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m →‎Rush Auto Combo: Meter gain and stun note
m →‎Light Starters: Added stun and meter gain
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===Light Starters===
===Light Starters===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Stun !! Meter Gain !! Notes
|-
|-
| '''2B > 2B > 2A''' || 51 || Standard low light confirm.
| '''2B > 2B > 2A''' || 51 || 60 || 5.5% || Standard low light confirm.
|}
|}



Revision as of 17:43, 19 June 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 Stun Meter Gain Notes
2B > 2B > 2A 51 60 5.5% 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

Builds 9% meter and deals 45 stun before combo ender.

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

External Links

Shun'ei Combos by Meno

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