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The King of Fighters XV/Kukri/Combos: Difference between revisions

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KHM 204 (talk | contribs)
Major overhaul. Impossible and badly written combos removed. All combos updated with proper damage and stun values. Some combos added. 0 and 0.5 bar section had two tables merged together
KHM 204 (talk | contribs)
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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2a''' ||  || Standard low light confirm.
| '''2B > 6A''' ||  || Standard low light confirm.
|}
|}



Revision as of 03:10, 26 May 2024

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 > 6A Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

(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 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

0 bar and 0.5 bar

Combo Damage Meter cost Stun Meter Gain Location notes
2A > 2A > 6A > 236D 170 0 bar 160 0.25 bar Anywhere Basic midscreen confirm
2A > 2B > 6A > 236BD > 6A > 236D 243 0.5 bar 185 0.315 bar Anywhere Basic half bar combo
(2A) > 2B > 6A > 236A > 2B > 6A > 236D 268 0 bar 200 0.39 bar Corner Simple corner combo from 2A or 2B.
j.X > cl.C > 6A > 236A > 2C > 6A > 236D 383 0 bar 350 0.55 bar Corner Simple corner combo for a jump in or hop jump in. combo is harder to do with j.C or j.D.
2B or (j.X > c.C(1)) > 6A > 236A > 2B > 6A > 236BD > 6A > 236A > 236B > c.D 332/391 0.5 bar 280/370 0.515 bar Corner Corner confirm which is slightly meter positive. allows a fairly meaty 22X to hit the opponent but they have options
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236D 308 0.5 bar 315 0.1 bar Corner Meter positive. crouching opponents require you not be point blank.

1 bar

Combo Damage Meter Cost Stun Meter Gain Location notes
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B > c.D 369 1 bar 315 Corner Almost meter neutral. Useful if you have a little more than 1 and know you can kill if you add a tiny bit more damage
2B > 6A > 236A > 2B > 6A > 236CD > 2B > 6A > 236A > 2C > 6A > 236D > 236236B/D 408 1.5 bar 315 Corner Not too useful in most situations. However if you only have exactly 1 bar or slightly less than 1 bar this can be a good option to get a kill
cl.A > cl.C > 6A > 236CD > 6A > 236D > 236236P > 214C 391 1.5 bar 240 Midscreen Midscreen DP punish incorporating a cl.A > cl.C link

2 bar

Combo Damage Meter Cost Stun Meter Gain Location notes
2B or (j.X > c.C(1)) > 6A > 236A > 2B > 6A > max > c.C > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B > 236236B/D 488/552 2 bar 410/500 0.2/0.25 Corner Have to be fairly quick to get the final super. can be done from 2B or j.X(or hop) > c.C(1)
2B or (j.X > c.C) > 6A > max > c.C > 6A > 236BD > 6A > 236D > 236236C 353/452 2 bar 245/370 0.2 far from corner Useful for moving the opponent towards the corner and dealing decent damage. If you are closer to the corner then you can end the combo with 6A > 236A > 236B > 236236B/D
cl.A > cl.C > 6A > 236CD > 6A > 214AC > 214C > 236236C > 214C 420 2 Bar 220 0.3 Midscreen Midscreen DP punish

3 bar

Combo Damage Meter Cost Stun Meter Gain Location notes
2B > 6A > max > c.C(1) > 6A > 236B > 236236K > 2141236CD 540 3 Bar 150 0.1 Midscreen Consistent Max Mode confirm. Works in second and third team position anywhere on screen
j.C/D > c.C > 6A > 236A > 2C > 6A > 236BD > 6A > 236A > 236B > 2141236CD 697 3.5 bar 460 0.65 Corner Damage can be lower depending on when the super is canceled into

4 bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

5 bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

Kukri Combos by Meno

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