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The King of Fighters XV/Goenitz/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 | ||
|- | |- | ||
| | | '''Light Starter''' > BC, cl.C > 623A > 2363214AC > 2141236CD || 725 || 215 || 4.0 || ~5% || Anywhere ||Note: 1500(anchor QM timer) gives you time for 6A after cl.C, but due to scaling will actually reduce the combo's total damage. | ||
|- | |||
| '''Heavy Starter''' > 623BD > 41236AC, run, cl.D (1) > BC > 623C > 2363214AC || 792 || 250 || 4.0 || ~10% || Anywhere || | |||
|- | |||
| '''Heavy Starter''' > 41236AC, 623D > 214AC ~ 4P ~ 4P, cl.D (1) > BC > 623C > 2363214P > 2141236CD || 810 || 300 || 4.0 || ~26% || Corner || | |||
|} | |} | ||
Revision as of 05:37, 3 December 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 | 38 | Your only reliable light confirm, as far A whiffs on crouchers. You can technically get three lights(e.g. 2B 2A 2A)but the range required is so close it's not realistic. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6A | 112 | Standard heavy and jump-in starter. While 2C isn't subject to proximity like close C, 2C's horizontal range is approximately identical. |
cl.B > cl.C > 6A | 136 | Light-heavy frame trap/link, but as with the three light starter, requires near point-blank range. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
6A > MAX | 60 | Overhead starter. Not an overhead when canceled into. |
far C > 5C > MAX | 108 | Target combo that can only be MAX/Super canceled. |
(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 | 172 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 242 | 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 | 426 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P | 139 | 155 | 0 | ~17% | Anywhere | Meterless from lights, it's this or autocombo. |
Heavy Starter > 214C ~ 4P ~ 4P | 237 | 220 | 0 | ~27% | Anywhere | Optimal damage and stun, gives a (manually timed)safejump. |
Heavy Starter > 623A | 220 | 210 | 0 | ~25% | Anywhere | Less damage, oki, and metergain, but 623A can be braked to be made safe. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC ~ 4P ~ 4P, 623C | 236 | 145 | 0.5 | ~23% | Anywhere | Sends the opponent fullscreen, but optimal midscreen damage. |
Light Starter > 214AC ~ 4P ~ 4P, cl.D (1) > 623B > 214C > 4P > 4P | 283 | 245 | 0.5 | ~36% | Corner | Corner combo, gives a (manually timed)safejump. |
Heavy Starter > 41236AC, 623D > 623C | 385 | 260 | 0.5 | ~40% | Anywhere | Sends the opponent fullscreen, but optimal midscreen damage. |
Heavy Starter > 41236AC, 623D > 214C > 4P > 4P | 382 | 270 | 0.5 | ~40% | Anywhere | Sacrifices damage for oki(gives manual safejump) and slightly more stun. |
Heavy Starter > 41236AC, 623D > 623C (brake), 214A > 4P > 4P | 402 | 330 | 0.5 | ~47% | Corner | Mediocre oki, but better damage and stun. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P > 2363214P | 292 | 155 | 1.0 | ~17% | Anywhere | From lights, you get more from super than any two EX specials(midscreen at least). |
Light Starter > 214AC ~ 4P ~ 4P, cl.D (1) > 623BD > 623C (brake), 214A > 4P > 4P | 335 | 255 | 1.0 | ~36% | Corner | Corner combo. |
Heavy Starter > 623BD > 41236AC, 623D > 623C | 458 | 300 | 1.0 | ~43% | Anywhere | Optimal damage, but no oki. |
Heavy Starter > 623BD > 41236AC, 623D > 214C ~ 4P ~ 4P | 455 | 270 | 1.0 | ~45% | Anywhere | Trades small amount of damage and stun for better oki. |
Heavy Starter > 623BD > 41236AC, run, cl.D (1) > 623D > 623C (brake), 214A > 4P > 4P | 490 | 370 | 1.0 | ~51% | Corner | Optimal corner damage and stun. Note: Close D has to hit while the opponent is fairly high up for 623D to connect. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC, cl.C > 426AC, 623D > 623C > 2363214P | 428 | 265 | 2.0 | ~5% | Anywhere | 1000 Quick Max and the optimal midscreen 2 bar combo from lights. Please do not play this character point. |
Light Starter > BC, cl.C > 623BD > 426AC, 623C > 2363214A | 445 | 215 | 2.0 | ~5% | Anywhere | 1250 Quick Max. Similar combo to above, but rearranged to better scale with time for two EX specials. Note: Super must be A version, as the C version will whiff. |
Light Starter > BC, cl.C > 6A > 623BD > 426AC, 623D > 623C > 2363214P | 486 | 305 | 2.0 | ~5% | Anywhere | 1500 Quick Max. 6A and 623D added due to additional time. |
Light Starter > 214AC ~ 4P ~ 4P, cl.D (1) > 623BD > 623C (brake), 214A > 4P > 4P > 2363214P | 436 | 255 | 2.0 | ~36% | Corner | Corner only, worse damage than the Quick Max unless you're playing Goenitz point(don't). |
Heavy Starter > 623BD > 41236AC, run, cl.D (1) > 623D > 623C > 2363214P | 600 | 300 | 2.0 | ~45% | Anywhere | Optimal midscreen and corner damage. Can omit the run, cl.D (1) for slightly less damage if inclusion proves difficult. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC, cl.C > 623A > 2363214P > 2141236CD | 616 | 215 | 3.0 | ~5% | Anywhere | 1250 and 1500 Quick Max optimal 3 bar combo from lights. Note 1500 gives you time for 6A after cl.C, but due to scaling will actually reduce the combo's total damage. |
Heavy Starter > 623A > 2363214P > 6321463214AC | 696 | 210 | 3.0 | ~25% | Anywhere | Optimal damage. |
Heavy Starter > 623BD > 41236AC, run, cl.D (1) > 623D > 623C > 2363214AC | 693 | 300 | 3.0 | ~45% | Anywhere | Slightly less damage but more stun and metergain. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC, cl.C > 623A > 2363214AC > 2141236CD | 725 | 215 | 4.0 | ~5% | Anywhere | Note: 1500(anchor QM timer) gives you time for 6A after cl.C, but due to scaling will actually reduce the combo's total damage. |
Heavy Starter > 623BD > 41236AC, run, cl.D (1) > BC > 623C > 2363214AC | 792 | 250 | 4.0 | ~10% | Anywhere | |
Heavy Starter > 41236AC, 623D > 214AC ~ 4P ~ 4P, cl.D (1) > BC > 623C > 2363214P > 2141236CD | 810 | 300 | 4.0 | ~26% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Placeholder combo | 0 | 0 | 5 | 0% | Anywhere | Placeholder notes |