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The King of Fighters XV/King/Combos: Difference between revisions
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{{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. | |||
|- | |||
| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. | |||
|- | |||
| '''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 > 2A > 3D''' || || Standard low light confirm. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > cl.C > 6B''' || || Standard jump-in starter. | |||
|- | |||
| '''cl.D > 6B''' || || Most damaging starter, but slow. Best used after a deep jump-in or as a punish. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
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* Can use cl.C instead of cl.D too | * Can use cl.C instead of cl.D too | ||
* You can delay canceling of 3D into specials to guarantee 623D doesn't whiff. | * You can delay canceling of 3D into specials to guarantee 623D doesn't whiff. | ||
* Meter Gain Values found by dividing number of pixels of gained meter by length of meter | * Meter Gain Values found by dividing number of pixels of gained meter by length of meter gauge (300 pixels). | ||
* Some meter gain values rounded to nearest hundredth. | * Some meter gain values rounded to nearest hundredth. | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B || 154 || 0 || Rush combo ending in a special move | |||
|- | |||
| cl.A > A > A > C || 231 || 1 || Rush combo ending in a super | |||
|- | |||
| cl.A > A > A > D || 363 || 2 || Rush combo ending in a Max super | |||
|- | |||
| cl.A > A > A > A || 460 || 3 || Rush combo ending in a Climax super | |||
|} | |||
===0 Meter=== | ===0 Meter=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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===0.5 Meters=== | ===0.5 Meters=== | ||
Heavy Starter information in ( ). | Heavy Starter information in ( ). | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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===1 Meters=== | ===1 Meters=== | ||
Heavy starter information in ( ). | Heavy starter information in ( ). | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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===1.5 Meters=== | ===1.5 Meters=== | ||
Heavy starter information in ( ). | Heavy starter information in ( ). | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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Moves in ( ) are for 1250/1500 Max Mode routes. | Moves in ( ) are for 1250/1500 Max Mode routes. | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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Far Heavy Kick Starter in ( ) on max mode combos. | Far Heavy Kick Starter in ( ) on max mode combos. | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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===4 Meters=== | ===4 Meters=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
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===5 Bars=== | ===5 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes | ||
|- | |- |
Revision as of 01:52, 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. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
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 > 2A > 3D | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6B | Standard jump-in starter. | |
cl.D > 6B | Most damaging starter, but slow. Best used after a deep jump-in or as a punish. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Notation Guide (placeholder XIV page for now, replace w/ XV page when available)
General Notes
- Can chain a second cr.B into cr.A
- Can use cl.C instead of cl.D too
- You can delay canceling of 3D into specials to guarantee 623D doesn't whiff.
- Meter Gain Values found by dividing number of pixels of gained meter by length of meter gauge (300 pixels).
- Some meter gain values rounded to nearest hundredth.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 154 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 231 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 363 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 460 | 3 | Rush combo ending in a Climax super |
0 Meter
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
cr.B > cr. A > 3D > 214D | 173 | 260 | 0 | .24 | Anywhere | Corner Carry / Stun / Better KD |
cr.B > cr.A > 3D > 623D | 186 | 100 | 0 | .32 | Anywhere | Damage / Super Cancelable |
King can combo into her Venom Strikes as well, but she can be punished on hit at certain ranges.
0.5 Meters
Heavy Starter information in ( ).
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.(x) > cl.D > 3D > 214BD > 214B > 623D | 359-384 | 260-300 | .5 | .53 | Anywhere | Jump-in is meter positive. |
cr.B > cr.A > 3D > 214BD > 214B > 623D | 291 (337) | 220 (230) | .5 | .43 | Anywhere | Midscreen Light Starter |
cr.B > cr.A > 3D > 236BD > 214B > 623D | 308(354) | 220 (230) | .5 | .43 | Corner | Corner Light Starter |
cl.D > 6B > 236BD > 236B > 236B > 623D | 389 | 230 | .5 | .48 | Corner | .35 Meter Gain After EX |
cl.D > 6B > 236BD > 236B > 214B > 623D | 385 | 290 | .5 | .53 | Corner | .40 Meter Gain After EX |
1 Meters
Heavy starter information in ( ).
