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==Combos==
==Combos==
'''General Notes'''
* Can combo into cl.C from any jump in attack
===Rush Auto Combo===
'''Meterless:''' Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)
'''1 Meter:''' Ends with qcfx2+K. (240 DMG)
'''2 Meter:''' Ends with qcfx2+BD. (367 DMG)
'''3 Meter:''' Ends with qcb,hcf+CD. (439 DMG)
===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| || || || ||  || Anywhere ||  
| cr.B > cr.A > cr.A > qcb+A || 151 || || 0 || || Anywhere || Quick and easy meterless BNB off a low starter. Ends in soft knockdown.
|-
| cr.B > Rush Autocombo || 168 || || 0 || || 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. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.
|-
| (j.X) > cl.C > f+B > qcb+C || 234 || || 0 ||  || Anywhere ||
|-
| (j.X) cl.C > f+B > qcb+C > dp+A || 293 || || 0 || || Corner ||  
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| cr.B > cr.A > cr.A > qcb+A, hcf+A ~ qcf+A || 253 || || 0.5 ||  || Anywhere || Can also end this combo with hcf+A ~ qcf+C if you want slightly more damage in exchange for less corner carry.
|-
| (j.X) cl.C > f+B > qcb+AC, hcf+A ~ qcf+A || 308 ||  || 0.5 ||  || Anywhere ||  
|-
| cr.B > cr.A > cr.A > qcb+AC, dp+C || 235 || || 0.5 || || Corner ||
|-
| cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C || 266 || || 0.5 ||  || Corner|| Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage.
|-
| (j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+A || 344 || || 0.5 || || Corner ||
|-
| (j.X) cl.C > f+B > qcb+C, dp+AC, qcb+A, dp+A || 431 || || 0.5 || || Corner || Excellent damage for just half a bar.
|}
|}


===1 Bar===
===1 Bar===
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| cr.B > cr.A > cr.A > qcb+A > [SC] qcfx2+K || 311 ||  || 1 ||  || Anywhere ||
|-
| cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ hcf+A || 330 || || 1 ||  || Anywhere || Good corner carry, will take you from corner to midscreen.
|-
| (j.X) cl.C > f+B > qcb+C > [SC] qcfx2+K || 404 ||  || 1 || || Anywhere ||
|-
| (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > hcf+A ~ qcf+A || 378 ||  || 1 ||  || Anywhere ||
|-
| cr.A > cr.A > cr.A > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A || 387 ||  || 1 || || Corner ||
|-
| (j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A || 453 ||  || 1 ||  || Corner ||  
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  || || ||  || Anywhere ||  
| cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C > [SC] qcf,qcf+P || 374 || || 1.5 || || Anywhere ||
|-
| cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A || 440 || || 1.5 ||  || Corner || The second qcb+A can be tough to land, practice the timing
|-
| (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A || 513 || || 1.5 ||  || Corner ||
|}
|}


===3 Bars===
===3 Bars===
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  || ||  || Anywhere ||  
| (j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A, dp+AC > (delay) qcb+A > [SC] qcf,qcf+P > [AC] qcf,qcf+BD || 747 ||  || 4.5 ||  || Corner ||
|-
| (j.X) cl.C > f+B > qcb+A, hcf+AC ~ qcf+C, qcb+A > [SC] qcf,qcf+P > [CC] qcb,hcf+CD || 770 || || 5 ||  || Anywhere ||
|}
|}



Revision as of 03:38, 23 February 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Can combo into cl.C from any jump in attack

Rush Auto Combo

Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG) 1 Meter: Ends with qcfx2+K. (240 DMG) 2 Meter: Ends with qcfx2+BD. (367 DMG) 3 Meter: Ends with qcb,hcf+CD. (439 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > qcb+A 151 0 Anywhere Quick and easy meterless BNB off a low starter. Ends in soft knockdown.
cr.B > Rush Autocombo 168 0 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. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.
(j.X) > cl.C > f+B > qcb+C 234 0 Anywhere
(j.X) cl.C > f+B > qcb+C > dp+A 293 0 Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > qcb+A, hcf+A ~ qcf+A 253 0.5 Anywhere Can also end this combo with hcf+A ~ qcf+C if you want slightly more damage in exchange for less corner carry.
(j.X) cl.C > f+B > qcb+AC, hcf+A ~ qcf+A 308 0.5 Anywhere
cr.B > cr.A > cr.A > qcb+AC, dp+C 235 0.5 Corner
cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C 266 0.5 Corner Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage.
(j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+A 344 0.5 Corner
(j.X) cl.C > f+B > qcb+C, dp+AC, qcb+A, dp+A 431 0.5 Corner Excellent damage for just half a bar.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > qcb+A > [SC] qcfx2+K 311 1 Anywhere
cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C, hcf+A ~ hcf+A 330 1 Anywhere Good corner carry, will take you from corner to midscreen.
(j.X) cl.C > f+B > qcb+C > [SC] qcfx2+K 404 1 Anywhere
(j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > hcf+A ~ qcf+A 378 1 Anywhere
cr.A > cr.A > cr.A > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A 387 1 Corner
(j.X) cl.C > f+B > qcb+AC > (delay) qcb+A, dp+AC > (delay) qcb+A, dp+A 453 1 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > qcb+AC, hcf+A ~ qcf+C > [SC] qcf,qcf+P 374 1.5 Anywhere
cr.B > cr.A > cr.A > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A 440 1.5 Corner The second qcb+A can be tough to land, practice the timing
(j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A > dp+AC > (delay) qcb+A > dp+A 513 1.5 Corner


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
(j.X) cl.C > f+B > qcb+AC, hcf+AC ~ qcf+C > qcb+A, dp+AC > (delay) qcb+A > [SC] qcf,qcf+P > [AC] qcf,qcf+BD 747 4.5 Corner
(j.X) cl.C > f+B > qcb+A, hcf+AC ~ qcf+C, qcb+A > [SC] qcf,qcf+P > [CC] qcb,hcf+CD 770 5 Anywhere

External Links

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Yashiro combos by Kakuge / Fighting Games

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