-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Corlist (talk | contribs)
m Fix page
Line 1: Line 1:
==Combo Notation Guide==
{{#lst:{{BASEPAGENAME}}/Combos|Links}}
{|class="wikitable"
{{ComboLegend-KOFXV}}
! Notation !! Meaning
{{CharNavbox_XV}}
|-
| '''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 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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
 


==Combo Notation Guide==
==Combo Notation Guide==

Revision as of 15:29, 6 April 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 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.)

Combos

General Notes

  • Kim gets hard knockdowns with relative ease, but they don't always lead to a safejump. [2]8D > j2D is a better damage ender resulting in HKD, but moves like j.214D and 214P > 6K > 2K give more reliable safejumps.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 272 0 Rush combo ending in a special move
cl.A > A > A > C 236 1 Rush combo ending in a super
cl.A > A > A > D 366 2 Rush combo ending in a Max super
cl.A > A > A > A 453 3 Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter Cost Location Notes
2B > 2A > 2A > 214A ~ 6K ~ 2K 167 0 Anywhere Building block confirm. Get comfortable with this, as it'll be a basis for future combos.
j.D > cl.D > 6B > 214C ~ 6K ~ 2K 298 0 Anywhere Basic heavy hitter combo from close up or a jump in.
Starter > 214AC ~ 4P ~ 4P , ... ~ 0.5 Anywhere This EX confirm works from any starter and can start many combos, notably leading back into a 214P series with the K enders. Get comfortable with this.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > [2]8D ~ 2D 176 225 0.5 Anywhere Strongest ender off of a light. You'll get less hits in the further you push the opponent away, which will mean less damage and meter build.
Light Starter > 214A ~ 6K ~ 2K 167 195 0.25 Anywhere Slightly worse combo, but travels further.
Heavy Starter > 214C ~ 4P ~ 4P 265 240 0.4 Anywhere Most damaging meterless combo, not much else to really say.

EX

Combo Damage Stun Meter Gain Location Notes
Starter > 214AC ~ 4P ~ 4P , [2]8D ~ 2D 270/351 225/290 -0.2 Anywhere Damage combo.
Starter > 214AC ~ 4P ~ 4P , 214A ~ 6K ~ 2K 262/342 195/260 -0.25 Anywhere Safejump combo, very nice for the amount of meter spent.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 214AC ~ 4P ~ 4P , 214AC ~ 6K ~ 2K , [2]8D ~ 2D 336/423 225/290 -0.75 15% Anywhere Damage combo.
Heavy Starter > 214D > 236236B , 66A > j.214D 470 360 1 -0.6 Anywhere Safejump ender, whiff a st.B to make it easier to time the safejump.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > ~ ~ ~ ~ ~
Light Starter > ~ ~ ~ ~ ~
Heavy Starter > ~ ~ ~ ~ ~