-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Shun'ei/Combos: Difference between revisions
Jump to navigation
Jump to search
Joydivider1 (talk | contribs) m →EX: Small fix to 6B > j.236AC, 214C combo |
Joydivider1 (talk | contribs) m →EX |
||
Line 149: | Line 149: | ||
| Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Optimal and hardest confirm. | | Counterhit j.CD > j.236C, 623AC, 623C, 214C || 381 || 260 || 0.5 || 45% || Corner || Optimal and hardest confirm. | ||
|- | |- | ||
| Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 270 || 0.5 || 40% || Corner || Easier to confirm, but more difficult to actually execute than the above. Deals more stun, but results in worse okizeme. | | Counterhit j.CD, 623AC, j.236C, 623C, 2D || 380 || 270 || 0.5 || 40% || Corner || Easier to confirm, but more difficult to actually execute than the above. Deals more stun, but deals less damage, builds less meter, and results in worse okizeme. | ||
|- | |- | ||
| 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner. | | 6B > j.236C, 623AC, 623C, 214C || 326 || 220 || 0.5 || 45% || Corner || Optimal conversion off 6B > j.236C in the corner. |
Revision as of 17:34, 19 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 > 2B > 2A | 51 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6A | 122 | Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage. |
f.C > 6A | 82 | Spaced 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. |
6B > j.236C | 102 | Pressure sequence/frametrap that leads to conversions. |
6B > j.236AC | 125 | Same as above. |
Counterhit j.CD | 100 | Leads to juggles. |
236CD | 75 | Shatter Strike. |
Combos
Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)
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 | 106 | 120 | 16% | Anywhere | Crouching light meterless BNB. Subtract a cr.B or not depending on range. |
2B > Rush Autocombo | 133 | 105 | 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 build some meter, this makes your okizeme weaker though. |
Heavy Starter > 214C | 194 | 180 | 25% | Anywhere | The damage and meter gain are significantly less, but this does grant you a safejump. |
cl.D > 6B > j.236C, 214C | 235 | 220 | 33% | Corner | 6B > j.236C, 214C is also the optimal for meterless 6B > j.236C corner combos. |
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. If done at CD tip range, 214C will whiff - you can 214A again instead. |
CD > 214A, 623A, cl.C | 194 | 250 | 30% | Corner | High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage. |
CD, j.236C, 214C | 190 | 200 | 30% | Corner | Need to use a tiger knee motion for the j.236C. |
CD, 623C, 2D | 211 | 250 | 33% | Corner | High damage option that ends in a soft knockdown. |
Counterhit j.CD, 214C | 176 | 140 | 20% | Anywhere | |
Counterhit j.CD, 623C, 2D | 252 | 230 | 33% | Corner | Harder to counterhit confirm than the above combo, and worse okizeme. |
Counterhit j.CD > j.236C, 623C, 2D | 301 | 270 | 40% | Corner | Even harder to counterhit confirm. |
Counterhit j.CD > j236C, 214C | 229 | 180 | 30% | Corner | Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 214C | 183 | 120 | 0.5 | 20% | Anywhere | Easy to execute and grants a safejump. |
Light Starter/Heavy Starter > 623AC, 623C, 214C | 260/346 | 200/260 | 0.5 | 40% | Anywhere | Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut. |
Light Starter > 236AC, 623C, 2D | 247 | 210 | 0.5 | 30% | Anywhere | Easier combo than above. If you aren't point blank or in the corner then 2D will whiff - end with 214A instead in those situations. |
cl.D > 6B > j.236C, 623AC, 623C, 214C | 376 | 300 | 0.5 | 55% | Corner | Meter positive. |
Heavy Starter > 623AC, j.236C, 623C, 2D | 385 | 310 | 0.5 | 45% | Corner | Optimal corner combo. Sacrifices 214C okizeme for damage/stun. More technical and difficult than the above combo. |
CD > (214A), 623AC, 623C, 214C | 284 | 240 | 0.5 | 40% | Anywhere | Whiffing the 214A will put Shun'ei in range for 623AC, allowing for this combo. This combo won't work if you're cornered and too close to the opponent when you hit CD. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. |
CD, j.236C, 623AC, 623C, 214C | 322 | 280 | 0.5 | 45% | Corner | Optimal but very precise. The above combo is recommended instead. |
Counterhit j.CD, 214AC | 214 | 80 | 0.5 | 8% | Anywhere | |
Counterhit j.CD, 623AC, 214C | 269 | 140 | 0.5 | 20% | Anywhere | Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not. |
Counterhit j.CD, 623AC, 623C, 214C | 337 | 220 | 0.5 | 40% | Anywhere | Even harder confirm. |
Counterhit j.CD > j.236C, 623AC, 623C, 214C | 381 | 260 | 0.5 | 45% | Corner | Optimal and hardest confirm. |
Counterhit j.CD, 623AC, j.236C, 623C, 2D | 380 | 270 | 0.5 | 40% | Corner | Easier to confirm, but more difficult to actually execute than the above. Deals more stun, but deals less damage, builds less meter, and results in worse okizeme. |
6B > j.236C, 623AC, 623C, 214C | 326 | 220 | 0.5 | 45% | Corner | Optimal conversion off 6B > j.236C in the corner. |
6B > j.236AC, 214C | 200 | 100 | 0.5 | 16% | Anywhere | You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner. |
6B > j.236AC, 623C, 2D | 253 | 190 | 0.5 | 30% | Corner | Even with the worse okizeme, this combo is pretty much always worth it over the above combo. |
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 |
---|---|---|---|---|---|---|
Light Starter > 236AC, 623AC, 623C, 236236K | 414 | 170 | 2 | 25% | Anywhere | Only 236236K works here, not 236236P. |
Heavy Starter > 623C, 214A > 236236AC or BD | 517 | 260 | 2 | 40% | Anywhere | Both supers do the same amount of damage, so pick based on whether or not you want to swap sides. |
Light Starter > 236AC, 623AC, 623C, 214C > 236236K | 458 | 230 | 2 | 40% | Corner | |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K | 555 | 300 | 2 | 55% | Corner | If you don't want to do this combo, use the midscreen combo. Shun'ei doesn't have a very good 2 bar route from 6B. |
(QM) 2B > 2B > 5B > BC, cl.C > 6A > 623AC, 623C, 236236K | 376 | 280 | 2 | 10% | Anywhere | 1000 and 1250 Max timer combo. Weaker than your regular combos. "..." will denote 2B > 2B > 5B |
(QM) ... > BC, cl.C > 6A 236AC, 623AC, 214C, 236236K | 417 | 260 | 2 | 10% | Anywhere | 1500 Max timer combo. About as strong as your regular light confirm, though still weaker from heavy normals. |
(QM) ... > BC, cl.C > 6B > j.236C, 623AC, 214C > 236236K | 397 | 300 | 2 | 10% | Anywhere | 1000 Max timer corner combo. |
(QM) ... > BC, cl.C > 6B > j.236C, 623AC, 623C, 214C > 236236K | 435 | 300 | 2 | 10% | Anywhere | 1250 and 1500 Max timer corner combo. |
Light Starter/Heavy Starter > 623AC, 623C, 236236BD | 473/536 | 170 | 2.5 | 25% | Anywhere | You can use 236AC instead of 623AC instead for an easier confirm. The combo plays out exactly the same. |
Light Starter/Heavy Starter > 623AC, (delay) 623C, 236236AC | 464/533 | 150 | 2.5 | 20% | Anywhere | Alternate combo to avoid switching sides. The delay is fairly specific. 214C can be easier. |
Light Starter > 623AC, 623C, 214C > 236236BD | 519 | 230 | 2.5 | 40% | Corner | |
Light Starter > 236AC, 623C, 214A > 236236BD | 504 | 230 | 2.5 | 40% | Corner | |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD | 606 | 300 | 2.5 | 55% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236K > 236236AC | 534 | 150 | 3 | 20% | Anywhere | Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing. |
Heavy Starter > 623C, 214A > 236236K > 236236AC | 652 | 260 | 3 | 40% | Anywhere | |
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD | 564 | 230 | 3 | 40% | Corner | |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD | 661 | 300 | 3 | 55% | Corner | |
(QM) ... > BC, cl.C > 6A > 623AC, (delay) 214C > 214236CD | 525 | 260 | 3 | 10% | Corner | 1000 Max timer combo. |
(QM) ... > BC, cl.C > 6A > 214C > 236236K > 214236CD | 588 | 260 | 3 | 10% | Anywhere | 1250 Max timer combo. Very strong, generally this will be optimal midscreen, even if you chose to spend 3.5 bars. You will have to input the Climax in reverse. |
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD | 611 | 340 | 3 | 10% | Anywhere | 1500 Max timer combo. |
(QM) ... > BC, cl.C > 6B > 236C, 623AC, 214C > 214236CD | 548 | 300 | 3 | 10% | Corner | 1000 Max timer corner combo. For 1250 and 1500, use the midscreen combos. |
Light Starter > 623AC, 623C, 214C > 236236P > 236236BD | 625 | 230 | 3.5 | 40% | Corner | Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient. |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD | 712 | 300 | 3.5 | 55% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD | 694 | 260 | 4 | 10% | Anywhere | 1250 Max timer combo. Optimal for 4 bars. Does 761 damage from a cl.D > 6A starter. |
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD | 717 | 340 | 4 | 10% | Anywhere | 1500 Max timer combo. Does 786 damage from a cl.D > 6A starter. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |