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* hcb,f+P, cr.C/(ff, cl.C), f+B/f+A, qcb+Cx3 (n DMG)
* hcb,f+P, cr.C/(ff, cl.C), f+B/f+A, qcb+Cx3 (n DMG)
: (Command grab combo, using cr.C after hcb,f+P is easier, while doing cl.C does more damage, but you will need to run slightly forward for it to connect.)
: (Command grab combo, using cr.C after hcb,f+P is easier, while using cl.C does more damage, but you will need to run slightly forward for it to connect.)


''Corner Only''
''Corner Only''

Revision as of 20:24, 17 November 2021

This is a mock-up of a possible KOF XV wiki combo section. This is based on combo sections from the XIV wiki for the most part, with some changes, mainly to improve readability or to better fit XV's combo system (e.g, addition of n.5 meter sections). Sections/divisions may be added or excluded as necessary for the character. Some example combos were included to show how they might look on the page.

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • Some general notes...

Rush Auto Combo

  • st.A > A > A > B (n DMG)
(Rush combo ending in a special move, costs 0 meter)
  • st.A > A > A > C (n DMG)
(Rush combo ending in a super, costs 1 meter)
  • st.A > A > A > D (n DMG)
(Rush combo ending in an Max super, costs 2 meters)
  • st.A > A > A > A (n DMG)
(Rush combo ending in a Climax super, costs 3 meters)

0 Meter

Anywhere

  • cr.B, cr.A, f+A, qcb+Cx3 (n DMG)
(Bread n' butter Iori combo starting from lows.)
  • cr.Bx1~2, cr.A, qcb+Ax3 (n DMG)
(Low combo with slightly easier confirm but does less damage.)
  • j.X, cl.C, f+B/f+A, qcb+Cx3 (n DMG)
(Bread n' butter Iori combo from a heavy starter.)
  • hcb,f+P, cr.C/(ff, cl.C), f+B/f+A, qcb+Cx3 (n DMG)
(Command grab combo, using cr.C after hcb,f+P is easier, while using cl.C does more damage, but you will need to run slightly forward for it to connect.)

Corner Only

  • ...

0.5 Meters

Anywhere

  • ...

Corner Only

  • ...

1 Meter

Anywhere

  • cr.B, cr.A, f+A, qcb+Cx2, [SC] qcf,hcb+P (n DMG)
(Standard super cancel combo starting from lows.)
  • cr.Bx1~2, cr.A, qcb+Ax2, [SC] qcf,hcb+P (n DMG)
  • j.X, cl.C, f+B/f+A, qcb+Cx2, [SC] qcf,hcb+P (n DMG)
(Standard super cancel combo from a heavy starter.)
  • hcb,f+P, cr.C/(ff, cl.C), f+B/f+A, qcb+Cx2 [SC] qcf,hcb+P (n DMG)
(Super cancel combo from command grab.)

Corner Only

  • ...

1.5 Meters

Anywhere

  • ...

Corner Only

  • ...

2 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • j.X, cl.C, f+B/f+A, [BC] cl.C, qcf+AC, dp+C(1), [SC] qcf,hcb+P (n DMG)

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

3 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

4 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

5 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...