-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Elisabeth Blanctorche/Combos: Difference between revisions
Jump to navigation
Jump to search
Coliflowerz (talk | contribs) |
BreadBeard (talk | contribs) No edit summary |
||
Line 2: | Line 2: | ||
{{ComboLegend-KOFXV}} | {{ComboLegend-KOFXV}} | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. | |||
|- | |||
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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 briefly. | |||
|- | |||
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown). | |||
|- | |||
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>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)'''.<br/> | |||
The other starters in each table should also work in each case, but may not. | |||
===Light Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''2B > 2B > 5B''' || || Standard low light confirm. | |||
|- | |||
| 2B > 2B > 2B || || | |||
|- | |||
| 2B > 2A || || | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > cl.C > 6A''' || || Standard jump-in starter. | |||
|- | |||
| cl.D > 6A || || Most damaging starter, but slow. Use after a deep jump-in or as a punish. | |||
|- | |||
| cl.A, cl.C > 6A || || Jab link into cl.C from cl.A. | |||
|- | |||
| f.C || || | |||
|} | |||
===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=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo!! Damage | ! Combo!! Damage !! Meter cost !! notes | ||
|- | |- | ||
| cl.A > A > A > B || | | cl.A > A > A > B || || 0 || Rush combo ending in a special move | ||
|- | |- | ||
| cl.A > A > A > C || | | cl.A > A > A > C || || 1 || Rush combo ending in a super | ||
|- | |- | ||
| cl.A > A > A > D || | | cl.A > A > A > D || || 2 || Rush combo ending in a Max super | ||
|- | |- | ||
| cl.A > A > A > A || | | cl.A > A > A > A || || 3 || Rush combo ending in a Climax super | ||
|} | |} | ||
Revision as of 01:13, 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 briefly. |
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 |
---|---|---|
2B > 2B > 5B | Standard low light confirm. | |
2B > 2B > 2B | ||
2B > 2A |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6A | Standard jump-in starter. | |
cl.D > 6A | Most damaging starter, but slow. Use after a deep jump-in or as a punish. | |
cl.A, cl.C > 6A | Jab link into cl.C from cl.A. | |
f.C |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move | |
cl.A > A > A > C | 1 | Rush combo ending in a super | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623A, Far D/214A | 191 | 200 | 0 | 25% | Anywhere | Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset. |
Light Starter > 214A | 153 | 150 | 0 | 20% | Anywhere | Easy light confirm. |
Heavy Starter > 623C, Far D/214A | 253 | 240 | 0 | 35% | Anywhere | Heavy confirm. |
Light Starter > 623A, 214B/D | 199 | 210 | 0 | 30% | Corner | |
Heavy Starter > 623C, 623A, 214B/D | 299 | 290 | 0 | 45% | Corner | |
CD, run, Far D | 143 | 170 | 0 | 20% | Anywhere | CD confirm from anywhere. |
CD, 6A > 623C, 623A, 214B/D | 269 | 320 | 0 | 45% | Corner |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623AC, 6A > 623C, Far D/214A | 288 | 260 | 0.5 | 30% | Anywhere | Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult. |
Light Starter > 623A, 623AC, 214B/cl.D | 250 | 210 | 0.5 | 30% | Anywhere | Easier light confirm. Choose your ender for an air reset or soft knockdown. |
Heavy Starter > 623C, 623A, 623AC, 6A > 214B/214C | 379 | 330 | 0.5 | 55% | Anywhere | Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown for slightly less damage. |
Light Starter > 623A, 214BD, 6A > 214B/D, cl.C | 340 | 320 | 0.5 | 40% | Corner | |
Light Starter > 623AC, 6A > 623C, 623A, 214B/D | 325 | 310 | 0.5 | 45% | Corner | Slightly weaker light confirm, but transitions easier from optimal midscreen confirm. |
Heavy Starter > 623C, 214BD, 6A > 623A, 214B/D, cl.C | 442 | 400 | 0.5 | 60% | Corner | Delay the juggled 6A or the 214BD slightly to get the combo to work. |
Heavy Starter > 623C, 623A, 214BD, 6A > 214B/D, cl.C | 440 | 400 | 0.5 | 60% | Corner | Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort. |
CD, run, 623AC, 6A > 623C, Far D/214A | 278 | 270 | 0.5 | 30% | Anywhere | CD can convert into 623AC from anywhere. The combo will be the same as your light confirm. |
CD, 6A > 623C, 623A, 214BD, 214B, cl.D | 375 | 390 | 0.5 | 55% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236A/C | 313 | 150 | 1 | 25% | Anywhere | Simple super cancel combo. |
Light Starter > 623A, 623AC, 214BD, 623C, Far D | 351 | 260 | 1 | 40% | Anywhere | Optimal light confirm. |
Heavy Starter > 623C, 623A, 623AC, 6A > 214BD, run, Far D | 431 | 320 | 1 | 45% | Anywhere | Optimal heavy confirm. |
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D | 423 | 380 | 1 | 55% | Corner | Optimal light confirm. |
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D | 486 | 400 | 1 | 60% | Corner | Optimal heavy corner confirm. |
j.CD, 236214A/C | 202 | 80 | 1 | 10% | Anywhere | Remember that any stray hit can convert into 236214A/C. |
CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D | 412 | 390 | 1 | 55% | Corner | Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos. |
236CD, 6A > 623C, Far D/214A | 258 | 170 | 1 | 70% | Anywhere | 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work. |
236CD, 6A > 623C, 623A, 214B/D | 307 | 220 | 1 | 85% | Corner | Your corner Shatter Strike combos will match your CD combos. |
Light Starter > 623AC, 6A > 623C, 214A > 236236A/C | 418 | 250 | 1.5 | 40% | Anywhere | |
Heavy Starter > 623C, 623A, 623AC, 6A > 214B > 236236A/C | 509 | 330 | 1.5 | 55% | Anywhere | Delay the 214B/D to make sure the super lands all of the hits. |
Light Starter > 623A, 214BD, 6A > 623C, 214B/D > 236236A/C | 459 | 310 | 1.5 | 45% | Corner | |
Heavy Starter > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C | 528 | 400 | 1.5 | 60% | Corner | |
CD, 6A > 623C, 623A, 214BD, 214D, cl.D > 236214A/C | 459 | 390 | 1.5 | 60% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623A, 623AC, 214BD, 623C, 214A > 236236A/C | 471 | 250 | 2 | 45% | Anywhere | Optimal confirm from heavies midscreen as well, dealing 536 damage. |
Heavy Starter > 623C, 214A > 236236AC | 522 | 230 | 2 | 35% | Anywhere | If you accidentally go into your regular Heavy Starter route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 236236A/C | 432/489 | 380/400 | 2 | 10% | Anywhere | 1000 Max Gauge combo. cl.C can be used over cl.D for consistency. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 236236A/C | 451/511 | 420/440 | 2 | 10% | Anywhere | 1250 and 1500 Max Guage combo. You'll have to delay the 214B/D slightly to get it to fit within the Max timer if you're on 2nd position. |
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214A/C | 506 | 380 | 2 | 60% | Corner | |
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214A/C | 570 | 400 | 2 | 60% | Corner | |
Light/Heavy Starter > BC, cl.D > 6A > 623A, 214BD, 6A > 214B/D > 236236A/C | 431/488 | 360/400 | 2 | 10% | Corner | 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 236236A/C | 462/523 | 420/460 | 2 | 10% | Corner | 1250 and 1500 Max Gauge combo. |
Light Starter > 623AC, 6A > 623C, 214A > 236236AC | 515 | 250 | 2.5 | 40% | Anywhere | |
Heavy Starter > 623C, 623A, 623AC, 6A > 214B > 236236AC | 606 | 330 | 2.5 | 55% | Anywhere | |
Light Starter > 623A, 214BD, 6A > 623C, 214B/D > 236236AC | 549 | 310 | 2.5 | 45% | Corner | |
Heavy Starter > 623C, 623A, 214BD, 6A > 214B/D > 236236AC | 622 | 330 | 2.5 | 55% | Corner | Different than the optimal 1.5 bar combo. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623A, 214A > 236236A/C > 236214AC | 565 | 190 | 3 | 30% | Anywhere | Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them. |
Light Starter > 623A, 623AC, 214BD, 623C, 214A > 236236AC | 561 | 250 | 3 | 40% | Anywhere | Alternate light confirm that does similar damage. |
Heavy Starter > 623C, 214A > 236236A/C > 236214AC | 644 | 230 | 3 | 35% | Anywhere | |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 214236CD | 622/679 | 380/400 | 3 | 10% | Anywhere | 1000 Max Guage combo. Elisabeth's best use of 3 bars. |
Light/Heavy Starter > BC, cl.D > 6A > 214A > 236236A/C > 214236CD | 642/703 | 260/280 | 3 | 10% | Anywhere | 1250 Max Guage combo. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 214236CD | 641/701 | 420/440 | 3 | 10% | Anywhere | Alternate 1250 Max Guage combo. Technically less damage but generates much more stun. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214A > 236236A/C > 214236CD | 669/734 | 320/340 | 3 | 10% | Anywhere | 1500 Max Guage combo. |
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214AC | 582 | 380 | 3 | 60% | Corner | |
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214AC | 651 | 400 | 3 | 60% | Corner | |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214BD, 6A > 214B/D > 214236CD | 634/692 | 380/400 | 3 | 10% | Corner | 1000 Max Guage combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Guage before the Climax. Stick with the midscreen combo if you aren't confident in your timing. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 214236CD | 652/713 | 420/440 | 3 | 10% | Corner | 1250 Max Guage combo. Requires another slight delay on the 6A. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214B/D > 236236A/C > 214236CD | 675/740 | 340/360 | 3 | 10% | Corner | 1500 Max Guage combo. Delay the 214B/D to right before they hit the ground. |
Light Starter > 623AC, 6A > BC, 623C, 214A > 236236A/C > 214236CD | 673 | 250 | 3.5 | 20% | Anywhere | This does marginally more than a 1250 Max Guage combo. |
Heavy Starter > 623C, 623A, 623AC, 6A > BC, 214A > 236236A/C > 214236CD | 764 | 310 | 3.5 | 35% | Anywhere | More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage. |
Light Starter > 623A, 214BD, 6A > BC, 623C, 214B/D > 236236A/C > 214236CD | 713 | 310 | 3.5 | 20% | Corner | Delay the 6A as much as possible. |
Heavy Starter > 623C, 623A, 214BD, 6A > BC, 214B/D > 236236A/C > 214236CD | 786 | 330 | 3.5 | 35% | Corner | Delay the 6A here as well. 214C can be used instead of 214B/D. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > BC, cl.D > 6A > 214A > 236236AC > 214236CD | 732/800 | 260/280 | 4 | 10% | Anywhere | 1250 Max Guage combo. Your Max confirms are much more meter efficient here than non-Max combos. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD | 751/824 | 320/340 | 4 | 10% | Anywhere | 1500 Max Guage combo. |
Light Starter > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236A/C > 214236CD | 764 | 310 | 4 | 30% | Corner | Works with 1250 Max Guage. You'll need to delay the 214B/D. You can also use 214C. |
Heavy Starter > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236A/C > 214236CD | 823 | 330 | 4 | 35% | Corner | Stronger than her 1250 Max confirm, but weaker than her 1500 confirm. |
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214B/D > 236236AC > 214236CD | 757/830 | 340/360 | 4 | 10% | Corner | 1500 Max Guage corner combo. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD | 839 | 310 | 5 | 20% | Corner | Overall Elizabeth can't spend 5 meter that well except for these two corner combos. |
Heavy Starter > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD | 898 | 330 | 5 | 15% | Corner |