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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 > 2A''' ||  || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > cl.C > 6B''' ||  || Standard jump-in starter.
|-
| cl.D > 6B ||  || Surprisingly, cl.D is faster than cl.C. It still has less range and more pushback, so best used from a close 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==
* '''Light Starter''' = 2B > 2A > 2A
'''General Notes'''
* '''Heavy Starter''' = cl.D > 6B
* Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward.


==6B > [4]6==
===Rush Auto Combo===
 
{|class="wikitable sortable"
Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward.
! Combo!! Damage !! Meter cost !! notes
|-
|  cl.A > A > A > B || 129 || 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 || 360 || 2 || Rush combo ending in a Max super.
|-
|  cl.A > A > A > A || 448 || 3 || Rush combo ending in a Climax super.
|}


===Meterless===
===Meterless===
{|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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===EX===
===EX===
{|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 Bar===
===1 Bar===
{|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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===2 Bars===
===2 Bars===
{|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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===3 Bars===
===3 Bars===
{|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 Bars===
===4 Bars===
{|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
|-
|-

Latest revision as of 17:24, 29 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 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 > 2A Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > cl.C > 6B Standard jump-in starter.
cl.D > 6B Surprisingly, cl.D is faster than cl.C. It still has less range and more pushback, so best used from a close 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

General Notes

  • Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 129 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 360 2 Rush combo ending in a Max super.
cl.A > A > A > A 448 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6P ~ P 150/179/192 170/200/210 0 20% Anywhere Damage will vary depending on how much back charge was accumulated before the combo.
Heavy Starter > [4]6P ~ P 217 190 0 25% Anywhere
Light Starter > [4]6P (level 2-3) ~ P, 6B 216/229 250/260 0 30% Corner If you were able to charge a level 2 or above 46P, you can get an OTG 6B after.
CD > 4A, [4]6P ~ P 150/179/192 180/210/220 0 20% Anywhere Niche combo that doesn't require charge that can be used as a whiff punish, since CD > 4A is unsafe.
CD > 214A, [4]6P ~ (delay) P 201 220 0 25% Near Corner CD corner combo for when the opponent is slightly away from the corner. You need the 214A to hit airborne so it causes a juggle. Delaying your cancel into 214A slightly can increase of likelihood of this happening.
CD > 214A, 2B > 2A > [4]6P ~ P, 6B 287 360 0 40% Corner If 214A hits standing you can link a 2B and finish with your usual light confirm.
[2]8P (AA cross up), cl.D 156/176/196 150/170/190 0 20% Anywhere Combo if [2]8P anti-airs a cross-up.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6AC ~ P 191 90 0.5 10% Anywhere If you had enough time to charge a level 3 version of [4]6P, you dont need to spend the EX here.
Light Starter > 6B > 236CD, [4]6P ~ P 230 210 1 75% Anywhere Although this combo technically costs 1 bar, due to the meter build from landing a Shatter Strike, this combo functionally costs less than half a bar, and ends up being more damaging than just cancelling into [4]6AC.
Heavy Starter > [4]6AC ~ P 261 110 0.5 15% Anywhere Consistently more damage as a heavy combo.
Light Starter/Heavy Starter > [4]6AC, [2]8P, cl.D 283/319 240/260 0.5 30% Corner Against smaller characters such as Yuri or Meitenkun himself, you can only get a cl.B after the [2]8P.
Light Starter > 6B > 214AC, [4]6P ~ P 264 210 0.5 25% Corner Stronger than the previous combo if only a cl.B ender is possible. Note that 214AC won't combo if they're pushed too far back after the 6B.
CD, 214AC 151 100 0.5 10% Anywhere Very consistent.
CD, 214A, [4]6P, [2]8AC, [2]8P, [4]6P ~ P, 6B 446 450 0.5 60% Near Corner If the 214A causes a juggle, you can land this very powerful combo.
[2]8AC, [4]6P ~ P 216/246/260 80/110/120 0.5 15% Anywhere Combo from a [2]8AC. For the level 2 and 3 [4]6P, you have to hit them low enough to the ground so the P follow-up hits.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6P ~ (delay) P > 236236K 292/321/334 170/200/210 1 25% Anywhere You don't have to delay the P follow-up as much on level 2 or 3 [4]6P. You can input the P follow up as 236P and then input 236K to get the super. If you land this in the corner, you can get an OTG 6B after.
Heavy Starter > [4]6P ~ P > 236236P 361 190 1 25% Anywhere
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B 439/528 340/360 1 45% Corner Remember to input the [2]8 as [1]7 to build charge for [4]6P.
236CD, [4]6P ~ P 164 80 1 65% Anywhere Meitenkun's SS confirms are fairly straight forward, and will be identical to his regular confirms after the normals.
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B 511/582 380/360 1.5 45% Corner Identical to the last combo, except fitting a 214AC at the beginning.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6P ~ (delay) P > 236236BD 405/434/447 170/200/210 2 25% Anywhere
Heavy Starter > [4]6P ~ (delay) P > 236236BD 493 190 2 25% Anywhere
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236K, 6B 531/639 330/360 2 40% Corner
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K 369 320 2 15% Anywhere Meitenkun's only midscreen Max combo from a light confirm.
(QM) Heavy Starter > 4A > BC, [4]6AC, [2]8AC, [4]6P ~ P > 236236K 491 230 2 15% Anywhere At 1500 Max Guage, Meitenkun gets a unique max combo that utilizes the knockdown of 4A. Still weaker than a regular heavy confirm however.
(QM) Light Starter > BC, cl.D > 6B > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B 459 490 2 45% Corner 1000 Max Guage combo.
(QM) Light Starter > BC, cl.D > 214AC > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B 478 450 2 45% Corner 1250 Max Guage combo. Leaving out the usual 6B gives you just enough time to fit the 3 EX moves in.
(QM) Light Starter > BC, cl.D > 6B > [4]6AC, [2]8AC, (delay) [4]6P ~ P > 236236K, 6B 518 400 2 15% Corner 1500 Max Guage combo. You have just enough Max timer to fit this all in, so any excess delay can potentially cause you to miss the super.
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 236236K, 6B 604/659 380/360 2.5 45% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6P ~ (delay) P > 236236K > 236236AC 516/545/558 170/200/210 3 20% Anywhere
Heavy Starter > [4]6P ~ (delay) P > 236236K > 236236AC 609 190 3 25% Anywhere
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236BD 598/705 290/310 3 35% Corner
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 2141236CD 534 320 3 15% Anywhere 1000 Max combo. Meitenkun's QM damage is comparable to his regular combos at 3 meters. Input the P follow up as 214P, then input 236CD for the Climax Cancel.
(QM) Light Starter > 6B > BC, 5C > [4]6P > 236236K > 2141236CD 596 260 3 15% Anywhere 1250 Max combo. 5C is the most consistent after Quick Max to make sure you have enough Max gauge to fit everything no matter the spacing.
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K > 2141236CD 629 320 3 15% Anywhere 1500 Max combo.
(QM) Light Starter > 6B > BC, cl.D > 6B > 214AC, [4]6P ~ (delay) P > 2141236CD 583 320 3 15% Corner 1000 corner Max combo. At 1250 and 1500 gauge, use the midscreen combos.
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236BD 661/741 330/310 3.5 45% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6P ~ (delay) P > 236236K > 2141236CD 598/627/640 170/200/210 4 20% Anywhere
Heavy Starter > [4]6P ~ (delay) P > 236236K > 2141236CD 700 190 4 25% Anywhere
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ (delay) P > 236236K > 2141236CD 785/874 340/360 4 25% Corner Works with 1250 or 1500 Max Gauge.
(QM) Light Starter > 6B > BC, 5C > [4]6P > 236236BD > 2141236CD 689/780 260/240 4 15% Anywhere 1250 Max combo.
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K > 2141236CD 706/777 320/300 4 15% Anywhere 1500 Max combo.
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ P > 236236K > 2141236CD 856/928 380/360 4.5 25% Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6P ~ (delay) P > 236236BD > 2141236CD 711/740/753 170/200/210 5 20% Anywhere
Heavy Starter > [4]6P ~ (delay) P > 236236BD > 2141236CD 819 190 5 25% Anywhere
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ (delay) P > 236236BD > 2141236CD 862/951 340/360 5 25% Corner

External Links

Meitenkun Combos by Meno

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