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Line 95: Line 95:
| 236CD > 41236AC ~ 236C > 6B > 623C > c.D || 373 || 210 || 1 || 25% || Corner ||
| 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.
| 623C > [SC] 236236C (hold) || 240 || 1o0 || 1 || 15% || Anywhere || Note it is impossible to combo after 623A.
|-
| 623AC > 214AC > 6B > 41236C ~ 236C || 279 || 160 || 1 || 20% || Corner || Consider just ending the combo with a f.D instead of continuing with 214AC if the 623AC lands as an anti air.
|-
|-
| 214BD > 623AC > 214A || 238 || 80 || 1 || 15% || Corner ||  
| 214BD > 623AC > 214A || 238 || 80 || 1 || 15% || Corner ||  

Revision as of 04:01, 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. Other light starters include, but not limited to:
    • 2A x3
    • 2B > 2A > f.A
    • 2A > c.B > (link) f.A
  • Heavy will denote a c.D > 6B starter. Other heavy starters include, but not limited to:
    • c.C > 6B
    • 2C > 6B
    • 2A > c.B > (link) 2C > 6B
    • f.C
    • 236CD (cancel) > c.A (optional) > c.B > (link) > 2C > 6B
  • 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. If 623 AC connects as an anti air, use a f.D instead of 214A.
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.
CD > 6B > 41236C ~ 236C > [SC] 236236C 377 260 1 30% Corner When charging 236236C, release the button as the opponent reaches the apex of the launch. Note that spending extra meter on a midscreen CD combo isn't generally worth it.
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
623C > [SC] 236236C (hold) 240 1o0 1 15% Anywhere Note it is impossible to combo after 623A.
623AC > 214AC > 6B > 41236C ~ 236C 279 160 1 20% Corner Consider just ending the combo with a f.D instead of continuing with 214AC if the 623AC lands as an anti air.
214BD > 623AC > 214A 238 80 1 15% Corner

1.5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) 353 250 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 462 190 1.5 30% Corner
CD > 41236C (whiff) > 41236AC ~ 236C > 6B > 41236C > [SC] 236236D 399 200 1.5 30% Anywhere
236CD > 6B > 41236C ~ 236C > [SC] 236236C (hold) 407 160 1.5 25% Anywhere
623AC > 236236C 247 0 1.5 0% Anywhere
623AC > 214A > [SC] 236236C (hold) 331 80 1.5 20% Corner
214BD > 623AC > 214AC > 6B > 41236C ~ 236C 340 160 1.5 25% Corner

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

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