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The King of Fighters XV/Shermie/Combos: Difference between revisions
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| '''Light Starter''' > 214BD, 623BD > 236K, 214AC > 236K || 406 || 45 || 1.5 || .04 || Anywhere || Omit 236K for safejump oki when back is to the corner (costs 19 damage). | | '''Light Starter''' > 214BD, 623BD > 236K, 214AC > 236K || 406 || 45 || 1.5 || .04 || Anywhere || Omit 236K for safejump oki when back is to the corner (costs 19 damage). | ||
|- | |- | ||
| '''Light Starter''' > 41236AC > 236K, 214A > 236236K || 383 || 45 || | | '''Light Starter''' > 41236AC > 236K, 214A > 236236K || 383 || 45 || 1.5 || .23 || Back-to-corner || Pulls opponent out of corner for left/right oki. Can be done '''Anywhere''' but requires a frame perfect microdash 214A. | ||
|- | |- | ||
| '''Light Starter''' > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K || 425 || 45 || 1.5 || .26 || Back-to-corner || Huge damage increase at the cost of oki. | | '''Light Starter''' > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K || 425 || 45 || 1.5 || .26 || Back-to-corner || Huge damage increase at the cost of oki. |
Revision as of 22:16, 26 March 2023
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
Note: Shermie can string an assortment of light attacks to start a combo. The following are a small sample of reliable starters.
Combo | Damage | Notes |
---|---|---|
2B > 2A | 38 | Standard low light confirm. Small damage but very reliable. |
2B > cl.A > f.B(1) | 51 | Strong, stable light confirm. cl.A minimizes pushback and f.B(1) negates additional pushback. |
2B > 2A > f.A | 60 | 2A avoids proximity normals but has enormous pushback. f.A has higher damage than f.B(1) but does not negate pushback. |
2B > 5B(1) | 29 | Minimal damage but avoids any issues with pushback, stubby normals, or proximity attacks. |
cl.A > 2A > cl.A > 2A > f.A | 111 | To reiterate, Shermie has a very flexible array of light confirms. |
Heavy Starters
Note: Shermie does not have any combos that are unique to Heavy Starters. Using a Heavy Starter simply grants 79 extra damage, .08 extra meter, and 45 extra stun.
Combo | Damage | Notes |
---|---|---|
cl.C > 6B(1) | 117 | Not the highest damage starter but the most practical due to its speed. |
cl.D > 6B(1) | 127 | Slightly more damage but more situational. |
cl.A/2A, cl.C > 6B(1) | 136 | Light to heavy link. Will not work after a jump-in but is very reliable after a cross-up. |
2A > cl.A, cl.C > 6B(1) | 153 | Double light to heavy link. Max damage but must be absolutely point blank. |
Combos
Rush Auto Combo
Combo | Damage | Meter cost | Notes |
---|---|---|---|
cl.A > A > A > B | 188 | 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 | 373 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 435 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 41236B | 128 | 45 | 0 | .19 | Anywhere | Maintains sides. Easily sets up a left/right j.C meaty. |
Light Starter > 41236P > 236K | 189 | 45 | 0 | .26 | Anywhere | Swaps sides. Omit the 236K for left/right oki (costs 25 damage and .03 meter). |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214BD, 623D > 236K | 276 | 45 | 0.5 | .26 | Anywhere | Maintains sides. Omit 236K for left/right oki (costs 22 damage and .03 meter). |
Light Starter > 214BD, 214A > 236K | 276 | 45 | 0.5 | .26 | Anywhere | Swaps sides. Omit 236K for safejump oki when back is to corner (costs 22 damage and .03 damage). |
Light Starter > 41236AC > 236K, 214A > 236K | 285 | 45 | 0.5 | .26 | Back-to-corner | Can be done Anywhere but requires a frame perfect microdash 214A. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214BD, 623BD > 236K, 2D | 324 | 115 | 1 | .12 | Anywhere | Works in any situation but lacks strong oki. |
Light Starter > 214A > 236236K | 317 | 45 | 1 | .23 | Anywhere | Left/right mix when (very) far from the corner. |
Light Starter > 214BD, 623BD > 236K, 214A > 236K | 385 | 45 | 1 | .26 | Corner | Huge damage increase at the cost of oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
Light Starter > 214BD, 623BD > 236K, CD | 320 | 145 | 1 | .115 | Corner | Keeps the corner with safejump oki at the cost of damage. |
Light Starter > 41236AC > 236K, 214BD, 623D > 236K | 348 | 45 | 1 | .26 | Back-to-corner | Steals corner. Omit 236K for a safejump (costs 16 damage and .03 meter). |
Light Starter > 41236AC > 236K, 623BD > 236K, 214A > 236K | 378 | 45 | 1 | .26 | Back-to-corner | Back must be touching the wall for the 623BD link. Thus, does not work with a Heavy Starter. |
Heavy Starter > 236CD, cl.D > 6B(1) > 41236A > 236K | 342 | 180 | 1 | .97 | Anywhere | Nearly recoups the meter spent. Omit 236K for left/right oki (costs 13 damage and .03 meter). |
Light Starter > 214BD, 623D > 4123641236P | 403 | 45 | 1.5 | .23 | Anywhere | No oki unless back is to corner. |
Light Starter > 214BD, 214A > 236236K | 389 | 45 | 1.5 | .23 | Anywhere | Left/right mix when (very) far from the corner. |
Light Starter > 214BD, 623BD > 236K, 214AC > 236K | 406 | 45 | 1.5 | .04 | Anywhere | Omit 236K for safejump oki when back is to the corner (costs 19 damage). |
Light Starter > 41236AC > 236K, 214A > 236236K | 383 | 45 | 1.5 | .23 | Back-to-corner | Pulls opponent out of corner for left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K | 425 | 45 | 1.5 | .26 | Back-to-corner | Huge damage increase at the cost of oki. |
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, CD | 379 | 145 | 1.5 | .115 | Back-to-corner | Steals corner with safejump oki at the cost of damage. Rather meter inefficient. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236BD | 444 | 45 | 2 | .23 | Anywhere | Left/right mix when (very) far from the corner. |
Light Starter > 214BD, 623BD > 236K, 214A > 236236K | 483 | 45 | 2 | .23 | Corner | Can be done Anywhere but requires a frame perfect microdash 214A. |
Light Starter > 41236AC > 236K, 214BD, 214A > 236236K | 431 | 45 | 2 | .23 | Back-to-corner | At the cost of damage, pulls opponent out of corner for left/right oki. |
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, 214AC > 236K | 440 | 45 | 2 | .04 | Back-to-corner | String every EX move possible for a funny, suboptimal combo |
Light Starter > 214BD, 623D > 4123641236AC | 527 | 45 | 2.5 | .23 | Anywhere | No oki unless back is to corner. |
Light Starter > 214BD, 214A > 236236BD | 501 | 45 | 2.5 | .23 | Anywhere | Left/right mix when (very) far from the corner. |
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236K | 502 | 45 | 2.5 | .23 | Back-to-corner | Pulls opponent out of corner for left/right oki. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236K > 4123641236AC | 607 | 45 | 3 | .23 | Anywhere | Maintains sides with no oki. |
Light Starter > BC, cl.D > 6B(1) > 214A(2) > 4123641236P > 2141236CD | 589 | 135 | 3 | .04 | Anywhere | 3rd position. 2nd position possible with cl.C instead (not recommended). |
Light Starter > BC, cl.D > 214A(2) > 4123641236P > 2141236CD | 588 | 115 | 3 | .04 | Anywhere | Best 2nd position alternative. |
Light Starter > 214BD, 623D > 4123641236P > 236236BD | 634 | 45 | 3.5 | .23 | Anywhere | Slightly less damage but great oki. |
Light Starter > 214BD, 214A > 236236K > 4123641236AC | 649 | 45 | 3.5 | .23 | Anywhere | Higher damage but no oki. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214BD, 623BD > 236K, 214A > 236236K > 4123641236AC | 713 | 45 | 4 | .23 | Corner | Can be done Anywhere but requires a frame perfect microdash 214A. |
Light Starter > BC, cl.D > 214A(2) > 4123641236AC > 2141236CD | 708 | 115 | 4 | .04 | Anywhere | 2nd/3rd position combo. Adding 6B actually does less damage. |
BC, cl.C > 214A > 236236K > 4123641236AC > 2141236CD | 1059 | 70 | 4 | .26 | Anywhere | 2nd/3rd position. Can start with 214A but that is 1F slower. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214A(2) > 4123641236AC > 2141236CD | 766 | 45 | 5 | .23 | Anywhere |
Other Starters
CD
Combo | Damage | Notes |
---|---|---|
CD | 75 |
41236AC
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
41236AC > 236K, 2D | 209 | 70 | 0.5 | .08 | Anywhere | Marginal damage increase with mediocre oki. |
41236AC > 236K, CD | 205 | 100 | 0.5 | .075 | Back-to-corner | Steals corner with safejump oki. Back must be touching the wall. |
41236AC > 236K, 214A > 236K | 279 | 0 | 0.5 | .22 | Back-to-corner | Can be done Anywhere but requires a frame perfect microdash 214A. |
41236AC > 236K, 66, 214AC > 236K | 303 | 0 | 1 | 0 | Anywhere | The microdash link is slightly more viable with 214AC (4F window but still quite tricky). |
41236AC > 236K, 214BD, 623D > 236K | 354 | 0 | 1 | .22 | Back-to-corner | Steals the corner. Omit the last 236K for safejump oki (costs 19 damage and .03 meter). |
41236AC > 236K, 623BD > 236K, 214A > 236K | 388 | 0 | 1 | .22 | Back-to-corner | Back must be touching the wall for the 623BD link. |
41236AC > 236K, 214A > 236236K | 392 | 0 | 1.5 | .19 | Back-to-corner | Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
41236AC > 236K, 214BD, 623BD > 236K, CD | 392 | 100 | 1.5 | .075 | Back-to-corner | Steals corner with safejump oki. |
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K | 447 | 0 | 1.5 | .22 | Back-to-corner | Significant damage increase but costs oki. |
41236AC > 236K, 214BD, 236236K | 363 | 0 | 2 | 0 | Anywhere | Meter inefficient but can be done Anywhere without a frame perfect link. |
41236AC > 236K, 214BD, 214A > 236236K | 452 | 0 | 2 | .19 | Back-to-corner | Pulls opponent out of corner for left/right oki. |
41236AC > 236K, 214BD, 623D > 4123641236P | 464 | 0 | 2 | .19 | Back-to-corner | Tiny damage increase with zero oki but max damage for 2 bar. |
41236AC > 236K, 236236BD | 409 | 0 | 2.5 | 0 | Anywhere | Grants left/right oki. Meter inefficient but can be done Anywhere without a frame perfect link. |
41236AC > 236K, 214A > 236236BD | 504 | 0 | 2.5 | .19 | Back-to-corner | Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236K | 530 | 0 | 2.5 | .19 | Back-to-corner | Pulls opponent out of corner for left/right oki. |
41236AC > 236K, 214BD, 236236BD | 468 | 0 | 3 | 0 | Anywhere | Grants left/right oki. Meter inefficient but can be done Anywhere without a frame perfect link. |
41236AC > 236K, 214BD, 214A > 236236BD | 549 | 0 | 3 | .19 | Back-to-corner | Pulls opponent out of corner for left/right oki. |
41236AC > 236K, 2141236CD | 489 | 0 | 3.5 | 0 | Anywhere | Marginal damage increase but can be done Anywhere without a frame perfect link. |
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236BD | 612 | 0 | 3.5 | .19 | Back-to-corner | Pulls opponent out of corner for left/right oki. |
41236AC > 236K, 214A > 236236K > 4123641236AC | 652 | 0 | 3.5 | .19 | Back-to-corner | Massive damage at the cost of oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
41236AC > 236K, 214BD, 236236K > 4123641236AC | 606 | 0 | 4 | 0 | Anywhere | Can be done Anywhere without a frame perfect link. |
41236AC > 236K, 214BD, 214A > 236236K > 4123641236AC | 682 | 0 | 4 | .19 | Back-to-corner | Incredible damage but lacks oki. |
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236K > 4123641236AC | 730 | 0 | 4.5 | .19 | Back-to-corner | Absolute max damage but lacks oki. |
41236AC > 236K, 214BD, 623D > 4123641236P > 2141236CD | 722 | 0 | 5 | .19 | Back-to-corner | Would you believe the best 5 bar combo does less than 4.5 bars? |
214K
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
214B/D > 236236K | 251/271 | 60 | 1 | .13 | Anywhere | Meter dump after a 214K, a useful anti-projectile and approach tool. |
214B/D > 236236BD | 393/413 | 60 | 2 | .13 | Anywhere | |
214B/D > 236236K > 4123641236AC | 571/591 | 60 | 3 | .13 | Anywhere |
623K
Note: As a general rule, 623BD is better in the corner and 623K is better everywhere else.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
623BD > 236K, 2D | 230 | 70 | .5 | .08 | Anywhere | Solid damage increase but worse oki than meterless 623K. |
623BD > 236K, 214A > 236K | 309 | 0 | .5 | .22 | Corner | Can be done Anywhere but requires a frame perfect microdash 214A. |
623B/D > 4123641236P | 309/329 | 0 | 1 | .17 | Anywhere | Meter dump after an anti-air 623K. |
623BD > 236K, 66, 214AC > 236K | 336 | 0 | 1 | 0 | Anywhere | The microdash link is slightly more viable with 214AC (4F window but still quite tricky). |
623BD > 236K, 214BD, 214A > 236K | 396 | 0 | 1 | .22 | Corner | 623BD corner damage is unmatched. |
623BD > 236K, 214A > 236236K | 437 | 0 | 1.5 | .19 | Corner | Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
623B/D > 4123641236AC | 453/473 | 0 | 2 | .17 | Anywhere | Meter dump after an anti-air 623K. |
623BD > 236K, 214BD, 236236K | 406 | 0 | 2 | 0 | Anywhere | Great oki at the cost of damage. |
623BD > 236K, 214BD, 214A > 236236K | 509 | 0 | 2 | .19 | Corner | Pulls opponent out of corner for left/right oki. |
623BD > 236K, 236236BD | 455 | 0 | 2.5 | 0 | Anywhere | Great oki and solid damage. |
623BD > 236K, 214A > 236236BD | 564 | 0 | 2.5 | .19 | Corner | Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A. |
623B/D > 4123641236P > 236236BD | 586/606 | 0 | 3 | .17 | Anywhere | Meter dump after an anti-air 623K. |
623BD > 236K, 214BD, 236236BD | 526 | 0 | 3 | 0 | Anywhere | Grants left/right oki when (very) far from the corner. |
623BD > 236K, 214BD, 214A > 236236BD | 621 | 0 | 3 | .19 | Corner | Pulls opponent out of corner for left/right oki. |
623BD > 236K, 214A > 236236K > 4123641236AC | 727 | 0 | 3.5 | .19 | Corner | Can be done Anywhere but requires a frame perfect microdash 214A. |
623B/D > 4123641236P > 2141236CD | 696/716 | 0 | 4 | .17 | Anywhere | Meter dump after an anti-air 623K. |
623BD > 236K, 214BD, 236236K > 4123641236AC | 679 | 0 | 4 | 0 | Anywhere | No oki and less damage than the meterless 623K variant. |
623BD > 236K, 214BD, 214A > 236236K > 4123641236AC | 769 | 0 | 4 | .19 | Corner | Insane damage but no oki. |
623B/D > 4123641236P > 236236BD | 840/860 | 0 | 5 | .17 | Anywhere | Meter dump after an anti-air 623K. |
623BD > 236K, 214BD, 214A(2) > 4123641236P > 2141236CD | 784 | 0 | 5 | .14 | Corner | Would you believe that the 623BD 5 bar combo does less than the 5 bar 623K combo? |