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The King of Fighters XV/Leona Heidern/Combos: Difference between revisions
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Bladetastic (talk | contribs) →Light Starters: added spacing on notations and damage so it didn't look so cluttered |
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| '''2B>2A>4/6B''' || | | '''(2B >) 2B > 2A > 4/6B''' || (76) 65 || Standard low light confirm. | ||
|- | |- | ||
| '''2B>cl.A>2C>4/6B''' || | | '''2B > cl.A > 2C > 4/6B''' || 126 || Optimized low light confirm. Substantially harder due to very strict link window between cl.A and 2C, but strongly recommended low starter. | ||
|- | |- | ||
| '''2B>cl.B''' || | | '''2B > cl.B > 214AC ''' || 43 || EX Heart Attack-exclusive low/light starter, avoid using this starter outside of EX HA combos! | ||
|} | |} | ||
Revision as of 23:24, 11 October 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 > 4/6B | (76) 65 | Standard low light confirm. |
2B > cl.A > 2C > 4/6B | 126 | Optimized low light confirm. Substantially harder due to very strict link window between cl.A and 2C, but strongly recommended low starter. |
2B > cl.B > 214AC | 43 | EX Heart Attack-exclusive low/light starter, avoid using this starter outside of EX HA combos! |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
(j.C >) cl.D > 4/6B | (173) 108 | Standard jump-in starter. Without the jump-in cl.D is still your best heavy starter. |
(j.C >) cl.D (1) > 214CD | (108) 40 | EX Heart Attack-exclusive heavy starter. Very important to cancel into 214AC otherwise the pushback will make your followup whiff. Again, you can omit the jump in as cl.D is still your best heavy starter. Also don't worry about the damage here, the reward is great. |
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 | 121 | 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 | 342 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 436 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
2B > 2B > 2A > [2]8C | 148 | 170 | 20% | Anywhere | Easy light confirm. |
(2B > 2B > 2A)/(cl.D) > 6B > 214C > [2]8A | 213/230 | 250 | 35% | Anywhere | Optimal light confirm. Can also be done from heavies. |
CD > [4]6B (whiff), [4]6D ~ 6D | 174 | 220 | 30% | Midscreen | CD confirm. Safe on block. |
CD > [4]6B, [2]8C | 198 | 240 | 35% | Corner | You can also cancel the CD into [4]6A for the same combo, though that cancel has its own flaws on block. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
cl.A, cl.D (1) > 214AC, 2C > 4/6B > j.214C, [2]8A, (explosion) [4]6D | 341 | 355 | 55% | Anywhere | In the corner, you can add a [2]8C at the end for 383 damage. |
2B > 2B > 2B > 5A > [4]6BD, [2]8A | 225 | 180 | 20% | Anywhere | In corner, you can end with [2]8C for just a bit more stun. Only combo that works when pushed out too far for 2A to connect. |
2B > 2A > 214AC, 2C > 214P, [4]6D~6D | 263 | 250 | 25% | Anywhere | |
cl.A, cl.D (1) > 214AC, cl.A, cl.D (2) > 6B > j.214C, (explosion) CD (whiff) > [4]6C, [4]6B, [2]8A | 353 | 485 | 75% | Anywhere | Very difficult combo that adds a little bit more damage and a lot more meter and stun than the normal BNB. |
CD > [4]6B (whiff), [4]6BD, [2]8A | 202 | 220 | 25% | Midscreen | |
CD > [4]6B, [2]8AC | 230 | 160 | 20% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > 6B > j.214C, [2]8A > 2141236K | 330 | 220 | 1 | 30% | Anywhere | Can input as 2147A 236K for the ender |
j.8D > j.2363214P | 241 | 140 | 1 | 15% | Anywhere | Instant overhead combo. Very strong mixup option. May be easier to input as 236 8D 214P |
2B > 2B > 2B > f.5A > [4]6BD, 214BD, [2]8C | 291 | 200 | 1 | 25% | Corner | |
cl.A, cl.D (1) > 214AC, cl.A, cl.D (2) > 6B > j.214C, (explosion) j.214AC, 214D, [4]6D, [2]8C | 384 | 465 | 1 | 60% | Corner | You can omit 214D for an easier combo. |
cl.A, cl.D(1) > 214AC, 2C > 6B > j.214C, [2]8A, (explosion) [4]6D > 2141236K | 440 | 355 | 1.5 | 55% | Anywhere | Can add [2]8A in the corner after [4]6D. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B > 2B > QM, cl.5D(1) > 214PP, 2C > 6B > j.214C, [2]8A (.[4]6D) > 2141236K | 405 | 415 | 2 | 10% | Anywhere | Basic quick max confirm. Can add [4]6D only if done from 2nd or 3rd position |
j.8D > j.2363214PP | 374 | 70 | 2 | 10% | Anywhere | level 2 variation of instant overhead combo for extra damage. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > j.214C > j.2363214P > 2141236BD | 521 | 150 | 3 | 20% | Anywhere | Advanced cancel combo. Best used as point as below combo is more damage. |
2B > 2B > QM, 2C > 6B > j.214C > j.2363214P > 2141236CD | 548 | 210 | 3 | 10% | Anywhere | Basic level 1 into level 3 confirm. Only works in 2nd or 3rd position. |
j.8D > j.2363214P > 2141236KK | 535 | 70 | 3 | 10% | Anywhere | Advanced cancel option off of instant overhead for extra damage |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.D(1) > 214AC, 2C > 6B > j.214C, [2]8A, [4]6D~6D > 2363214P > 2141236KK | 628 | 385 | 3.5 | 60% | Corner | |
j.8D > j.2363214P > 2141236CD | 629 | 70 | 4 | 10% | Anywhere | Climax cancel option off of instant overhead for extra damage |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |