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Added a Starters and Enders section.
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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 > 3C > 214B || 173 ||  ||  ||  || Anywhere || Leaves opponent standing in advantage
|-
| 2B > 2A > 2A > 623C || 175 ||  ||  ||  || Anywhere || Ranged
|-
| 2B > 2A > 3C > 41236B > 623B || 238 ||  ||  ||  || Anywhere || Oki
|-
| 2B > 2A > 3C > 41236B > 623D || 262 ||  ||  ||  || Corner ||
|-
| cl.C > 6A > 214B|| 206 ||  ||  ||  || Anywhere || Leaves opponent standing in advantage
|-
| cl.C > 6A > 41236B > 623B || 274 ||  ||  ||  || Anywhere || Oki
|-
| cl.C > 6A > 41236B > 623D || 300 ||  ||  ||  || Corner ||
|-
| 2C > 214A || 155 ||  ||  ||  || Anywhere ||
|}
|}



Revision as of 17:11, 31 March 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Starters and Enders

Starters

Number Combo Damage Stun Notes
1 j.X X X Jump-in. Can be used before starters 2 and 3.
2 2B > 5B > 3C 112 120 Basic light confirm.
3 5D > 6A 146 150 Most damaging combo starter.
4 CD 75 100 Goes over most low projectiles in the game and has huge range, but relatively slow start-up.

Enders

Number Combo Damage Stun Meter Cost Meter Gain Location Notes
1 214B 78 80 0 ? Anywhere Advantageous on hit. Best used for continued pressure.
2 214A 90 60 0 ? Anywhere Provides less stun than the above and the opponent can recover on hit but does more damage.
3 41236B~623B 154 120 0 ? Anywhere Ending in Power Dunk does less damage, the oki is more rewarding on hit.
4 41236B~623C 172 140 0 ? Anywhere Most damaging meterless combo ender. Opponent can recover safely on hit unless if canceled into 2141236P.
5 41236BD > 623BD > 41236B~623C 328 140 1 33% Anywhere Got meter to burn? No problem!
6 2141236P 200 0 1 0 Anywhere Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this).
7 236236K 190 0 1 0 Anywhere Slightly less damaging, but has better range. Are you OK?
8 2141236AC 355 0 2 0 Anywhere Most damaging Level 2 Super if you have the time to spare.
9 236236BD 343 0 2 0 Anywhere If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf!
10 2141236CD 450 0 3 0 Anywhere Buster... LAUNCHER!!!

Combos

Rush Auto Combo

Meterless: Terry follows up on the initial jab with a straight punch into a back fist, ending in qcb+A. (146 DMG)
1 Bar: Ends in qcfqcf+K. (231 DMG)
2 Bars: Ends in qcfqcf+BD. (356 DMG)
3 Bars: Ends in qcb,hcf+CD. (452 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 3C > 214B 173 Anywhere Leaves opponent standing in advantage
2B > 2A > 2A > 623C 175 Anywhere Ranged
2B > 2A > 3C > 41236B > 623B 238 Anywhere Oki
2B > 2A > 3C > 41236B > 623D 262 Corner
cl.C > 6A > 214B 206 Anywhere Leaves opponent standing in advantage
cl.C > 6A > 41236B > 623B 274 Anywhere Oki
cl.C > 6A > 41236B > 623D 300 Corner
2C > 214A 155 Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere


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

External Links

Terry Combos by Meno
Terry Bogard Combo Guide by Rooglemonger

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters