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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light''' > 214A || 151 || 50 || 0 || 20% || Anywhere || Quick and easy meterless BNB off a light starter. Ends in soft knockdown.
| '''Light''' > 214A || 151 || 170 || 0 || 20% || Anywhere || Quick and easy meterless BNB off a light starter. Ends in soft knockdown.
|-
|-
| 2B > Rush Autocombo || 165 || 50 || 0 || 25% || 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.
| 2B > Rush Autocombo || 165 || 140 || 0 || 25% || 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.
|-
|-
| '''Heavy''' > 41236A ~ 236C || 240 || 60 || 0 || 35% || Anywhere || Especially useful confirm from poking with f.C. Make sure to hit confirm the 236 C follow up.
| '''Heavy''' > 41236A ~ 236C || 240 || 230 || 0 || 35% || Anywhere || Especially useful confirm from poking with f.C. Make sure to hit confirm the 236 C follow up.
|-
|-
| '''Heavy''' > 214C > 623A || 280 || 50 || 0 || 40% || Corner ||  
| '''Heavy''' > 214C > 623A || 280 || 310 || 0 || 40% || Corner ||  
|-
|-
| CD > 41236 C (whiff) > 41236A ~ 236C || 182 || 60 || 0 || 30% || Midscreen || In the corner, CD > 41236 C will combo, so just input the 236 C follow up there.
| CD > 41236 C (whiff) > 41236A ~ 236C || 182 || 220 || 0 || 30% || Midscreen || In the corner, CD > 41236 C will combo, so just input the 236 C follow up there.
|-
|-
| CD > run > 2D || 182 || 70 || 0 || 15% || Anywhere || An option for uncancelled CD.
| CD > run > 2D || 182 || 170 || 0 || 15% || Anywhere || An option for uncancelled CD.
|-
| CD > 6B > 623C > c.D || 235 || 310 || 0 || 30% || Corner || If slightly away from corner, cancel CD into a whiffed 41236A.
|}
|}


