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===Light Starters===
===Light Starters===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Starting Ex needed !! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|0|| 2lk > 2lp > 236A || 101 (119) = Avg 104 || Standard low light confirm.
|-
|0|| 2lk > 2lp > 421B || 154 (164) = Avg 156 || More damage but a lot of recevory, so don't miss.
|-
|0|| 2lk > 2lp > 623C || 145 (164) = Avg 148 ||
|-
|1 Ex|| 2lk > 2lp > 236AC [214D] ( > 214C > 421D ) || 180 (372) = Avg 248 || Your go-to combo for 1bar : most damaging average and more damaging maximum
|-
|1 Ex|| 2lk > 2lp > 421BD ( > 623A ) || 182 (267) = Avg 210 ||
|-
|2 Ex|| 2lk > 2lp > 236A Crit > 214236A > 214D || 302 (337) = Avg 309 || the more damaging average route with 2 bars, so the best choice if you don't need to test the guard
|-
|2 Ex|| 2lk > 2lp > 236AC ( > 214C > 421B > 421BD (> 623A))|| 180 (520) = Avg 288 || Can do a lot more damage than the Super Cancel, but the average damage is less good.
|-
|3 Ex|| 2lk > 2lp > 236AC ( > 214C > 236C > 214236C > 214D) || 180 (525) = Avg 303 || You can follow-up with OTG when not too far from the border
|-
|3 Ex|| 2lk > 2lp > 236AC ( > 214C > 214BD > 421BD > 623A) || 180 (550) = Avg 302 || Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
|-
|-
|3 Ex|| 2lk > 2lp > 236AC ( > 214C > 421BD > 421BD > 623A) || 180 (659) = Avg 321 || A bit tricky but it's the most damaging route from lights with 3 Ex
|2B > 2A || || Standard light starter
|-
|4 Ex|| 2lk > 2lp > 236A > 214236AC|| 398 (433) = Avg 405 || The best consistent and average route for 4Ex
|-
|4 Ex|| 2lk > 2lp > 236AC ( > 214C > 214BD > 236A > 214236A)|| 180 (579) = Avg 322 || Your confirm after 236AC with 4Ex
|-
|4 Ex|| 2lk > 2lp > 236AC ( > 214C > 421BD > 623A > 236236A)|| 180 (588) = Avg 286 || Alternate confirm. Can deal 10dmg more than previous one but average is a lot worse
|}
|}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
| '''j.C > ?''' ||  || Standard jump-in starter.
|-
| cl.D || 80 || Most damaging starter but slower than cl.C
|-
| cl.C || 70 || Slightly less damage but faster than cl.D
|-
| cl.A > 5C || || Link to a Heavy combo but only when in range.
|}
|}


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==Combos==
==Combos==
'''General Notes:'''
===Meterless===
* Notation: Unchain followups are written using a '''~''' to connect the moves. So it will read as '''starter'''~'''unchain circle'''~'''finisher'''.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 236A || 101 (119) = Avg 104 || || || Anywhere || Standard low light confirm.
|-
| 2B > 2A > 421B || 154 (164) = Avg 156 || || || Anywhere || More damage but a lot of recovery, so don't miss.
|-
| 2B > 2A > 623C || 145 (164) = Avg 148 || || || Anywhere ||
|}
|}


===0.5 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 236AC [214D] ( > 214C > 421D ) || 180 (372) = Avg 248 || || 0.5 || Anywhere || Your go-to combo for 1bar : most damaging average and more damaging maximum
|-
| 2B > 2A > 421BD ( > 623A ) || 182 (267) = Avg 210 || || 0.5 || Anywhere ||
|}


===1 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 236A Crit > 214236A > 214D || 302 (337) = Avg 309 || || 1 || Anywhere || The more damaging average route with 1 bar, so the best choice if you don't need to test the guard
|-
| 2B > 2A > 236AC ( > 214C > 421B > 421BD (> 623A))|| 180 (520) = Avg 288 || || 1 || Anywhere || Can do a lot more damage than the Super Cancel, but the average damage is less good.
|-
| 2B > 2A > 236AC ( > 214C > 236C > 214236C > 214D) || 180 (525) = Avg 303 || || 1.5 || Anywhere || You can follow-up with OTG when not too far from the border
|-
| 2B > 2A > 236AC ( > 214C > 214BD > 421BD > 623A) || 180 (550) = Avg 302 || || 1.5 || Anywhere || Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
|-
| 2B > 2A > 236AC ( > 214C > 421BD > 421BD > 623A) || 180 (659) = Avg 321 || || 1.5 || Anywhere || A bit tricky but it's the most damaging route from lights with 1.5 bars
|}
===2 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 236A > 214236AC|| 398 (433) = Avg 405 || || 2 || || Anywhere || The best consistent and average route for 2 bars
|-
| 2B > 2A > 236AC ( > 214C > 214BD > 236A > 214236A)|| 180 (579) = Avg 322 || || 2 || || Anywhere || Your confirm after 236AC with 2 bars
|-
| 2B > 2A > 236AC ( > 214C > 421BD > 623A > 236236A)|| 180 (588) = Avg 286 || || 2 || || Anywhere || Alternate confirm. Can deal 10dmg more than previous one but average is a lot worse
|}
==External Links==
==External Links==


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Revision as of 10:57, 7 February 2023

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.
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 "{}".

For Shingo, due to Critical Hits, combo will be noted if possible with the minimum DMG for the route, and the maximum, and also the global average of all the combo routes. This way, you will be able to choose knowingly if you prefer the potentially more damaging route, or the more consistent, and how it averages over time.

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.

When the combo uses 236AC, the follow-up of the combo will be noted in brackets. Remember the combo routes take in account that you can always follow-up 236AC with a 214D if you don't get a critical hit.

Light Starters

Combo Damage Notes
2B > 2A Standard light starter

Heavy Starters

Combo Damage Notes
j.C > ? Standard jump-in starter.
cl.D 80 Most damaging starter but slower than cl.C
cl.C 70 Slightly less damage but faster than cl.D
cl.A > 5C Link to a Heavy combo but only when in range.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Meterless

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 236A 101 (119) = Avg 104 Anywhere Standard low light confirm.
2B > 2A > 421B 154 (164) = Avg 156 Anywhere More damage but a lot of recovery, so don't miss.
2B > 2A > 623C 145 (164) = Avg 148 Anywhere

0.5 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 236AC [214D] ( > 214C > 421D ) 180 (372) = Avg 248 0.5 Anywhere Your go-to combo for 1bar : most damaging average and more damaging maximum
2B > 2A > 421BD ( > 623A ) 182 (267) = Avg 210 0.5 Anywhere

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 236A Crit > 214236A > 214D 302 (337) = Avg 309 1 Anywhere The more damaging average route with 1 bar, so the best choice if you don't need to test the guard
2B > 2A > 236AC ( > 214C > 421B > 421BD (> 623A)) 180 (520) = Avg 288 1 Anywhere Can do a lot more damage than the Super Cancel, but the average damage is less good.
2B > 2A > 236AC ( > 214C > 236C > 214236C > 214D) 180 (525) = Avg 303 1.5 Anywhere You can follow-up with OTG when not too far from the border
2B > 2A > 236AC ( > 214C > 214BD > 421BD > 623A) 180 (550) = Avg 302 1.5 Anywhere Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
2B > 2A > 236AC ( > 214C > 421BD > 421BD > 623A) 180 (659) = Avg 321 1.5 Anywhere A bit tricky but it's the most damaging route from lights with 1.5 bars

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 236A > 214236AC 398 (433) = Avg 405 2 Anywhere The best consistent and average route for 2 bars
2B > 2A > 236AC ( > 214C > 214BD > 236A > 214236A) 180 (579) = Avg 322 2 Anywhere Your confirm after 236AC with 2 bars
2B > 2A > 236AC ( > 214C > 421BD > 623A > 236236A) 180 (588) = Avg 286 2 Anywhere Alternate confirm. Can deal 10dmg more than previous one but average is a lot worse

External Links

Navigation

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