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|  cl.A > A > A > A || 449 ||  || 3  ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 449 ||  || 3  ||  || Anywhere|| Rush combo ending in a Climax super
|}
===Beginner Combo===
{|class="wikitable"
! Combo!! Damage !! Location !! Notes
|-
| 2B > 2B > f.A > 214B || 148 || 0 || Anywhere || Basic light low confirm. Good combo to know, won't let you down.
|-
| j.C > cl.C > 6B > j.214D || 181 || 0 || Anywhere || Basic heavy confirm. If j.C > cl.C get blocked, try not to do 6B or you could get punished.
|-
| 2B > 2B > f.A > 214BD~A, 623B || 249 || 0.5 || Anywhere || Good way to start using your meter.
|-
| j.C > cl.C > 6B > j.236BD, 214D~A || 336 || 0.5 || Anywhere || Using some meter, but with heavy buttons. Really good combo. Hold D after inputting 214D to make the link more lenient.
|-
| 2B > 2B > f.A > 214B > 214214'''A/AC''', 214D~A || 317'''/'''421 || 1'''/'''2 || Anywhere || After the super, chase the opponent down with 214D~A. Hold D after inputting 214D to make the link more lenient.
|-
| j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D || 401 || 1 || Anywhere || After 623BD, do j.236D before you hit the ground.
|-
| j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D > j.236236'''D/BD''' || 494'''/'''579 || 2'''/'''3 || Anywhere || After 623BD, do j.236D before you hit the ground.
|}
|}



Revision as of 22:59, 7 April 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
{X Starter} Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be canceled before it finishes.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input.
X * N Repeat 'X' input 'N' amount of times.

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
2B > 2B > f.A 80 Fantastic low light confirm thanks to f.A's great range and good cancel routes.
j.A/B/C > f.A 63/93 Another amazing starter that combines both the speed and range of her jump-ins with the amazing range of her far A.
You can pick up combos from incredibly spaced jump-ins.
j.X > cl.C 136 When outside of cl.C > 6B range, you have to stop at cl.C and use a grounded special.
Apart from the meterless 214D~A combo, this starter behaves as a "Light Starter"
f.C 70 Long and cancelable button that uses mostly the same cancels as f.A. Single hit confirmable into 214B and 214BD.

Heavy Starters

Combo Damage Notes
j.X > cl.C > 6B 176 Standard jump-in starter. 6B will whiff at some ranges even when cl.C hits. Try to recognise this spacing and opt for a different combo after cl.C.
If 6B connects on block, cancel into 236B for safety. 6B may whiff in some strings leaving Isla very vulnerable.
cl.D > 6B 122 Most damaging combo starter. Use when you can in punishes. Otherwise a worse cl.C.

Other Starters

Combo Damage Notes
CD 75
3D > MAX 65 Low with great range. Good pressure starter if blocked. Does not low profile as much as you'd think.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 138 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 214 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 325 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 449 3 Anywhere Rush combo ending in a Climax super

Beginner Combo

Combo Damage Location Notes
2B > 2B > f.A > 214B 148 0 Anywhere Basic light low confirm. Good combo to know, won't let you down.
j.C > cl.C > 6B > j.214D 181 0 Anywhere Basic heavy confirm. If j.C > cl.C get blocked, try not to do 6B or you could get punished.
2B > 2B > f.A > 214BD~A, 623B 249 0.5 Anywhere Good way to start using your meter.
j.C > cl.C > 6B > j.236BD, 214D~A 336 0.5 Anywhere Using some meter, but with heavy buttons. Really good combo. Hold D after inputting 214D to make the link more lenient.
2B > 2B > f.A > 214B > 214214A/AC, 214D~A 317/421 1/2 Anywhere After the super, chase the opponent down with 214D~A. Hold D after inputting 214D to make the link more lenient.
j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D 401 1 Anywhere After 623BD, do j.236D before you hit the ground.
j.C > cl.C > 6B > j.236BD, 623BD ~ j.236D > j.236236D/BD 494/579 2/3 Anywhere After 623BD, do j.236D before you hit the ground.

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214B 148 170 Anywhere Basic low confirm. Single-hit confirmable from f.C.
f.C > 214D~A 181 190 Anywhere Must be close to combo. Rarely worth it.
Heavy Starter > j.214D 244 240 Anywhere Really good damage with a great knockdown for safe-jumping. 6B will whiff at some ranges, and in others j.214D won't combo (the latter will only happen from some jump-ins.)
j.X > cl.C > 214D~A 241 260 Anywhere Another reliable combo for when you're too far for cl.C > 6B to connect.

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214BD~A, 623B 249 170 0.5 0.3 Anywhere Really great way to spend a bit of bar. Single-hit confirmable from f.C.
Heavy Starter > j.236BD, 214D~A 336 300 0.5 0.3 Anywhere Loses 3 damage over 623D ender, but the knockdown is significantly better and always worth the trade.
Heavy Starter > j.236BD, 214B, cl.D 382 330 0.5 0.4 Anywhere Have to do both 214B and cl.D deceptively early.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214B > 214214A/C, 214D~A 317 290 Anywhere Another fantastic use of meter. Great damage and great knockdown. Single-hit confirmable from f.C.
Light Starter > 214B > 214214A/C, dl.236A, 623D 356 290 Corner Works near mid-screen. Delay the 236A slightly after the pop-up from the super, then link into the 623D as early as possible.
Heavy Starter > j.236BD, 623BD ~ j.236D 384 240 Anywhere Reliable meter burner for solid damage and a mediocre knockdown, but good corner carry.
Heavy Starter > j.236BD, dl.623BD ~ dl.j.214D 395 240 Anywhere Tricky combo, but better damage and way better Oki than the above combo. The trick is to delay the 623BD as much as possible, but not to delay the 214D quite as much.
Heavy Starter > j.236BD, 623BD ~ j.236D, cl.D 453 310 Corner Works near mid-screen. Basic mid-screen BnB but you can link into cl.D in the corner, adding a good chunk of damage.
Light Starter/j.X > cl.C > 214B > 214214A/C, dl.236A, 623BD ~ j.236D, cl.D 439/517 340/390 1.5 Bar Corner Works near mid-screen. Just an absurd amount of damage for so little meter.
Heavy Starter > j.236BD, 214B > 214214A/C, 214D~A 455 380 1.5 Bar Anywhere Great damage, great corner carry, great knockdown.
Heavy Starter > j.236BD, dl.214B > 214214A/C, dl.236A, 623D 505 380 1.5 Bar Corner Works near mid-screen. 214B must be delayed slightly in the corner for the super cancel. Alternatively, 214D can be used for consistency at a slight loss in damage.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter/j.X > cl.C > 214B > 214214AC > 214D~A 421/491 290/340 0.4 Anywhere Great use of meter in general. Almost always worth doing with j.X > cl.C instead of Heavy Starter for the better oki and no side-swap.
Light Starter > 214B > 214214AC > dl.236A, 623D 460 290 0.4 Corner Better ender when done in the corner.
Heavy Starter > j.236BD > 623BD > j.236D > 236236K 494 240 0.3 Anywhere Good damage, but side swaps whilst moving you towards the corner. Usually better to opt for the combo above with j.X > cl.C.
Heavy Starter > j.236BD, dl.214B > 214214A/C > dl.236A, 623D > j.236236K 590 380 0.1 Corner Builds just enough meter for the super at the end. Amazing damage.
Light Starter/j.X > cl.C > 214B > 214214AC, dl.236A, 623BD ~ j.236D, cl.D 543/623 340/390 2.5 Bar Corner Works near mid-screen.
Heavy Starter > j.236BD, 214B > 214214AC, 214D~A 546 380 2.5 Bar Anywhere Great damage, great corner carry, great knockdown.
Heavy Starter > j.236BD, dl.214B > 214214AC, dl.236A, 623D 596 380 2.5 Bar Corner Works near mid-screen. 214B must be delayed slightly in the corner for the super cancel. Alternatively, 214D can be used for consistency at a slight loss in damage.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter/j.X > cl.C > 214B > 236236B/D > 214214AC, 214D~A 531/625 290/340 0.4 Anywhere 3 Bar combo for when Isla is on point. Which is likely.
Light Starter/j.X > cl.C > MAX, cl.C > 214B > 236236B/D > 214236CD 560/656 240/290 Anywhere 2nd or 3rd Character. Must do cl.C as close to the opponent as possible after the Quick Max for the Climax Art to connect later in the combo.
Light Starter > MAX, cl.D > 214B > 214214A/C, dl.236A, 214B > 214236CD 582 380 0.1 Corner 2nd or 3rd Character.
Heavy Starter > j.236BD, dl.214B > 214214AC > dl.236A, 623D > j.236236K 681 380 0.1 Corner Builds just enough meter for the super at the end. Goofy damage.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214B > 236236B/D > 214236CD 616 170 0.2 Anywhere 4 Bar combo for when Isla is on mid. Which is possible.
j.X > cl.C > 214D > 236236B/D > 214236CD 690 200 0.25 Anywhere Above combo doesn't seem to work with this starter because of 214B, so, swap.
Light Starter/j.X > cl.C > MAX, cl.C > 214B > 236236B/D > 214236CD 645/747 240/290 Anywhere Must do cl.C as close to the opponent as possible after the Quick Max for the Climax Art to connect later in the combo.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Start/j.X > cl.C > 214B > 236236B/D > 214214AC, 214D > 236236BD 675/781 230/280 Non-Corner 5 Bar combo for when Isla is Anchor. Lol.

External Links

Isla Combos by Meno
Isla Combos by Kakuge

Navigation

The King of Fighters XV
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