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→‎Meterless: added meterless corner route
 
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| '''Heavy Starter''' > 214C, 623A || 308 || 310 || 0 || 45% || Anywhere || Your best meterless damage, but terrible oki. Omit 623A if you want to keep pressuring the opponent after.
| '''Heavy Starter''' > 214C, 623A || 308 || 310 || 0 || 45% || Anywhere || Your best meterless damage, but terrible oki. Omit 623A if you want to keep pressuring the opponent after.
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| '''Heavy Starter''' > 214C, cl.D || 302|| 280|| 0 || 45% || Corner || Trades a little bit damage for better oki with the cl.D reset.
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| CD, run, 6B > 41236C ~ 236C || 197 || 260 || 0 || 31.5% || Anywhere || You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning.
| CD, run, 6B > 41236C ~ 236C || 197 || 260 || 0 || 31.5% || Anywhere || You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning.

Latest revision as of 17:28, 18 April 2024

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 > 5A 60 Standard low confirm. 2A and f.A have identical reach, so 2A and 5A are interchangeable, but 2B > f.A > 2A will not connect.

Heavy Starters

Combo Damage Notes
cl.D > 6B 127 Damaging low starter.
2A > cl.B, 2C > 6B 158 A link into a heavy from 2A. Leads to a lot of damage, but must be point blank to work.
2C > 6B 117 Can combo from some ranges where close normals wouldn't come out, especially after some jump ins.
cl.C > 6B 117 Slightly faster than 2C, little else of note. Use after a jump-in when near opponent.
f.C 70 Cancelable far normal. Nice to have.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes:

  • Any combo with a super in the corner can be followed up with an OTG 6A. 236236AC needs to connect meaty (e.g. having the opponent fall into the super) in order to be able to hit 6A after.

Rush Auto Combo

Combo Damage Meter cost Notes
cl.A > A > A > B 146 0 Rush combo ending in a special move.
cl.A > A > A > C 240 1 Rush combo ending in a super.
cl.A > A > A > D 367 2 Rush combo ending in a Max super.
cl.A > A > A > A 439 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A 134 155 0 20.5% Anywhere Quick and easy meterless BNB off a light starter. Ends in soft knockdown.
2B > Rush Autocombo 150 125 0 23% Anywhere Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. If you have above 1 bar of meter, make sure to end the auto combo in B to prevent a super, which would be a waste of meter.
Heavy Starter > 214C, 623A 308 310 0 45% Anywhere Your best meterless damage, but terrible oki. Omit 623A if you want to keep pressuring the opponent after.
Heavy Starter > 214C, cl.D 302 280 0 45% Corner Trades a little bit damage for better oki with the cl.D reset.
CD, run, 6B > 41236C ~ 236C 197 260 0 31.5% Anywhere You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning.
CD, 6B > 623C, cl.D 217 310 0 35.5% Corner

0.5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC, 6B > 41236C ~ 236C 296/379 235/270 0.5 30.5%/37 Anywhere Max damage ender. Ends in a soft knockdown. Max damage from a heavy starter as well.
Starter > 214AC, 6B > 214D 286/368 175/210 0.5 28.5%/35% Anywhere Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage.
Starter > 214AC, 6B > 623C, cl.D 318/403 285/320 0.5 34.5%/41% Corner Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A 250 260 0.5 28.5% Anywhere
CD, 41236AC ~ 236C, 6B > 623C, cl.D 282 310 0.5 35.5% Corner
214BD, 623A 164 100 0.5 14% Anywhere Extension after landing 214BD. Alternatively, use cl.D to stay close.
Heavy Starter > 236CD, cl.D > 6B > 214C, 623A 362 420 0.5 105% Anywhere technically a meterless combo since it builds back the half bar spent

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC, 41236AC ~ 236C, 6B > 214D 364/452 175/210 1 28.5%/35% Anywhere Max damage midscreen and ends in a hard knockdown.
Starter > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D 390/481 285/320 1 34.5%/41% Corner
Heavy Starter > 214C, 623A(1) > 236236K, 6A 464 260 1 46% Corner Weaker than the above combo, but ends in an OTG 6A which leads to a safe jump. Combo minus the 6A is possible midscreen, but not really worth doing.
CD, run, 6B > 41236C ~ 236C > 236236[P] 312 260 1 31.5% Anywhere When charging 236236P, release the button as the opponent reaches the apex of the launch.
214BD, 214AC, 6B > 623C, cl.D 347 210 1 28% Corner
Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] 422/515 235/270 1.5 30.5%/37% Anywhere When charging 236236P, release the button as the opponent reaches the apex of the launch. If timed correctly, you can go for an OTG 6A after in the corner.
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] 355 260 1.5 28.5% Anywhere
CD, 41236AC ~ 236C, 6B > 214C, 623A(1) > 236236[P], 6A 390 270 1.5 42.5% Corner Charge 236236P only briefly. If not held, it will whiff, if held too long, you won't have time to OTG 6A.
214BD, 623A(1) > 236236K 317 50 1.5 11% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > 623C, cl.D 432 210 1.5 28% Corner

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] 466/564 235/270 2 28.5%/35% Anywhere Can add an OTG 6A in the corner.
Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K > 6A 479/579 225/260 2 37.5%/44% Corner Corner-only route that trades damage(above combo does more including OTG)for metergain.
Stater > 214AC, 41236AC ~ 236C, 6B > 623C(2) > 236236P(hold) 470/569 215/250 2 25%/33% Corner Highest damage for 2 bars but worse oki
Starter > BC, cl.D > 6B > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D 387/484 395/430 2 38%/46% Mid Screen/Corner 1000 Quick Max combo. Amazing corner carry. builds back a bit of meter and leaves Yashiro +15 and out of throw range able to continue his pressure.
Starter > BC, cl.D > 214AC, 6B > 41236C > 236236K 373/467 245/280 2 6.5%/13% Anywhere 1000 Quick Max combo. The sequence after the Quick Max is a little awkward in order to fit everything in within the timer. Pretty weak compared to his regular combos, but works consistently even after far B.
Starter > BC, cl.D > 6B > 41236AC ~ 236C, 214A > 236236[P], 6A 405/490 265/300 2 10.5%/17% Anywhere 1000 Quick Max corner combo. At 1250 and 1500, just do the midscreen combo and add an OTG 6A.
Starter > BC, cl.D > 6B > 214AC, 6B > 41236C ~ 236C > 236236[P] 432/521 345/380 2 6.5%/13% Anywhere 1250 and 1500 Quick Max combo.
CD, run, 6B > 41236C ~ 236C > 236236[AC] 386 260 2 31.5% Anywhere Optimal in the corner as well if you add an OTG 6A after. In order to have time for 6A, the super needs to hit very late, so release earlier than you normally would.
214BD, 214AC, 6B > 41236C ~ 236C > 236236[P], 6A 494 160 2 28% Corner
Starter > 214AC, 6B > 41236C ~ 236C > 236236[AC] 503/603 235/270 2.5 30.5%/37% Anywhere
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[AC] 422 260 2.5 28.5% Anywhere
CD, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A 448 250 2.5 38.5% Corner
214BD, 623A(1) > 236236BD 452 50 2.5 11% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K, 6A 539 150 2.5 31% Corner

3 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236AC 533 235 3 28.5% Anywhere No need to charge the super.
Heavy Starter > 41236A ~ 236C > 236236[P] > 236236BD 670 230 3 31% Anywhere
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A 554 225 3 37.5% Corner
Heavy Starter > 214C, 623A(1) > 236236[P] > 236236BD, 6A 714 260 3 46% Corner
Starter > BC, cl.D > 214AC, 6B > 41236C > 2141236CD 549/638 245/280 3 6.5%/13% Anywhere 1000 Quick Max combo.
Starter > BC, cl.D > 41236A ~ 236C > 236236[P] > 2141236CD 614/707 265/300 3 6.5%/13% Anywhere 1250 Quick Max combo.
Starter > BC, cl.D > 6B > 41236A ~ 236C > 236236[P] > 2141236CD 627/722 305/340 3 6.5%/13% Anywhere 1500 Quick Max combo.
CD, run, 6B > 41236C ~ 236C > 236236[P] > 236236BD 487 260 3 31.5% Anywhere Optimal in the corner as well.
214BD, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A 571 160 3 28% Corner
Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A 634/747 235/270 3.5 34.5%/41% Anywhere Carries corner to corner, so the 6A is guaranteed. You may need to microdash before the 6A.
Starter > 214AC, 6B > BC, 41236A, 623A(1) > 236236[P] > 2141236CD 652/744 225/260 3.5 11.5/18% Corner Uses Quick Max mid juggle for an optimal corner combo. Charge [P] only briefly. This is strong, but the oki is significantly worse. Try to only use to close out a round.
CD > 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] > 236236BD, 6A 544 260 3.5 32.5% Midscreen This will drop if Yashiro's back is too close to the corner.
CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A(1) > 236236[P] > 2141236CD 625 250 3.5 12.5% Corner
214BD, 623A(1) > 236236[P] > 236236BD 623 50 3.5 11% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236BD, 6A 629 150 3.5 31% Corner

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] > 236236BD, 6A 647/747 235/270 4 32.5/39% Anywhere Carries corner to corner. Can be somewhat difficult, generally sticking to Quick Max is recommended unless you really need the metergain.
Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A(1) > 236236K > 236236[AC], 6A 649/749 225/260 4 37.5%/440 Corner
Starter > BC, cl.D > 41236A ~ 236C > 236236BD > 2141236CD 698/798 265/300 4 6.5%/13% Anywhere 1250 Quick Max combo. Very efficient.
Starter > BC, cl.D > 214C, 623A(1) > 236236BD > 2141236CD 709/813 295/330 4 6.5%/13% Anywhere 1500 Quick Max combo.
Starter > 214AC, 6B > BC, 41236A, 623A(1) > 236236BD > 2141236CD 722/821 225/260 4.5 11.5/18% Corner

5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A > 236236[AC] > 2141236CD 770/855 175/210 5 5% Anywhere
Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A(1) > 236236[AC] > 2141236CD 797/885 225/260 5 5% Corner

Other Starters

Other Starters

Combo Damage Notes
CD 75
236CD 75
214BD 80

CD

Combo Damage Stun Meter cost Meter Gain Location Notes
6A 103 190 0 0 Corner sets up a 6A OTG safejump
6B > 214B 175 200 0 0 Anyhwere
6B > 426C~236A 185 260 0 0 Anywhere
214C, 623A 193 280 0 0 Corner
6B > 214D 199 200 0 0 Anyhwere
6B > 426C~236C 197 260 0 0 Anywhere
6B > 214A, 623A 214 320 0 0 Corner Most damaging meterless corner route

236CD

Combo Damage Stun Meter cost Meter Gain Location Notes

214BD

Combo Damage Stun Meter cost Meter Gain Location Notes

External Links

Yashiro Combos by Meno
Yashiro combos by Kakuge / Fighting Games

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