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
cr.B > cr.A > 3D > 623D > 236236P | 292 (343) | 100 (110) | 1 | Anywhere | Resets King to full screen | |
cr.B > cr.A > 3D > 623D > 214214K | 300 (345) | 100 (110) | 1 | Anywhere | Safe Jump* | |
cr.B > cr.A > 3D > 214BD > 214B > 623BD | 306 (355) | 220 (230) | 1 | Anywhere | Midscreen Light Max Damage | |
cr.B > cr.A > 3D > 236BD > 214BD > 214B > 623D | 360 (412) | 220 (230) | 1 | Corner | Corner Light Max Damage | |
c.D > 6B > 236BD > 236B > 236BD > 214B > 623D | 458 | 290 | 1 | .53 | Corner |
*Safe Jump after 214214K:
Corner - Forward Full Jump;
Midscreen - Slightly Delayed Forward Hop
1.5 Meters
Heavy starter information in ( ).
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.(x) > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214D | 454-479 | 260-300 | 1.5 | .50-52 | Anywhere | Can be started at 1 meter from a Jump-in. |
cr.B > cr.A > 3D > 214BD > 214B > 623D > [SC] 214214D | 386 (432) | 220 | 1.5 | .43 | Anywhere | *Safe Jump See Note Above |
cr.B > cr.A > 3D > 236BD > 214B > 623D > [SC] 214214D | 403 (449) | 220 | 1.5 | .43 | Corner | *Safe Jump See Note Above |
(j.D) > cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D | 506 (540) | 290 (360) | 1.5 | .53 | Corner |
2 Meters
Heavy starter information in ( ).
Moves in ( ) are for 1250/1500 Max Mode routes.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.x > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD | 550-575 | 260-300 | 2 | Anywhere | Jump-in required for meter. | |
cl.D > 6B > 236BD > 236B > 236BD > 214BD > 623D > [SC] 214214D | 601 | 2 | Corner | |||
cr.LK x3 > max > cl.D* > (3D >) 214BD > (214B >) 623D > 214214D | 370 (397) | Anywhere | 1000 (1250/1500)* |
*If king has to run too far from a f.D max activation, use cl.C instead of cl.D so that you have enough max mode left to super cancel.
2.5 Meters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.(x) > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214BD | 528 | 2.5 | Anywhere | |||
cl.D > 6B > 236BD > 236B > 236B > 623D > [SC] 214214BD | 580 | 2.5 | .49 | Corner |
3 Meters
Far Heavy Kick Starter in ( ) on max mode combos.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
cr.LK x3 > max > cl.D > 214BD > 623D > Climax | 565 (592) | 3 | Anywhere | 1000 Max Mode combo | ||
cr.LK x3 > max > cl.C/cl.D > 3D > 214BD > 214B > 623D > Climax | 601 (642) | 3 | Anywhere | 1250/1500 Max Mode combo | ||
cr.LK x3 > max > cl.C/cl.D > 6B > 236BD > 236B > 214B > 623D > Climax | 604(683) | 3 | Corner | 1250/1500 Max Mode Combo | ||
j.x > cl.D > 3D > 214BD > 214B > 623D > Climax | 649-674 | 290 | 3 | Anywhere | Jump in or above 3 meter required. | |
(j.D) > cl.D > 6B > j.236BD > 236B > 214B > 623D > Climax | (725) 675 | 290 | 3 | Corner | Replace 214B with 236B, if you start from a jump in or with above 3 meter. |
- Use cl.C instead of cl.D for slightly more wiggle room for the Climax Cancel.
The last three combos in this section require King to have just above 3 meters or to start from a jump in at 3 meters to convert into Climax. Otherwise you can cancel into level 2 supers.
4 Meters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere | ||||||
5D > 6B > j.236BD > 236B > 214B > 623D > 236236P > Climax | 775 | Corner | 236B instead of 214B, if started above 3 bars or with a jump in. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |