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The King of Fighters XV/Shun'ei/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 | ||
|- | |- | ||
| | | '''Light Starter''' > 623AC, 623C, 214AC || 317 || 170 || 1 || 25% || Anywhere || | ||
|- | |- | ||
| | | '''Light Starter''' > 236AC, run, 623C, 214AC || 306 || 170 || 1 || 25% || Anywhere || Requires a microdash before 623C. You can input 623 as 6623C to make it easier. | ||
|- | |- | ||
| | | '''Light Starter''' > 236AC, 623AC, (delay) 214C || 289 || 150 || 1 || 20% || Anywhere || Easiest light confirm combo. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 623C, 214A > 236236K or P || 405/397 || 260 || 1 || 40% || Anywhere || 236236K swaps sides, so opt for the weaker 236236P if you want to keep screen positioning. | ||
|- | |- | ||
| | | '''Light Starter''' > 236AC, 623AC, 623C, 214C || 344 || 230 || 1 || 40% || Corner || | ||
|- | |- | ||
| | | '''Heavy Starter''' > 236AC, j.236C, 623AC, 623C, 214C || 441 || 300 || 1 || 55% || Corner || Optimal corner combo. Tiger Knee'ing the j.236C is recommended (2369C). Although 236AC combos from lights, light confirms will usually push Shun'ei too far to connect j.236C. | ||
|- | |- | ||
| | | cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C || 421 || 310 || 1 || 45% || Corner || Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use 214AC instead of 236AC and end the combo there. | ||
|- | |- | ||
| | | '''Light Starter'''/'''Heavy Starter''' > 236AC, 623AC, 623C, 214AC || 370/431 || 170 || 1.5 || 25% || Anywhere || | ||
|- | |- | ||
| | | '''Light Starter''' > 623AC, 623C, 214C > 236236K || 411 || 230 || 1.5 || 40% || Corner || | ||
|- | |- | ||
| | | '''Light Starter''' > 236AC, 623C, 214A > 236236K || 396 || 230 || 1.5 || 35% || Corner || Easier combo. | ||
|- | |- | ||
| | | cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K || 498 || 300 || 1.5 || 55% || Corner || | ||
|} | |} | ||
Revision as of 23:02, 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 |
---|---|---|
2B > 2B > 2A | 80 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6A | 122 | Grounded punish starter. |
j.X > cl.C > 6A | 176 | Standard jump-in starter. Usually is more consistent than cl.D due to D normals' pushback. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
cl.D > 6B | 113 | Leads to his air specials. |
(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 | 125 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 230 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 350 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 443 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214A | 135 | 150 | 20% | Anywhere | Crouching light meterless BNB. Subtract a cr.B or not depending on range. |
2B > Rush Autocombo | 148 | 120 | 20% | Anywhere | Better Shun'ei low confirm, believe it or not. |
Heavy Starter > 623C, 2D | 266 | 270 | 40% | Anywhere | You can cancel 2D into 214A to get a little closer to the opponent on their wake up. |
Heavy Starter > 214C | 194 | 180 | 25% | Anywhere | The damage and meter gain are significantly less, but this does grant you a safe jump. |
cl.D > 6B > j.236C, 214C | 235 | 220 | 30% | Corner | |
CD > {214A}, 214C | 143 | 160 | 25% | Anywhere | This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. |
CD > {214A}, 623A, cl.C | 194 | 250 | 30% | Corner | If you cancel into 214A in the corner, go for this combo. If you don't cancel, your BNB of 623C, 2D is stronger. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 214C | 212 | 150 | 0.5 | 20% | Anywhere | Easy to execute grants a hard knockdown. |
Light Starter/Heavy Starter > 623AC, (delay) 214C | 230/282 | 150 | 0.5 | 20% | Anywhere | Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown. |
Light Starter > 623AC, 623C, 214C | 289 | 230 | 0.5 | 40% | Corner | |
Light Starter > 236AC, 623C, 2D | 276 | 240 | 0.5 | 35% | Corner | Easier combo. |
cl.D > 6B > j.236C, 623AC, 623C, 214C | 376 | 300 | 0.5 | 55% | Corner | Optimal corner combo. Meter positive. |
CD > {214A}, 623AC, (delay) 214C | 225 | 160 | 0.5 | 25% | Midscreen | Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo. |
CD > {214A}, 623AC, 623C, 214C | 284 | 240 | 0.5 | 45% | Corner | 623AC combos work in the corner after a CD, even if you whiff a 214A. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623AC, 623C, 214AC | 317 | 170 | 1 | 25% | Anywhere | |
Light Starter > 236AC, run, 623C, 214AC | 306 | 170 | 1 | 25% | Anywhere | Requires a microdash before 623C. You can input 623 as 6623C to make it easier. |
Light Starter > 236AC, 623AC, (delay) 214C | 289 | 150 | 1 | 20% | Anywhere | Easiest light confirm combo. |
Heavy Starter > 623C, 214A > 236236K or P | 405/397 | 260 | 1 | 40% | Anywhere | 236236K swaps sides, so opt for the weaker 236236P if you want to keep screen positioning. |
Light Starter > 236AC, 623AC, 623C, 214C | 344 | 230 | 1 | 40% | Corner | |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C | 441 | 300 | 1 | 55% | Corner | Optimal corner combo. Tiger Knee'ing the j.236C is recommended (2369C). Although 236AC combos from lights, light confirms will usually push Shun'ei too far to connect j.236C. |
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C | 421 | 310 | 1 | 45% | Corner | Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use 214AC instead of 236AC and end the combo there. |
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC | 370/431 | 170 | 1.5 | 25% | Anywhere | |
Light Starter > 623AC, 623C, 214C > 236236K | 411 | 230 | 1.5 | 40% | Corner | |
Light Starter > 236AC, 623C, 214A > 236236K | 396 | 230 | 1.5 | 35% | Corner | Easier combo. |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K | 498 | 300 | 1.5 | 55% | Corner |
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 |