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The King of Fighters XV/King of Dinosaurs/Combos: Difference between revisions
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| cl.C > 6A || 117 || cl.C is 2F faster than 2C, making it vital for specific punishes. However, cl.C is worse than 2C in combos so its uses are specific. | | cl.C > 6A || 117 || cl.C is 2F faster than 2C, making it vital for specific punishes. However, cl.C is worse than 2C in combos so its uses are specific. | ||
|- | |- | ||
| cl.D > 4A || 137 || cl.D is the slowest starter at 11 frames, 3 slower than 2C and 5 slower than cl.C. Best used for hard punishes and has its own routes that aren't possible with other starters. Referred to as '''Heavy Starter 4 (HS4)''' in combo notation. | | cl.D > 4A || 137 || cl.D is the slowest starter at 11 frames, 3 slower than 2C and 5 slower than cl.C. Best used for hard punishes and has its own routes that aren't possible with other starters. A small delay is required between cl.D and 4A is required for some combos. Referred to as '''Heavy Starter 4 (HS4)''' in combo notation. | ||
|} | |} | ||
Revision as of 18:47, 27 December 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 | 38 | Standard two-hit low light confirm. Add up to two extra 2As for 60/81 damage. |
5B | 30 | Excellent midrange poke that can convert to any special on-hit without cancelling on-whiff. |
Heavy Starters
Note: A Heavy Starter can use any Light Starter combo and it is often optimal to do so. When comparing combos, replacing a Light Starter with a Heavy Starter will do 79 more damage and generate .08 more meter.
Combo | Damage | Notes |
---|---|---|
2C > 6A | 117 | Even with sub-optimal damage, this string is his best hit-confirm because 6A won't whiff on crouch-blocking opponents. |
2C > 4A | 127 | Because 4A whiffs on crouching opponents, this high damage string is reserved for jump-in confirms and punishes. |
cl.C > 6A | 117 | cl.C is 2F faster than 2C, making it vital for specific punishes. However, cl.C is worse than 2C in combos so its uses are specific. |
cl.D > 4A | 137 | cl.D is the slowest starter at 11 frames, 3 slower than 2C and 5 slower than cl.C. Best used for hard punishes and has its own routes that aren't possible with other starters. A small delay is required between cl.D and 4A is required for some combos. Referred to as Heavy Starter 4 (HS4) in combo notation. |
Other Starters
CD
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
CD, 6AB, 236C | 149 | 170 | 0 | .235 | Midscreen | Doesn't work in the corner, but there are significantly better combos anyway. |
CD, f.D > 236C~AB, c.D > 4A, 4214D | 364 | 420 | 0 | .665 | Corner | After a max range CD, walk forward a bit otherwise f.D will whiff. |
CD, c.D > 4A, 236C~AB, 4214B | 290 | 350 | 0 | .525 | Corner | If CD somehow connects deep, f.D may not be possible. |
(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 | 206 | 0 | Rush combo ending in a special move. Maybe one of the only worthwhile Auto Combos thanks to the 63214P ender. |
cl.A > A > A > C | 230 | 1 | Rush combo ending in a super. 294 damage after a 214K follow-up. |
cl.A > A > A > D | 359 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 441 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > cl.A > A > A > B | 209 | 45 | 0 | .3 | Anywhere | Optimal meterless combo from a 2B starter, but requires point blank spacing. Grants a safe jump. |
Light Starter > 63214A | 182 | 45 | 0 | .25 | Anywhere | Ideal meterless combo ender, but requires relatively close spacing. Grants a safe jump. |
Light Starter > 236A | 134 | 125 | 0 | .18 | Anywhere | When too far for 63214A, 236A is the next best ender. Can fit an extra 2A with good execution. |
Light Starter > 236A~AB | 83 | 85 | 0 | .12 | Anywhere | When too far for 236A, 236A~AB is the next best ender. Can fit an extra 2A reliably. |
Heavy Starter > 236C | 249 | 230 | 0 | .32 | Anywhere | Simple ender with decent corner carry. Grants a weak autotimed safejump when midscreen (strong in the corner). |
Heavy Starter > 236C~AB, CD | 261 | 290 | 0 | .335 | Anywhere | Massive corner carry. Cancel into 236D to close the gap at -1. |
Heavy Starter 4 , 236C~AB, f.D | 303 | 320 | 0 | .335 | Anywhere | Requires delay between cl.D and 4A. Cancel f.D into 214D to be in optimal 624P range and be at -1. |
Heavy Starter > 236C~AB, cl.D > 4A, 4214D | 434 | 360 | 0 | .61 | Corner | Unreal meterless damage that works from surprising ranges. |
Heavy Starter > 236C~AB, f.D > 4214D | 411 | 260 | 0 | .57 | Corner | At further ranges, cl.D will be out of range so use f.D instead. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 2A > 2A > 62134AC | 225 | 105 | .5 | .09 | Anywhere | The damage is awful but 62134AC combos at any range for great oki. |
Light Starter > 236AC, 4A > 4214D | 279 | 145 | .5 | .31 | Outside Corner | 236AC combos off 2A at most ranges, allowing for extra 2A chains. |
Light Starter > 236AC, 236C~AB, f.D > 4214D | 333 | 145 | .5 | .45 | Midscreen | Just past center stage, 236AC pushes far enough to combo into 4214D meterlessly for incredible damage. |
Light Starter > 236AC, f.D > 236C~AB, c.D > 4A, 4214D | 436 | 365 | .5 | .63 | Midscreen | At just the right distance from the corner, f.D > 236C~AB links after 236AC for unparalleled damage. |
Light Starter > 236AC, 214K | 180 | 45 | .5 | .17 | Corner | 236AC side swaps when close to the corner, limiting followups. 214K salvages a bad 236AC by maintaining the corner. |
Light Starter > 236AC, 236C~AB, 4214B | 243 | 75 | .5 | .31 | Corner | Gives up the corner and oki for a fair amount of damage after a suboptimal 236AC. |
Light Starter > 236AC, 236C | 201 | 115 | .5 | .2 | Corner | Gives up the corner and sacrifices damage for oki after a suboptimal 236AC. |
Light Starter > 214BD | 164 | 45 | .5 | .04 | Anywhere | Instant sideswap with good range. Good oki when back is to the corner. |
Heavy Starter > 236C~AB, 4214BD | 378 | 230 | .5 | .27 | Anywhere | Optimal damage outside of the corner. Good oki when close to corner. |
Heavy Starter > 236C, 214BD | 371 | 270 | .5 | .33 | Anywhere | Quick sideswap with solid damage. Good oki when back is to the corner. |
Heavy Starter > 236C~AB, f.D > 4214BD | 453 | 300 | .5 | .58 | Corner | Same combo as the meterless Heavy Starter corner combo but spending .5 meter to add 32 damage. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 236C~AB, f.D > 4214BD | 359 | 145 | 1 | .24 | Anywhere | Max damage regardless of position. Outside of the corner, dash up before 236C. In the corner, 236AC will swap sides so adjust 236C accordingly. |
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A > 4214D | 387 | 245 | 1 | .49 | Midscreen | Using a second 236AC to corner carry, 236AC can combo into 4214D from a remarkable distance from the corner. |
Light Starter > 236AC, f.D > 236AC, 236C~AB, cl.D > 4A > 4214D | 441 | 315 | 1 | .59 | Midscreen | At just the right distance from the corner, f.D fits between the two 236ACs to maximize damage. |
Light Starter > 236AC, 236C, 214BD | 292 | 115 | 1 | .2 | Corner | Deals solid damage and, more importantly, maintains corner pressure. Grants a safe jump. |
f.B > 236A(1) > 6321463214P | 293 | 70 | 1 | .11 | Anywhere | Powerful midrange confirm. 236A(1) can always be confirmed into a super. Cancel 236A(1) into 236A~AB on block. Grants a safejump. |
f.B > 236A(1) > 236236K, 214K | 314 | 70 | 1 | .24 | Anywhere | For maximum damage (at the cost of oki and positioning) on a 236A(1) confirm. 214BD instead of 214K costs .5 meter to add 53 damage. |
Heavy Starter > 236C~AB, f.D > 236236K, 214K | 503 | 300 | 1 | .5 | Corner | 1 bar maximum damage at the cost of all momentum. 214BD instead of 214K costs .5 meter to add 47 damage. |
Heavy Starter > 236CD, 2C > 4A > 236C~AB, CD | 347 | 500 | 1 | .975 | Midscreen | Poor damage for a 1 bar Heavy Starter combo but it builds 500 stun while refunding its cost. |
Heavy Starter > 236CD, f.D > 236C~AB, c.D > 4A, 4214D | 434 | 490 | 1 | 1.22 | Corner | In the corner, the 236CD combo is meter positive while still dealing decent damage and monstrous stun. |
Light Starter > 236AC, 236C~AB, f.D > 236236K, 214K | 399 | 145 | 1.5 | .37 | Anywhere | 44 extra damage than the universal 1 bar route but you sacrifice oki and screen positioning. |
2 Bars
Note: King of Dinosaurs' 2 bar combos are rather meter inefficient and should generally be avoided.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 236C~AB, f.D > 236236K, 214BD | 435 | 145 | 2 | .24 | Anywhere | The same combo as the 1.5 meter variant but using 214BD for 36 extra damage. |
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A, 236236K, 214K | 436 | 245 | 2 | .41 | Midscreen | Only 29 more damage than the 1.5 meter variant (4214BD ender) but with no oki. |
Light Starter > BC, 2C > 4A > 236AC, 236C~AB, f.D > 236236K, 214K | 407 | 315 | 2 | .17 | Anywhere | 2nd position Quick Max combo. 375 damage without the 214K. |
Heavy Starter > BC, 2C > 4A > 236C~AB, f.D > 236236K, 214BD | 458 | 345 | 2 | .04 | Corner | 3rd position Quick Max combo. Moderate damage but no oki. |
6A > BC, 2C > 4A > 236AC, 236C~AB, f.D > 236236K, 214K | 347 | 350 | 2 | .2 | Midscreen | Example overhead confirm. Any Quick Mode combos can be applied to a 6A starter. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 528 | 270 | 3, 1000 MAX | 5% | Anywhere | 1000 MAX gauge variant. |
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 583 | 270 | 3, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 570 | 410 | 3, 1000 MAX | 5% | Corner | |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 654 | 360 | 3, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 6321463214AC | 500 | 70 | 3 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD | 602 | 440 | 3, 1000 MAX | 13% | Anywhere | 1000 MAX gauge variant. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 657 | 380 | 3, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 644 | 480 | 3, 1000 MAX | 13% | Corner | |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 728 | 470 | 3, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 682 | 270 | 4, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 744 | 360 | 4, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 2141235CD | 619 | 70 | 4 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 756 | 380 | 4, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 818 | 470 | 4, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
Max Mode Heavy Starter > 236C(2) > 236236K > 6321463214AC > 2141236CD | 917 | 230 | 4 | 0% | Midscreen | |
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236K > 6321463214AC > 2141236CD | 1001 | 300 | 4 | 0% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
236CD, BC, 236C(2) > AB, 5D > 236236K > 6321463214AC > 2141236CD | 980 | 100 | 4.5 | 0% | Anywhere | 998 if Shatter Strike counter hits. |