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The King of Fighters XV/Andy Bogard/Combos: Difference between revisions
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==Starters== | |||
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/> | |||
The other starters in each table should also work in each case, but may not. | |||
===Light Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''?''' || || Standard low light confirm. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > ?''' || || Standard jump-in starter. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
===Rush Auto Combo=== | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| cl.A > A > A > B || || || 0 || || Anywhere|| Rush combo ending in a special move | |||
|- | |||
| cl.A > A > A > C || || || 1 || || Anywhere|| Rush combo ending in a super | |||
|- | |||
| cl.A > A > A > D || || || 2 || || Anywhere|| Rush combo ending in a Max super | |||
|- | |||
| cl.A > A > A > A || || || 3 || || Anywhere|| Rush combo ending in a Climax super | |||
|} | |||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" |
Revision as of 00:29, 29 April 2022
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 Kara Canceled. |
~ | 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/Y | Do either X move or Y move in a combo (Both final damage/stun values will be shown). |
X * N {X} * N |
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}". |
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 |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(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 | 0 | Anywhere | Rush combo ending in a special move | |||
cl.A > A > A > C | 1 | Anywhere | Rush combo ending in a super | |||
cl.A > A > A > D | 2 | Anywhere | Rush combo ending in a Max super | |||
cl.A > A > A > A | 3 | Anywhere | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2B, 5B > 236A | 136 | 0 | 15% | Anywhere | Basic light string into 236A, not the best damage | |
2B, 2A/c.C(1) > 4/6A > 41236D | 214/206 | 0 | 25% | Anywhere | Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup | |
... > 41236D > BD, 623C | 223 | 0 | 40% | Anywhere | 41236D break combo, and best midscreen meterless route | |
2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C | 277 | 0 | 45% | Corner | 41236D cancelled into fastfall allows a DP followup in the corner for more damage |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2A/c.C(1) > 4/6A > 236AC, 236C | 281 | 50% | 15% | Anywhere | 236AC combo, 236C can whiff if done out of the corner | |
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC | 271 | 50% | 30% | Anywhere | Break into EX dp, simple damage increase from his normal midscreen route | |
2B, 2A/c.C(1) > 4/6A > 236AC, 41236D > j.2D, 623C | 391 | 50% | 49% | Corner | 236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B, 2A/c.C(1) > 4/6A > 236C > 2141236B/D | 322 | 1 | 15% | Anywhere | Simple combo into super, the cancel from 236C can be done late and still combo to make the cancel simpler | |
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623A > 2141236B/D | 318 | 1 | 45% | Anywhere | Break into dp > super. The motion for dp to super is 632146A > 236B/D | |
... > 41236D(3) > j.2D, 623A > 2141236B/D | 362 | 1 | 45% | Corner | Fastfall cancel into dp > super. Can omit the dp and just go straight from dive to super for an easier combo that does 334 |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236B/D | 391 | 2 | 5% | Anywhere | Quick Max combo, not bad to use off of stray hits and counterpokes | |
2B, 2A/c.C(1) > 4/6A > 41236D > j.2D, 623A > 2141236BD | 490 | 2 | 45% | Corner | Example of using max super, usually a worthwhile damage increase |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236BD | 468 | 3 | 5% | Anywhere | Quick max combo with a max super ender, simple and good damage |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.C > 4/6A > 236C > 2141236B/D > 2141236CD | 682 | 4 | 20% | Anywhere | Since his climax can be done midair, you can get almost the full super for 2141236 before cancelling | |
Max Mode, c.C > 4/6A > 236C > 2363214A/C > 2141236BD > 2141236CD | 972 | 4 | 0 | Anywhere | Max Mode combo, and about the highest damage you can do. You won't always land this but when you do, it'll probably kill |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.C(1) > 4/6A > 236C > 2141236BC > 2141236CD | 805 | 5 | 0 | Anywhere | Max super into climax, nice high damage to dump 5 bars on |