
2B > 2A > 623AC | 209 | 60 | Anywhere | Low light confirm for when you're too far to connect 2B > 2A > 3C, and you want to spend a bit of bar. | ||
2C > 214AC | 222 | 70 | Anywhere | Decent metered whiff punish. Single-hit-confirms from close range. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starters > 236CD, cl.D > 6A > 41236B ~ 623B | 316/408 | 390/490 | 1 | 1.1 | Anywhere | Always a little meter positive, and good damage to boot. Must be point blank for the '2B > 2A > 3C' starter. |
Starters > 41236B ~ 623C > 214236P | 372/464 | 220/320 | 1 | 0.4/0.5 | Anywhere | Best way to spend a bar. Solid damage, great corner carry, and great oki. Recommendeded to use the following input trick instead of '623C > 214236P': '632146C > 236P'. |
Starters > 41236BD, 623BD, 41236B ~ 623C | 380/472 | 260/360 | 1 | 0.4/0.6 | Anywhere | Easier combo than the above combo at the cost of Oki. If you can do the above combo, don't use this one. |
Starters > 236CD, cl.D > 6A > 41236B ~ 623D | 328/420 | 410/510 | 1 | 1.3 | Corner | Bit more damage and a bit more stun in the corner, good to keep in mind. |
Starters > 41236BD, 236A, 623BD, 41236B ~ 623C | 415/507 | 320/420 | 1 | Corner | Adding 236A here and there in the corner tacks on a bit of damage when linked into the EX moves. | |
2C / f.C / 6A > 236236K | 250 | 70/80 | 1 | 0.1 | Anywhere | Single-hit-confirm into Buster Wolf. Fun to do. |
Starters > 41236BD, 41236B ~ 623C > 214236P | 423/507 | 220/320 | 1.5 | Anywhere | 1.5 Bar combo, straight-forward enough. 41236BD can be replaced with 623BD for a bit more damage, but only works with cl.C / cl.D > 6A. | |
Starters > 41236BD, 236A, 623BD, 236A, 623AC | 453/545 | 240/340 | 1.5 | Corner | Basic 1.5 Bar combo. Potent enough. | |
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C | 607 | 400 | 1.5 | Corner | Fantastic damage for 1.5 Bar, but tricky, and doesn't work from '2B > 2A > 3C'. 623C has to be delayed as much as possible before the super cancel. Recommendeded to use the following input trick instead of '623C > 214236P': '632146C > 236P'. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starters > 41236BD, 623BD, 41236B ~ 623C > 214236P | 486/578 | 220/320 | 2 | 0.4/0.5 | Anywhere | Standard 2 Bar meter dump. |
Starters > MAX, cl.D > 6A > 41236BD, 623BD, 41236B ~ 623C > 214236P | 501/593 | 370/470 | 2 | Anywhere | 3rd Character. A bit more damage and a bit more corner carry than the above combo. | |
Starters > 41236BD, 236A, 623BD, 41236B ~ dl.623C > 214236P, 623C | 575/667 | 360/460 | 2 | 0.65/0.75 | Corner | Works from mid-screen (must leave out '236A' if you do). Going for the '214236P, 623C' link in the corner is more or less always optimal for Terry. |
Starters > MAX > cl.D > 6A > 41236BD, 623BD, 41236B ~ dl.623C > 214236P, 623C | 545/637 | 360/550 | 2 | Corner | 3rd Character. Works from Mid-screen. Does less damage than the above combo due to Quick Max scaling, but still a useful combo for other Quick Max starters. | |
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 214236P | 703 | 360 | 2 | 0.2 | Corner | Amazing damage for 2 Bar. Technically a 2.5 Bar combo, but it builds just enough meter during the combo that you only need 2 Bars to start it. Can tack on a 623BD at the very end for a bit more damage if you have the extra meter. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starters > 214A > 236236K > 214236AC | 596/688 | 180/280 | Anywhere | Standard 3 Bar combo. Only useful if Terry isn't on Anchor, though he usually is. | ||
Starters > MAX > cl.D > 6A > 214A > 236236K > 214236CD | 635/727 | 330/430 | 0.1/0.2 | Anywhere | 2nd or 3rd Character. Better damage for when Terry is on Anchor, which he usually is. | |
j.X > cl.C > 6A > 623BD, 41236B ~ dl.623C > 214236P, 623C > 236236BD | 794 | 360 | Corner | Great damage for the cost. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |