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The King of Fighters XV/Kim Kaphwan/Combos: Difference between revisions

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Created page with "==Combo Notation Guide== {|class="wikitable" ! Notation !! Meaning |- | '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. |- | '''>''' || Cancel the previous move into the following move.<br />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).<br />Can also..."
 
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==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A > 2A''' || 60 || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''cl.D > 6B''' || 127 || Standard heavy starter, works from a jump-in and crossup. cl.C deals slightly less damage, but also works fine.
|-
| cl.A , cl.C > 6B || 136 || Light linking into heavy, allows for heavy starter combos. Nice to have
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD , 66A || 103 || Works with opponent close to or in corner. Puts you airborne, letting you combo into j.214K or j.236KK.
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)

Revision as of 18:25, 5 April 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

Combo Damage Notes
2B > 2A > 2A 60 Standard low light confirm.

Heavy Starters

Combo Damage Notes
cl.D > 6B 127 Standard heavy starter, works from a jump-in and crossup. cl.C deals slightly less damage, but also works fine.
cl.A , cl.C > 6B 136 Light linking into heavy, allows for heavy starter combos. Nice to have

Other Starters

Combo Damage Notes
CD , 66A 103 Works with opponent close to or in corner. Puts you airborne, letting you combo into j.214K or j.236KK.

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