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The King of Fighters XV/Geese Howard/Combos: Difference between revisions
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| 2B > 2A*2 > 5B || | | 2B > 2A*2 > 5B || 85 || Standard low light confirm. Omit 2A as needed at further spacings. | ||
|} | |} | ||
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''cl.C/2C > 6A''' || 117 || Standard heavy and jump-in starter. In general you can replace 6A with 6B for about 10 more damage if you are confirming into Quick Max, but not for special cancels. | ||
|- | |||
| cl.D > 6A || 127 || Stronger but slower and whiffs on some crouchers. | |||
|- | |||
| cl.A, cl.C > 6A || 136 || Link combo at close ranges. | |||
|- | |||
| cl.B, cl.C > 6A || 141 || Link combo at close ranges. | |||
|- | |||
| 63214D, 2C > 6A || 87 || Easy follow-up to a successful 63214D counter. | |||
|- | |||
| 63214D, run, cl.D > 6A || 95 || Slightly stronger. | |||
|- | |||
| 63214D, j.C, 2C > 6A || 141 || Very difficult. You must do a hop immediately after Geese recovers, then input j.C immediately for the combo to work. Doesn't work always if Geese is in the corner. | |||
|} | |} | ||
Revision as of 06:29, 1 June 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 > 2A*2 > 5B | 85 | Standard low light confirm. Omit 2A as needed at further spacings. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6A | 117 | Standard heavy and jump-in starter. In general you can replace 6A with 6B for about 10 more damage if you are confirming into Quick Max, but not for special cancels. |
cl.D > 6A | 127 | Stronger but slower and whiffs on some crouchers. |
cl.A, cl.C > 6A | 136 | Link combo at close ranges. |
cl.B, cl.C > 6A | 141 | Link combo at close ranges. |
63214D, 2C > 6A | 87 | Easy follow-up to a successful 63214D counter. |
63214D, run, cl.D > 6A | 95 | Slightly stronger. |
63214D, j.C, 2C > 6A | 141 | Very difficult. You must do a hop immediately after Geese recovers, then input j.C immediately for the combo to work. Doesn't work always if Geese is in the corner. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A*2 > 5B > 214A ~ 6P |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
External Links