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The King of Fighters XV/Kyo Kusanagi/Combos: Difference between revisions

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==Combos==
==Combos==
===Rush Auto Combo===
===Rush Auto Combo===
'''Meterless:'''<br>
'''Meterless:''' An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)<br>
'''1 Bar:'''<br>
'''1 Bar:''' Ends with qcfx2+P. (223 DMG)<br>
'''2 Bars:'''<br>
'''2 Bars:''' Ends with qcfx2+P. (223 DMG)<br>
'''3 Bars:'''<br>
'''3 Bars:''' Ends with qcb,hcf+CD. (421 DMG)<br>


===Meterless===
===Meterless===
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| 2B*2 > 2A > 236A~236P~P/K || 197 ||  || 0 ||  || Anywhere || Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.
|-
| 2B > 2A > 3D(1) > 236D~D, 63214K || 221 ||  || 0 ||  || Anywhere || Old Reliable, for when you're not able to do other routes after upkicks.
|-
| ... > 236D~D > dash 623C || 229 (from above) ||  || 0 ||  || Anywhere || You'll have to run up after the upkicks to get dp+C.
|-
| ... > 236D~D > 421B || 181 ||  || 0 ||  || Anywhere || Less damage but ends in a hard knockdown, allowing for mixups afterward.
|-
| ... > 3D(1) > 236D~D, 236A~236P~delay P/K || 231 ||  || 0 ||  || Anywhere || You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
|-
| f.C > 236C~63214P~6P~623P || 235 ||  || 0 ||  || Anywhere || Kyo's new f.C is quite the reliable combo starter from a distance.
|-
| CD, 421B (whiff), 236C~63214P~delay 6P~623P || 221 ||  || 0 ||  || Midscreen || The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
|-
| 3D(1) > 236D~D, 236C, 623C || 274 ||  || 0 ||  || Corner ||
|-
| 3D(1) > 236D~D, 236A, 236A~63214P~P/63214K || 278/296 ||  || 0 ||  || Corner || Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| 2B > 2A > 3D(1) > 236BD, 236D~D, CD (whiff), 236A~236P~P/K || 227 ||  || 0.5 ||  || Anywhere || You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.
|-
| ... > 3D(1) > 421BD, 236B~B, 236C~63214P~6P~623P || 329 ||  || 0.5 ||  || Anywhere || Great damage for just half a bar.
|-
| ... > 3D(1) > 421BD, 236B~B, 236A~63214P~P/63214K || 315/333 ||  ||  ||  || Anywhere || Hard knockdown version of the previous route for better oki.
|-
| ... > 3D(1) > 236D~D, 236C, 623AC || 317 ||  ||  ||  || Corner ||
|-
| ... > 3D(1) > 421BD, 236B~B, 236A, 623C || 339 ||  ||  ||  || Corner ||  
|}
|}



Revision as of 01:26, 22 February 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

Rush Auto Combo

Meterless: An elbow jab, 2 kicks, then ends with his rekka series of qcf+A > qcf+A > K. (187 DMG)
1 Bar: Ends with qcfx2+P. (223 DMG)
2 Bars: Ends with qcfx2+P. (223 DMG)
3 Bars: Ends with qcb,hcf+CD. (421 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
2B*2 > 2A > 236A~236P~P/K 197 0 Anywhere Simple confirm into Aragami. Use the P ender for hard knockdown and the K ender for corner carry.
2B > 2A > 3D(1) > 236D~D, 63214K 221 0 Anywhere Old Reliable, for when you're not able to do other routes after upkicks.
... > 236D~D > dash 623C 229 (from above) 0 Anywhere You'll have to run up after the upkicks to get dp+C.
... > 236D~D > 421B 181 0 Anywhere Less damage but ends in a hard knockdown, allowing for mixups afterward.
... > 3D(1) > 236D~D, 236A~236P~delay P/K 231 0 Anywhere You need to run up after the upkicks in order to get the P ender, but for the K ender you don't have to worry about that.
f.C > 236C~63214P~6P~623P 235 0 Anywhere Kyo's new f.C is quite the reliable combo starter from a distance.
CD, 421B (whiff), 236C~63214P~delay 6P~623P 221 0 Midscreen The whiffed RED Kick makes it possible to combo into Dokugami. The dp+P ender whiffs if you don't delay f+P enough.
3D(1) > 236D~D, 236C, 623C 274 0 Corner
3D(1) > 236D~D, 236A, 236A~63214P~P/63214K 278/296 0 Corner Requires you to hit the opponent with the very top of the first Aragami's hitbox in order to get the second one.

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 3D(1) > 236BD, 236D~D, CD (whiff), 236A~236P~P/K 227 0.5 Anywhere You don't need the st.CD in there, but whiff canceling it helps you time Aragami after the upkicks.
... > 3D(1) > 421BD, 236B~B, 236C~63214P~6P~623P 329 0.5 Anywhere Great damage for just half a bar.
... > 3D(1) > 421BD, 236B~B, 236A~63214P~P/63214K 315/333 Anywhere Hard knockdown version of the previous route for better oki.
... > 3D(1) > 236D~D, 236C, 623AC 317 Corner
... > 3D(1) > 421BD, 236B~B, 236A, 623C 339 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

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