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→‎Combos: Updated values to account for 2B nerf, added auto combo damage
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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''?''' ||  || Standard low light confirm.
| '''2B > 2A''' ||  || Standard low light confirm.
|-
| '''2B > cl.A, 2C''' ||  || Point blank low confirm.  Ideal starter for
|}
|}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
| '''j.X > cl.D > 6A''' ||  || Standard jump-in starter.
|-
| '''5C''' ||  || Cancelable far button.
|}
|}



Revision as of 05:04, 20 November 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 Notes
2B > 2A Standard low light confirm.
2B > cl.A, 2C Point blank low confirm. Ideal starter for

Heavy Starters

Combo Damage Notes
j.X > cl.D > 6A Standard jump-in starter.
5C Cancelable far button.

Other Starters

Combo Damage Notes
CD 75

(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 > A/B 170 0 Rush combo ending in a special move
cl.A > A > A > C 239 1 Rush combo ending in a super
cl.A > A > A > D 367 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
2B (> c.A/2A) > c.B > 623D 176~189 135~165 0.29~0.31 Anywhere Hard knockdown from a low starter. c.A/2A can be added if point blank
2B > 2A > 236A~6P 126 145 0.19 Anywhere Use at a distance where 623D would whiff
5C > 236C~6P 182 190 0.24 Anywhere 5C poke conversion
CD > 214A/C(whiff)~A, j.CD 143 180 0.16 Anywhere CD conversion
(j.X/c.A), c.D(1-2) > 6A > 623D 215~310 165~270 0.33~0.43 Anywhere Close heavy combo. Cancel the first hit of c.D after a c.A link, late jump-in, or if you land c.D too far away midscreen. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(2)
2B > c.B > 623D~AB, 236C~6P 197 180 0.36 Corner Low starter corner combo. Sacrifices hard knockdown for damage, stun, and meter build
CD, 214D~B, 623D 260 270 0.44 Corner Corner CD conversion
CD, 214D~B, 623D~AB, 236C~6P 276 315 0.53 Corner More damage, no hard knockdown corner CD conversion
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 623D 280~371 245~350 0.45~0.57 Corner Corner close heavy combo. Cancel the first hit of c.D after a c.A link, late jump-in, or if you land c.D too far away. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(2)
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 623D~AB, 236C~6P 296~387 290~395 0.54~0.64 Corner More damage, no hard knockdown. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(2)

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D 248~261 165~195 0.30~0.34 Anywhere Low starter hard knockdown. Can add c.A/c.B/2A if point blank
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D~AB, 236C~6P 264~277 210~240 0.39~0.42 Anywhere More damage, no hard knockdown. Can add c.A/c.B/2A if point blank
(j.X/c.A), c.D(2) > 6A > 236AC, 623D 318~374 200~270 0.37~0.44 Anywhere Close heavy combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P 339~390 245~315 0.45~0.51 Anywhere More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 214D~B, 623D 300~309 245~275 0.44~0.47 Near Corner Use if not close enough to the corner to do 214BD~A juggles. Opponent must reach corner after 214D~B. Can add c.A/c.B/2A if point blank
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 214D~B, 623D~AB, 236C~6P 315~324 290~320 0.51~0.54 Near Corner More damage, no hard knockdown. Can add c.A/c.B/2A if point blank
(j.X/c.A), c.D(2) > 6A > 236AC, 214D~B, 623D 379~426 280~350 0.49~0.56 Near Corner Close heavy version of the corner carry combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P 395~441 325~395 0.57~0.64 Near Corner More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2)
2B > c.B > 214BD~A, 66 214D~B, 623D 319 215 0.42 Corner Low corner combo
2B > c.B > 214BD~A, 66 214D~B, 623D~AB, 236C~6P 334 260 0.49 Corner More damage, no hard knockdown
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, (delay)236C, 623D 402~488 325~430 0.55~0.66 Corner Close heavy corner combo. Cancel the first hit of c.D if after a link, late jump-in, or too far c.D. 236C must be delayed by exactly 8 frames after landing from a buffered 214D~B, 214BD~A juggle. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D 381~468 285~390 0.54~0.65 Corner Easier version of the above combo. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D~AB, 236C~6P 396~478 330~435 0.62~0.74 Corner More damage, no hard knockdown. Lowest damage done with c.D(1), highest done with j.C/D c.D(2)

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

Navigation

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Characters