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The King of Fighters XV/King of Dinosaurs/Combos: Difference between revisions
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
| '''2B''' > Rush Autocombo (B Ender) || 209 || 60 || 0 || 32% || Anywhere || Optimal, but need to be nearly point blank to get 2B > cl.5A for the rush combo. <br> | |||
Enough okizeme for immediate brief run into safe super jump. <br> | |||
If the far 5A comes out accidentally and whiffs a crouching opponent, KoD can reach with slightly delayed 6214A or a super grab (longer range) if the opponent isn't pressing buttons. | |||
|- | |- | ||
| '''Light Starter''' > | | '''Light Starter''' > 6214A || 182 || 60 || 0 || 26% || Anywhere || Slightly weaker, slightly better range. Same notes as above. | ||
|- | |- | ||
| | | '''Light Starter''' > 236A || 134 || 140 || 0 || 19% || Anywhere || Longer range 2-hit confirm, can use off point blank 3-hit starter but 236A whiffs if the confirm is blocked. Not recommended. | ||
|- | |- | ||
| '''Light Starter''' > 236A || | | '''Light Starter''' > 2A > 236A(1) > AB || 83 || 220 || 0 || 16% || Anywhere || Longest range 2-hit light confirm, though 236A can be whiff punished if opponent knows the spacing even if the AB "break" is used. | ||
|- | |- | ||
|- | |- | ||
| '''Heavy Starter''' > 63214A || 271 || 170 || 0 || 35% || Anywhere || Works consistently from all ranges if using 2C > 4A or 2C. | | '''Heavy Starter''' > 63214A || 271 || 170 || 0 || 35% || Anywhere || Works consistently from all ranges if using 2C > 4A or 2C. | ||
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| '''Heavy Starter''' > 236C(2), 5D > 4214D || 421 || 300 || 0 || 55% || Corner || Big meterless damage. | | '''Heavy Starter''' > 236C(2), 5D > 4214D || 421 || 300 || 0 || 55% || Corner || Big meterless damage. | ||
|- | |- | ||
| '''CD''' > | | '''CD''' > roll forward, 236C || 165 || 170 || 0 || || Anywhere || Convenient since there is lots of time to confirm the CD. | ||
|- | |- | ||
| '''CD''' > 5D > 236C(2) > AB, c.D || 292 || 320 || 0 || || Corner || Only works if spaced far enough for far D. | | '''CD''' > 5D > 236C(2) > AB, c.D || 292 || 320 || 0 || || Corner || Only works if spaced far enough for far D. |
Revision as of 19:24, 19 December 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 | 38 | Standard two-hit low light confirm. 2x Light starter will always refer to this starter below. 2B does not cancel into anything on whiff. |
2B > 2A > 2A | 60 | Standard three-hit light confirm. 3x Light starter will always refer to this starter below. Other notes same as above. |
2B > 2A > 2A > 2A | 81 | Standard four-hit light confirm. 4x Light starter will always refer to this starter below. Other notes same as above. |
2A > 2A | 48 | 6F mid light confirm. 2A cancels into itself or specials even on whiff. Any 2A may hit airborne opponents near the ground as its hitbox is a bit high. |
5B | 30 | 8F poke with decent range. Cancellable only on contact, so good to throw out at spacings where opponent cannot block and option select a cancel.
At max range midscreen, still combos into 236AC or quick max 5B-236A. Doesn't combo into 6214A at max range. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > 2C > 4A | Standard jump-in starter. 2C has the most range of Dinosaur's cancellable heavies, advances him forward in cancels, and forces stand so that 4A consistently combos. | |
cl.C/cl.D > 4A | ||
2C/c.D/c.C > 6A |
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 | 206 | 0 | Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B |
cl.A > A > A > C | 230 | 1 | Rush combo ending in a super. 294 damage when using 214A follow-up. |
cl.A > A > A > D | 359 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 441 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes | 2B > Rush Autocombo (B Ender) | 209 | 60 | 0 | 32% | Anywhere | Optimal, but need to be nearly point blank to get 2B > cl.5A for the rush combo. Enough okizeme for immediate brief run into safe super jump. |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Starter > 6214A | 182 | 60 | 0 | 26% | Anywhere | Slightly weaker, slightly better range. Same notes as above. | |||||||
Light Starter > 236A | 134 | 140 | 0 | 19% | Anywhere | Longer range 2-hit confirm, can use off point blank 3-hit starter but 236A whiffs if the confirm is blocked. Not recommended. | |||||||
Light Starter > 2A > 236A(1) > AB | 83 | 220 | 0 | 16% | Anywhere | Longest range 2-hit light confirm, though 236A can be whiff punished if opponent knows the spacing even if the AB "break" is used. | |||||||
Heavy Starter > 63214A | 271 | 170 | 0 | 35% | Anywhere | Works consistently from all ranges if using 2C > 4A or 2C. | |||||||
Heavy Starter > 236C | 259 | 270 | 0 | 33% | Anywhere | More consistent when using non-2C starters. | |||||||
Heavy Starter > 236C(2), 5D > 4214D | 421 | 300 | 0 | 55% | Corner | Big meterless damage. | |||||||
CD > roll forward, 236C | 165 | 170 | 0 | Anywhere | Convenient since there is lots of time to confirm the CD. | ||||||||
CD > 5D > 236C(2) > AB, c.D | 292 | 320 | 0 | Corner | Only works if spaced far enough for far D. | ||||||||
Anywhere |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 4A > 4214D | 294 | 160 | 0.5 | 32% | Midscreen | 236AC does not combo off of max range 2A, but does reach at most ranges. The okizeme is better after 4214D if the opponent is almost in the corner. |
Light Starter > 236AC, 214B | 195 | 60 | 0.5 | 18% | Corner | Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. In general, spending 0.5 Bar in the corner isn't worth it when using a light starter. |
Light Starter > 214BD | 179 | 60 | 0.5 | 5% | Anywhere | Quick sideswap. Not recommended if the opponent is cornered. |
Heavy Starter > 236C, 214BD | 371 | 270 | 0.5 | 33% | Anywhere | Quick sideswap as well as some extra damage. Not recommended if the opponent is cornered. |
Heavy Starter > 236AC, 4A > 4214D | 368 | 270 | 0.5 | 40% | Midscreen | |
Heavy Starter > 236CD, 2C > 5A > 236C(2) > AB, 5D > 4214D | 423 | 470 | 0.5 | 70% | Corner | Similar damage to the meterless variant, albeit with more stun. Might be worth the bar? |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236A(1) > 236236B, 214B | 322 | 100 | 1 | 27% | Anywhere | Avoid using the 214B if you have the opponent cornered, otherwise you will lose the corner and your oki. |
5B > 236A(1) > 236236B, 214B | 314 | 70 | 1 | 23% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > 236C(2) > 236236B, 214B | 407 | 230 | 1 | 39% | Midscreen | |
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214B | 503 | 300 | 1 | 50% | Corner | Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route. |
1.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
5B > 236A(1) > 236236B > 214BD | 367 | 70 | 1.5 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Light Starter > 236AC, 236C(2) > 236236B, 214B | 387 | 140 | 1.5 | 32% | Midscreen | |
Light Starter > 236AC, 236C(2) > 236236B, 214B | 357 | 90 | 1.5 | 27% | Corner | Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki. |
Light Starter > 236A(1) > 236236B, 214BD | 370 | 100 | 1.5 | 13% | Corner | Highest corner damage from a light for 1.5 bars. Loses the corner. |
Heavy Starter > 236AC, 236C(2) > 236236B, 214B | 461 | 250 | 1.5 | 39% | Midscreen | |
Heavy Starter > 236CD, 2C > 4A >236C(2) > AB, 5D > 236236B | 454 | 470 | 1.5 | 50% | Corner | Comparable damage to midscreen, with tons of stun to boot. |
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214BD | 550 | 300 | 1.5 | 37% | Corner | Gives up the corner in exchange for much more damage. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 236C(2) > 236236B, 214BD | 428 | 140 | 2 | 32% | Midscreen | |
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B | 396 | 310 | 2, 1250 MAX | 18% | Midscreen | Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B | 396 | 360 | 2, 1000 MAX | 5% | Corner | |
Light Starter > 236AC, 236C(2) > 236236B, 214BD | 398 | 90 | 2 | 16% | Corner | Slightly more damage and better metergain, much worse oki. |
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD | 502 | 250 | 2 | 27% | Midscreen | |
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B | 470 | 420 | 2, 1250 MAX | 13% | Midscreen | Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B | 470 | 530 | 2, 1000 MAX | 13% | Corner | |
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD | 472 | 200 | 2 | 24% | Corner | Slightly more damage and metergain, much worse oki. |
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B | 316 | 230 | 2, 1250 MAX | 20% | Midscreen | Sample overhead confirm. Any Quick Mode combos can be applied to 6A. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 528 | 270 | 3, 1000 MAX | 5% | Anywhere | 1000 MAX gauge variant. |
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 583 | 270 | 3, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 570 | 410 | 3, 1000 MAX | 5% | Corner | |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 654 | 360 | 3, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 6321463214AC | 500 | 70 | 3 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD | 602 | 440 | 3, 1000 MAX | 13% | Anywhere | 1000 MAX gauge variant. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 657 | 380 | 3, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 644 | 480 | 3, 1000 MAX | 13% | Corner | |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 728 | 470 | 3, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 682 | 270 | 4, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 744 | 360 | 4, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 2141235CD | 619 | 70 | 4 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 756 | 380 | 4, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 818 | 470 | 4, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD | 848 | 250 | 4 | 0% | Midscreen | |
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD | 962 | 300 | 4 | 0% | Corner | ToD if started with j.C c.D 4A. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |