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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2B > 2A > 214AC || 182 || || 0.5 || || Anywhere ||  
| '''Light Starter''' > 214AC || 182 || 90 || 0.5 || 10% || Anywhere || Weak but easy to execute grants a hard knockdown.
|-
|-
| 2B > 2B > 2A > 623AC, delay 214C || 230 || || 0.5 || || Anywhere ||  
| '''Light Starter'''/'''Heavy Starter''' > 623AC, (delay) 214C || 230/282 || 150 || 0.5 || 20% || Anywhere || Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown.
|-
|-
| (j.X) > c.C > 6A > 623AC, 214C || 272 || || 0.5 || || Anywhere ||  
| '''Light Starter''' > 623AC, 623C, 214C || 289 || 230 || 0.5 || 40% || Corner ||  
|-
|-
| 2B > 2B > 2A > 623AC, 623C, 214A || 278 || || 0.5 || || Corner ||  
| '''Light Starter''' > 236AC, 623C, 2D || 276 || 240 || 0.5 || 35% || Corner || Easier combo.
|-
|-
| 2B > 2B > 2A > 236AC, 623C, 214A || 281 || || 0.5 || || Corner ||  
| cl.D > 6B > j.236C, 623AC, 623C, 214C || 376 || 300 || 0.5 || 55% || Corner || Optimal corner combo. Meter positive.
|-
|-
| (j.X) > c.C > 6A > 236AC, 623C, 214A || 326 || || 0.5 || || Corner ||  
| CD > {214A}, 623AC, (delay) 214C || 225 || 160 || 0.5 || 25% || Midscreen || Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo.
|-
|-
| (j.X) > c.C > 6B > j.236C, 623AC, 623C, 214C || 414 || || 0.5 || || Corner ||  
| CD > {214A}, 623AC, 623C, 214C || 284 || 240 || 0.5 || 45% || Corner || 623AC combos work in the corner after a CD, even if you whiff a 214A.
|}
|}



Revision as of 21:45, 1 May 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 > 2B > 2A 80 Standard low light confirm.

Heavy Starters

Combo Damage Notes
cl.D > 6A 122 Grounded punish starter.
j.X > cl.C > 6A 176 Standard jump-in starter. Usually is more consistent than cl.D due to D normals' pushback.

Other Starters

Combo Damage Notes
CD 75
cl.D > 6B 113 Leads to his air specials.

(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 125 0 Rush combo ending in a special move.
cl.A > A > A > C 230 1 Rush combo ending in a super.
cl.A > A > A > D 350 2 Rush combo ending in a Max super.
cl.A > A > A > A 443 3 Rush combo ending in a Climax super.


Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A 135 150 20% Anywhere Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo 148 120 20% Anywhere Better Shun'ei low confirm, believe it or not.
Heavy Starter > 623C, 2D 266 270 40% Anywhere You can cancel 2D into 214A to get a little closer to the opponent on their wake up.
Heavy Starter > 214C 194 180 25% Anywhere The damage and meter gain are significantly less, but this does grant you a safe jump.
cl.D > 6B > j.236C, 214C 235 220 30% Corner
CD > {214A}, 214C 143 160 25% Anywhere This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general.
CD > {214A}, 623A, cl.C 194 250 30% Corner If you cancel into 214A in the corner, go for this combo. If you don't cancel, your BNB of 623C, 2D is stronger.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC 182 90 0.5 10% Anywhere Weak but easy to execute grants a hard knockdown.
Light Starter/Heavy Starter > 623AC, (delay) 214C 230/282 150 0.5 20% Anywhere Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown.
Light Starter > 623AC, 623C, 214C 289 230 0.5 40% Corner
Light Starter > 236AC, 623C, 2D 276 240 0.5 35% Corner Easier combo.
cl.D > 6B > j.236C, 623AC, 623C, 214C 376 300 0.5 55% Corner Optimal corner combo. Meter positive.
CD > {214A}, 623AC, (delay) 214C 225 160 0.5 25% Midscreen Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo.
CD > {214A}, 623AC, 623C, 214C 284 240 0.5 45% Corner 623AC combos work in the corner after a CD, even if you whiff a 214A.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2B > 2A > 214A > 236236K 287 1 Anywhere
2B > 2B > 2A > 236AC, 623AC, 214C 306 1 Anywhere
2B > 2B > 2A > 623AC, 623C, 214AC 317 1 Anywhere
(j.X) > c.C > 6B > j.236AC, 214AC 269 1 Anywhere
(j.X) > c.C > 6A > 623C, 214A > 236236K 395 1 Anywhere
2B > 2B > 2A > 236AC, 623AC, 623C, 214A 351 1 Corner
(j.X) > c.C > 6B > j.236AC, 623AC, 214C 361 1 Corner
2B > 2B > 2A > 236AC, 623C, 236236K 358 1.5 Anywhere Super canceling out of 623C makes Specter Extension whiff. Link into it instead.
(j.X) > c.C > 6A > 236AC, 623AC, 623C, 214AC 439 1.5 Anywhere
2B > 2B > 2A > 236AC, 623C, 214A > 236236K 396 1.5 Corner
(j.X) > c.C > 6B > j.236C, 623AC, 623C, 214C > 236236K 528 1.5 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Shun'ei Combos by Meno

Navigation

The King of Fighters XV
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