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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light''' > 214AC > 6B > 41236C ~ 236C || 263 || 60 || 0.5 || 30% || Anywhere || Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however.
| '''Light''' > 214AC > 6B > 41236C ~ 236C || 263 || 250 || 0.5 || 30% || Anywhere || Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however.
|-
|-
| '''Light''' > 214AC > 6B > 214D || 255 || 60 || 0.5 || 30% || Anywhere || Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage.
| '''Light''' > 214AC > 6B > 214D || 255 || 190 || 0.5 || 30% || Anywhere || Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage.
|-
|-
| '''Light''' > 214AC > 6B > 623C > c.D || 269 || 70 || 0.5 || 30% || Corner || Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
| '''Light''' > 214AC > 6B > 623C > c.D || 269 || 300 || 0.5 || 30% || Corner || Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
|-
|-
| '''Heavy''' > 214C > 623AC > c.D || 341 || 70 || 0.5 || 40% || Corner || Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo.
| '''Heavy''' > 214C > 623AC > c.D || 341 || 280 || 0.5 || 40% || Corner || Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo.
|-
|-
| CD > 41236C (whiff) > 41236AC ~ 236C > 6B > 214D || 304 || 60 || 0.5 || 35% || Midscreen || Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here.
| CD > 41236C (whiff) > 41236AC ~ 236C > 6B > 214D || 304 || 200 || 0.5 || 35% || Midscreen || Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here.
|-
|-
| CD > 41236AC ~ 236C > 6B > 623C > c.D || 322 || 70 || 0.5 || 30% || Corner ||
| CD > 41236AC ~ 236C > 6B > 623C > c.D || 322 || 310 || 0.5 || 30% || Corner ||
|-
|-
| 623AC > 214A || 168 || 50 || 0.5 || 15% || Corner || A small extension after landing 623 AC near the corner.
| 623AC > 214A || 168 || 80 || 0.5 || 15% || Corner || A small extension after landing 623 AC near the corner.
|-
|-
| 623AC (anti air) > 41236A ~ 236C || 201 || 60 || 0.5 || 20% || Anywhere || The 623AC needs to hit high in order for this combo to work. If 41236A misses, you will recover in time to avoid being punished, so it's ok to go for even if you are not sure you hit the 623AC high enough.
| 623AC (anti air) > 41236A ~ 236C || 201 || 120 || 0.5 || 20% || Anywhere || The 623AC needs to hit high in order for this combo to work. If 41236A misses, you will recover in time to avoid being punished, so it's ok to go for even if you are not sure you hit the 623AC high enough.
|-
|-
| 214BD > c.D || 156 || 70 || 0.5 || 10% || Anywhere || Extension after landing 214BD.
| 214BD > c.D || 156 || 70 || 0.5 || 10% || Anywhere || Extension after landing 214BD.
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! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light''' > 214A > [SC] 236236D || 299 || 50 || 1 || 20% || Anywhere ||
| '''Light''' > 214A > [SC] 236236D || 299 || 170 || 1 || 20% || Anywhere ||
|-
|-
| '''Light''' > 214AC > 41236AC ~ 236C > 6B > 214D || 320 || 60 || 1 || 30% || Anywhere || Max damage midscreen and ends in a hard knockdown.
| '''Light''' > 214AC > 41236AC ~ 236C > 6B > 214D || 320 || 190 || 1 || 30% || Anywhere || Max damage midscreen and ends in a hard knockdown.
|-
|-
| '''Light''' > 214AC > 6B > 41236AC ~ 236C > 6B > 623C > cl.D || 330 || 70 || 1 || 30% || Corner ||  
| '''Light''' > 214AC > 41236AC ~ 236C > 6B > 623C > cl.D || 330 || 300 || 1 || 30% || Corner ||  
|-
|-
| '''Heavy''' > 41236A ~ 236C > [SC] 236236D || 400 || 60% || 1 || 30% || Anywhere || In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo.
| '''Heavy''' > 41236A ~ 236C > [SC] 236236D || 400 || 230 || 1 || 30% || Anywhere || In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo.
|-
|-
| '''Heavy''' > 41236AC ~ 236C > 214AC > 6B > 623C > c.D || 418 || 70 || 1 || 40% || Corner || Against some characters, a delay on the 623C will be necessary.
| '''Heavy''' > 41236AC ~ 236C > 214AC > 6B > 623C > c.D || 418 || 320 || 1 || 40% || Corner || Against some characters, a delay on the 623C will be necessary. Works after a CD in the corner too.
|-
|-
| 236CD > 6B > 41236C ~ 236C || 254 || 60 || 1 || 75% || Anywhere || Shatter Strike combo.
| 236CD > 6B > 41236C ~ 236C || 254 || 160 || 1 || 75% || Anywhere || Shatter Strike combo.
|-
|-
| 236CD > 6B > 214D || 239 || 60 || 1 || 70% || Anywhere || Hard knockdown ender. Also most consistent after an anti-air Shatter Strike.
| 236CD > 6B > 214D || 239 || 100 || 1 || 70% || Anywhere || Hard knockdown ender. Also most consistent after an anti-air Shatter Strike.
|-
|-
| 236CD > 6B > 623C > c. D || 254 || 70 || 1 || 75% || Corner ||  
| 236CD > 6B > 623C > c. D || 254 || 210 || 1 || 75% || Corner ||  
|-
|-
| 236CD > 41236AC ~ 236C > 6B > 214D || 349 || 60 || 1 || 25% || Anywhere || On anti-air hit, you will have to delay the 236C slightly.
| 236CD > 41236AC ~ 236C > 6B > 214D || 349 || 100 || 1 || 25% || Anywhere || On anti-air hit, you will have to delay the 236C slightly.
|-
|-
| 236CD > 41236AC ~ 236C > 6B > 623C > c.D || 373 || 70 || 1 || 25% || Corner ||
| 236CD > 41236AC ~ 236C > 6B > 623C > c.D || 373 || 210 || 1 || 25% || Corner ||
|-
|-
| 623AC > 214AC > 6B > 41236C ~ 236C || 279 || 60 || 1 || 20% || Corner || The timing for the 214AC is awkward as an anti air, but doable.
| 623AC > 214AC > 6B > 41236C ~ 236C || 279 || 160 || 1 || 20% || Corner || The timing for the 214AC is awkward as an anti air, but doable.
|-
| 214BD > 623AC > 214A || 238 || 80 || 1 || 15% || Corner || When midscreen, omit the 214A.
|}
|}


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|-
|-
| '''Light''' > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) || 353 || 60 || 1.5 || 30% || Anywhere || When charging 236236C, release the button as the opponent reaches the apex of the launch.
| '''Light''' > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) || 353 || 60 || 1.5 || 30% || Anywhere || When charging 236236C, release the button as the opponent reaches the apex of the launch.
|-
| '''Heavy''' > 41236AC ~ 236C > 214 A > [SC] 236236C (hold) > 6A || 462 || 60 || 1.5 || 30% || Anywhere || When charging 236236C, release the button as the opponent reaches the apex of the launch.
|}
|}



Revision as of 00:37, 28 February 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Light will denote a 2B, 2A, 2A starter. Assume any combos with this starter will also work off of heavy starters.
  • Heavy will denote a c.D > 6B starter.
  • Any combo using aforementioned starters can be used after a jump in.
  • Any combo with a super in the corner can be followed up with an OTG 6A.

Rush Auto Combo

Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)

1 Meter: Ends with 236236K. (240 DMG)

2 Meter: Ends with 236236BD. (367 DMG)

3 Meter: Ends with 2141236CD. (439 DMG)

Meterless

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light > 214A 151 170 0 20% Anywhere Quick and easy meterless BNB off a light starter. Ends in soft knockdown.
2B > Rush Autocombo 165 140 0 25% 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.
Heavy > 41236A ~ 236C 240 230 0 35% Anywhere Especially useful confirm from poking with f.C. Make sure to hit confirm the 236 C follow up.
Heavy > 214C > 623A 280 310 0 40% Corner
CD > 41236 C (whiff) > 41236A ~ 236C 182 220 0 30% Midscreen In the corner, CD > 41236 C will combo, so just input the 236 C follow up there.
CD > run > 2D 182 170 0 15% Anywhere An option for uncancelled CD.
CD > 6B > 623C > c.D 235 310 0 30% Corner If slightly away from corner, cancel CD into a whiffed 41236A.

0.5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light > 214AC > 6B > 41236C ~ 236C 263 250 0.5 30% Anywhere Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however.
Light > 214AC > 6B > 214D 255 190 0.5 30% Anywhere Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage.
Light > 214AC > 6B > 623C > c.D 269 300 0.5 30% Corner Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
Heavy > 214C > 623AC > c.D 341 280 0.5 40% Corner Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo.
CD > 41236C (whiff) > 41236AC ~ 236C > 6B > 214D 304 200 0.5 35% Midscreen Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here.
CD > 41236AC ~ 236C > 6B > 623C > c.D 322 310 0.5 30% Corner
623AC > 214A 168 80 0.5 15% Corner A small extension after landing 623 AC near the corner.
623AC (anti air) > 41236A ~ 236C 201 120 0.5 20% Anywhere The 623AC needs to hit high in order for this combo to work. If 41236A misses, you will recover in time to avoid being punished, so it's ok to go for even if you are not sure you hit the 623AC high enough.
214BD > c.D 156 70 0.5 10% Anywhere Extension after landing 214BD.

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light > 214A > [SC] 236236D 299 170 1 20% Anywhere
Light > 214AC > 41236AC ~ 236C > 6B > 214D 320 190 1 30% Anywhere Max damage midscreen and ends in a hard knockdown.
Light > 214AC > 41236AC ~ 236C > 6B > 623C > cl.D 330 300 1 30% Corner
Heavy > 41236A ~ 236C > [SC] 236236D 400 230 1 30% Anywhere In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo.
Heavy > 41236AC ~ 236C > 214AC > 6B > 623C > c.D 418 320 1 40% Corner Against some characters, a delay on the 623C will be necessary. Works after a CD in the corner too.
236CD > 6B > 41236C ~ 236C 254 160 1 75% Anywhere Shatter Strike combo.
236CD > 6B > 214D 239 100 1 70% Anywhere Hard knockdown ender. Also most consistent after an anti-air Shatter Strike.
236CD > 6B > 623C > c. D 254 210 1 75% Corner
236CD > 41236AC ~ 236C > 6B > 214D 349 100 1 25% Anywhere On anti-air hit, you will have to delay the 236C slightly.
236CD > 41236AC ~ 236C > 6B > 623C > c.D 373 210 1 25% Corner
623AC > 214AC > 6B > 41236C ~ 236C 279 160 1 20% Corner The timing for the 214AC is awkward as an anti air, but doable.
214BD > 623AC > 214A 238 80 1 15% Corner When midscreen, omit the 214A.

1.5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) 353 60 1.5 30% Anywhere When charging 236236C, release the button as the opponent reaches the apex of the launch.
Heavy > 41236AC ~ 236C > 214 A > [SC] 236236C (hold) > 6A 462 60 1.5 30% Anywhere When charging 236236C, release the button as the opponent reaches the apex of the launch.

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Heavy > 214C > [SC] 236236BD 399 2 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
Corner
Anywhere

External Links

Provided ID could not be validated.

Yashiro combos by Pak of Warriors
Yashiro combos by Kakuge / Fighting Games

Navigation

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