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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
|-
| '''?''' ||  || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
|}


==Combos==
==Combos==
===Rush Auto Combo===
{|class="wikitable sortable"
! 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.
|}
===0 Bars===
===0 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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===0.5 Bars===
===0.5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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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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===1.5 Bars===
===1.5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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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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===2.5 Bars===
===2.5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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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
|-
|-

Revision as of 01:08, 30 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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

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.

0 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cl.D > 6B (1) > 41236K 217 90 0 25% Anywhere 41236K as your ender leads to the best oki.
2B > 5A > 41236P ~ 236K 204 60 0 25% Anywhere You can leave out the 236K for better oki.
CD, CD 138 200 0 20% Corner 214A/C does more damage but takes the opponent out of the corner. Not only that, immediately hopping after the 2nd CD sets up a safejump.

0.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > st.A > 214BD > 623K > 236K 275 60 0.5 Anywhere
41236AC > 236K > cr.D 209 70 0.5 Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
j.(x) > cl.C > 6B (1) > 236CD > cl.D > 6B (1) > 41236K 358 250 1 Anywhere
cr.B > st.A > 214BD > 623BD > 236K > cr.D 339 130 1 Anywhere
214K > [SC] 236236K 236 60 1 Anywhere
j.(x) > cl.D > 6B (1) > 214BD > 623BD > 236K > micro run 214A 489 160 1 Anywhere Example can be found here.
j.(x) > cl.D > 6B (1) > 214BD > 623BD > 236K > 5CD 455 260 1 Corner True 4f safe jump setup. Demonstration can be found here.

1.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > st.A > 214BD > 623K > [SC] 4123641236P 402 60 1.5 Anywhere
cr.B > st.A > 214BD > 214A > [SC] 236236K 388 60 1.5 Anywhere
cr.B > st.A > 214BD > 623BD > 236K > 214AC 406 60 1.5 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

2.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
41236AC > 236K > [AC] 236236BD 409 0 2.5 Anywhere
cr.B > st.A > 214BD > 214A > [AC] 236236BD 493 60 2.5 Anywhere
cr.B > st.A > 214BD > 623K > [AC] 4123641236AC 526 60 2.5 Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > st.A > Quick Max > cl.D > 6B (1) > [SC] 4123641236P > [CC] Climax 573 150 3 Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Raw Max > j.(x) > cl.D > 6B (1) > 214A > [SC] 236236K > [AC] 4123641236AC > [CC] Climax 1047 140 4 Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Shermie Combos by Meno
Shermie Combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters