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The King of Fighters XV/Iori Yagami/Combos: Difference between revisions
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| '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 339 || 280 || 1 || 0.4 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral. | | '''Heavy Starter''' > 236CD, dash cl.K, cl.C > 6B > 63214D || 339 || 280 || 1 || 0.4 || Anywhere || Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral. | ||
|- | |||
| '''Light/Heavy Starter''' > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C || 442'''/'''540 || 395'''/'''490 || 1.5 || 0.7'''/'''0.8 || Near Corner || Works from a specific distance away from the corner, but not the corner itself. | |||
|- | |- | ||
| '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402'''/'''500 || 315'''/'''410 || 1.5 || 0.5'''/'''0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back. | | '''Heavy Starter''' > 236AC, 236A > 214236P, 623D > 214A*2, 623C || 402'''/'''500 || 315'''/'''410 || 1.5 || 0.5'''/'''0.6 || Corner || Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back. |
Revision as of 20:48, 22 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 > 5A | 38 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C | 136 | Standard jump-in starter due to cl.C being incredibly fast. 2C has better range if the opponent is standing. If they're crouching, opt for 5C or 5A. Can add 6B in short combos for a bit more damage. |
2C > 6B | 98 | Alternate jump-in with more range on standing opponents. 6B might not be worth it in longer combos due to scaling. |
2B > 2A > 6A | 65 | Low light confirm into Heavy combos. Must be fairly close. If close enough can add the 2nd hit of 6A. |
cl.B, cl.C | 91 | Only works from close range, but good damage for a low confirm into a heavy normal. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
623D/BD | 80/90 | Both useful Anti-fireball tools. 623D can be cancelled into any other special, including their EX versions. 623BD on the other hand, pops the opponent up for a juggle. |
632146P/AC | 0 | Command throw that starts combos. The EX version has less scaling, i.e. the proceeding combo will do more damage. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
- Iori can add 63214BD after his 214A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
- You can add both parts of Iori's 6A after crouching lows at point blank range.
- Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
- If you are spending more than 1 meter, use 632146AC as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.
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 | 223 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 337 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 427 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214A*3 | 139 | 145 | 0.2 | Anywhere | Low combo to use when too far for '2A > 2B > 6A'. |
Heavy Starter > 63214D | 273 | 140 | 0.4 | Anywhere | Slightly more damage, but less hits to confirm with. |
632146P, 2C > 63214D | 146 | 70 | 0.3 | Anywhere | Easier command grab combo. |
632146P, 2C > (6A) ~ A > 63214D | 183 | 130 | 0.4 | Anywhere | Harder command grab combo. Whiff the first hit of 6A ~ A and land the 2nd hit. |
CD > 63214D | 204 | 100 | 0.3 | Anywhere | Reliable, Easy, Consistent, and doesn't require committing to anything after CD. |
CD > (63214B), f.C > 63214D | 255 | 130 | 0.4 | Non-Corner | If done quick enough, the f.C hits standing. |
CD, 236A, 623C | 235 | 250 | 0.4 | Corner | Reliable and doesn't require CD to be cancelled. |
CD > 623D > 214A*2, 623C | 288 | 330 | 0.5 | Corner | More damage, more commitment. |
EX
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 236A*3, 63214BD | 195 | 145 | 0.2 | Anywhere | Reliable but not much damage. Useful if you build the necessary meter after the combo. |
Light/Heavy Starter > 236AC, 623D > 63214D | 285/383 | 125/220 | 0.4 | Anywhere | Good half bar damage, but doesn't work at all ranges from a Light Confirm, in which case use above combo. Less corner carry but still gives a safe jump with microdash hop. |
Light/Heavy Starter > 236AC, 623D > 236A, 214A*2, cl.C | 309/407 | 275/370 | 0.5/0.6 | Near-Corner | Must be done from a very specific distance away from Corner. Doesn't seem very useful. |
Light/Heavy Starter > 214AC*3, 214A*3 | 306/404 | 275/370 | 0.5/0.6 | Corner | Strong corner combo and builds back all the bar spent. |
Heavy Starter > 214AC*3, 214A*3 | 343 | 240 | 0.3 | Anywhere | Less damage than 236AC combo. Useful when outside of range for 236AC, however, such as from f.C. |
623BD, 63214D | 235 | 0 | 0.2 | Anywhere | Basic combo from 623BD. |
632146P, 2C > (6A) ~ A > 236AC, 623D > 63214D | 245 | 210 | 0.5 | Anywhere | Builds back the meter spent. Worth doing. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter 214A*2 > 236214P | 247 | 85 | 1 | 0.4 | Anywhere | Avoid if possible. Only use when too far to cancel into 236AC. |
Light/Heavy Starter > 236AC, 623D > 214AC ~ dl.214AC*2, 63214D | 362/460 | 125/220 | 1 | 0.4 | Anywhere | Strong 1 Bar damage. Must delay the 2nd hit of the 214AC Rekka series, the rest you do as early as possible. |
Light/Heavy Starter > 236AC, 623D > 214AC*3, 214A*2, 623C | 376/474 | 275/370 | 1 | 0.6 | Corner | Corner combo. Worth noting that this combo works from mid-screen. Don't have to delay the 2nd hit of 214AC rekka when in the corner. |
Heavy Starter > 236CD, dash cl.K, cl.C > 6B > 63214D | 339 | 280 | 1 | 0.4 | Anywhere | Shatter Strike conversion. Usually deals less damage than an EX but returns more meter. Nearly meter neutral. |
Light/Heavy Starter > 236AC, 623D > 236P > 214236P, 623D > 214A*2, 623C | 442/540 | 395/490 | 1.5 | 0.7/0.8 | Near Corner | Works from a specific distance away from the corner, but not the corner itself. |
Heavy Starter > 236AC, 236A > 214236P, 623D > 214A*2, 623C | 402/500 | 315/410 | 1.5 | 0.5/0.6 | Corner | Super cancel corner confirm that does a lot of damage and builds a decent amount of meter back. |
632146AC, 2C > (6A) ~ A, 236AC, 623D > 214AC ~ dl.214AC*2, 63214D | 338 | 210 | 1.5 | 0.4 | Anywhere | Notable as EX command grab has less scaling and leads to better damage than normal command grab with 3 EX moves in the following combo. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
... > 214C*2 > 2363214A/C > 236236AC | 2 | Anywhere | Super dump combo. | |||
2B/6A/6A~A/6B > BC > c.C > 6A/B > 214AC*3, 623A(1) > 2363214A/C | 2 | Anywhere | Point Iori Quickmax conversion. | |||
2B/6A/6A~A/6B > BC > c.C > 6A > 236AC, 214AC*3, 623A(1) > 2363214A/C | 2 | Anywhere | Anchor Iori Quickmax conversion. Allows Iori to squeak in an extra EX. You can input qcf+AC as qcf,uf+AC to avoid getting dp+AC after f+A. Delay the dp+A a little bit so it hits low enough for the super cancel to connect. | |||
2B/6A/6A~A/6B > 214AC*3, 2363214A/C > 236236AC | 2.5 | Anywhere | ||||
2B > 2A > 236AC, 236A > 214236AC, 623D > 63214D | 2.5 | Anywhere | Does a lot of damage. Midscreen you will need to microdash between 236AC and 236A, it is a bit difficult to get down. In the corner can end with 623D 214A*2 623C for more damage. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B/6A/6A~A/6B > BC > c.C > 6A/B > 2363214A/C > 2141236CD | 3 | Anywhere | (1250+ MAX/Middle or Anchor) Mid Iori Quickmax conversion. |
Iori can turn any of his 2 bar Quickmax combos into a 3 bar combo by cancelling 2363214A/C into 236236AC.
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B/6A/6A~A/6B > BC > c.C > 6A/B > 2363214AC > 2141236CD | 4 | Anywhere | Mid Iori Quickmax conversion. | |||
2B > 2B > f.5B > 2363214A > 236236AC > 2141236AC, 214A*2, 623A, 63214D | 4 | Corner | Big damage combo, does more than the quick max confirm and can be done from quick max as well for 4 bars still, and maintains offense with a strong knockdown |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |