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The King of Fighters XV/King/Combos: Difference between revisions
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| '''j.X > cl.C > 6B''' || || Standard jump-in starter. | | '''j.X > cl.C > 6B''' || || Standard jump-in starter. | ||
|- | |- | ||
| cl.D || 70 || Reliable 2-hit confirm. Can be meatied after 214D. | | cl.D || 70 || Reliable 2-hit confirm. Can be meatied after 214D. Opens up your combo routing with meter. | ||
|} | |} | ||
Revision as of 05:35, 23 March 2024
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 > 3D | 74 | 2B > 2A is your low light confirm. 3D is unsafe on block from the max range that 2B > 2A lands on block, but is easy to confirm safely. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6B | Standard jump-in starter. | |
cl.D | 70 | Reliable 2-hit confirm. Can be meatied after 214D. Opens up your combo routing with meter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
- Can chain a second cr.B into cr.A
- Can use cl.C instead of cl.D too
- You can delay canceling of 3D into specials to guarantee 623D doesn't whiff.
- Meter Gain Values found by dividing number of pixels of gained meter by length of meter gauge (300 pixels).
- Some meter gain values rounded to nearest hundredth.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 154 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 231 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 363 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 460 | 3 | Rush combo ending in a Climax super |
0 Meter
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 3D > 214D | 158 | 245 | 0 | .24 | Anywhere | Corner Carry/Stun/Versatile Knockdown |
2B > 2A > 3D > 623K | 171 | 85 | 0 | .32 | Anywhere | Max Light Meterless Damage |
King can combo into her Venom Strikes as well, but she can be punished on hit at certain ranges.
0.5 Meters
Heavy Starter information in ( ).
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.(x) > cl.D > 3D > 214BD > 214B > 623K | 384 | 300 | .5 | .53 | Anywhere | Meter positive. |
2B > 2A > 3D > 214BD > 214B > 623K | 276 (337) | 205 (230) | .5 | .43 | Anywhere | Midscreen Light Max Damage |
2B > 2A > 3D > 236BD > 214B > 623K | 293 (354) | 205 (230) | .5 | .43 | Corner | Corner Light Max Damage |
cl.D(2) > 6B > 236BD > 236B > 236B > 623K | 435 | 230 | .5 | .48 | Corner | .35 Meter Gain After EX |
cl.D(2) > 6B > 236BD > 236B > 214B > 623K | 431 | 290 | .5 | .53 | Corner | .40 Meter Gain After EX |
1 Meter
Heavy starter information in ( ).
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.(x) > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214D | 479 | 300 | 1 | .50-52 | Anywhere | Jump-in required for meter. |
2B > 2A > 3D > 214D > 236236P | 304 | 245 | 1 | Anywhere | Resets King to full screen | |
2B > 2A > 3D > 214D > 214214K | 310 | 245 | 1 | Anywhere | Midscreen Light Max Damage, Safe Jump* | |
2B > 2A > 3D > 236BD > 214BD > 214B > 623D | 345 | 205 | 1 | Corner | Corner Light Max Damage | |
cl.D(2) > 3D > 214D > 214214K | 369 | 270 | 1 | Anywhere | Safe Jump* | |
cl.D(2) > 6B > 236BD > 663214BD** > 214B > 623D | 447 | 230 | 1 | .48? | Anywhere | Midscreen Heavy Max Damage |
cl.D(2) > 6B > 236BD > 236B > 236BD > 214B > 623D | 504 | 290 | 1 | .53 | Corner |
*Safe Jump after 214214K:
Corner - Forward Full Jump
Midscreen - Slightly Delayed Forward Hop
**Microdash before Tornado Kick Noted as 663
1.5 Meters
Heavy starter information in ( ).
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 3D > 214BD > 214B > 623D > 214214K | 371 | 205 | 1.5 | .43 | Anywhere | Safe Jump* |
2B > 2A > 3D > 214BD > 214B > 623D > 236236P | 376 | 205 | 1.5 | .43 | Anywhere | Midscreen Light Confirm Max Damage |
2B > 2A > 3D > 236BD > 214B > 623D > 214214K | 388 | 205 | 1.5 | .43 | Corner | Safe Jump* |
2B > 2A > 3D > 236BD > 214B > 623D > 236236P | 393 | 205 | 1.5 | .43 | Corner | Corner Light Confirm Max Damage |
cl.D(2) > 6B > 236BD > 663214D** > 214214K | 481 | 270 | 1.5 | Midscreen | Midscreen Heavy Confirm Max Damage, Safe Jump* | |
cl.D(2) > 6B > 236BD, 236B, 236B > 236236K | 530 | 230 | 1.5 | Corner | Corner Heavy Confirm Max Damage, Safe Jump* | |
(j.D) > cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D | 552 (583) | 290 (360) | 1.5 | .53 | Corner |
*Safe Jump after 214214K:
Corner - Forward Full Jump
Midscreen - Slightly Delayed Forward Hop
**Microdash before Tornado Kick Noted as 663
2 Meters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.x > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD | 575 | 300 | 2 | Anywhere | Jump-in required for meter. | |
cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D > [SC] 214214D | 647 | 290 | 2 | Corner | ||
cl.D > 6B > 236BD > 236B > 236B > 623D > [SC] 214214BD | 626 | 348 | 2 | .49 | Corner | |
2B > 2A > 3D > 214D > 214214KK | 431 | 245 | 2 | Anywhere | Midscreen Light Max Damage, *Safe Jump (See Note Above) | |
2B > 2A > 3D > 236KK, 214KK, 214B, 623K > 214214K | 440 | 205 | 2 | Corner | *Safe Jump (See Note Above) | |
2B > 2A > 3D > 236KK, 214KK, 214B, 623K > 236236P | 445 | 205 | 2 | Corner | Corner Light Max Damage |
2.5 Meters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD | 528 | 230 | 2.5 | Anywhere | ||
2B > 2A > 3D > 214BD, 214B, 623K > 214214KK | 467 | 205 | 2.5 | .42 | Anywhere | Midscreen Light Max Damage, *Safe Jump (See Note Above) |
2B > 2A > 3B > 236BD, 214B, 623K > 214214KK | 484 | 205 | 2.5 | .42 | Corner | Corner Light Max Damage, *Safe Jump (See Note Above) |
3 Meters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 3D > BC, cl.D(2) > 214BD, 214D > 2143216CD | 552 | 315 | 3 | Anywhere | 1000 Max Mode Combo, Point Midscreen Light Max Damage | |
2B > 2A > 3D > BC, cl.D(2) > 3D > 214BD > 214B > 623K > 2143216CD | 594 | 355 | 3 | Anywhere | 1250 Max Mode Combo, Mid Midscreen Light Max Damage | |
2B > 2A > 3D > BC, cl.D(2) > 3D > 214D > 214214K > 2141236CD | 674 | 355 | 3 | Anywhere | 1500 Max Mode Combo, Anchor Midscreen Light Max Damage | |
2B > 2A > 3D > BC, cl.D(2) > 6B > 236BD, 236B, dl.214D* > 2141236CD | 637 | 385 | 3 | Corner | 1000 Max Mode Combo, Point Corner Max Damage | |
2B > 2A > 3D > BC, cl.D(2) > 6B > 236BD, 236B, 236B, 623K > 2141236CD | 666 | 285 | 3 | Corner | 1250/1500 Max Mode Combo, Mid/Anchor Corner Light Max Damage | |
j.x > cl.D > 3D > 214BD > 214B > 623D > Climax | 627-674 | 230 (300) | 3 | Anywhere | Jump in or above 3 meter required. | |
(j.D) > cl.D > 6B > j.236BD > 236B > 214B > 623D > Climax | 721 (768) | 290 (300) | 3 | Corner | Replace 214B with 236B, if you start from a jump in or with above 3 meter. |
*Delay is very slight and to ensure that both kicks land. You have just enough time to cancel into Climax right as the second kick hits.
The last two combos in this section require King to have just above 3 meters or to start from a jump in at 3 meters to convert into Climax. Otherwise you can cancel into level 2 supers.
4 Meters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 3D > BC > cl.D(2) > 214214KK > 2143216CD | 674 | 4 | Anywhere | 1250 Max Mode Combo, Mid Light Confirm Max Damage | ||
2B > 2A > 3D > BC > cl.D(2) > 3D > 214D > 214214KK > 2141236CD | 721 | 4 | Anywhere | 1500 Max Mode Combo, Anchor Light Confirm Max Damage | ||
Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 214D > 236236PP > 2143216CD | 750 | 45 | 5 | 0 | Anywhere | Light Confirm Max Possible Damage |
cl.D(2) > 214D > 236236PP > 2143216CD | 841 | 45 | 5 | 0 | Anywhere | Heavy Confirm Max Possible Damage |