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====623P in juggle combos====
====623P in juggle combos====
Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit.
* Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit.
 
* This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit.
This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit.
* The follow ups 214A/C can be canceled from any individual hit of 623A/C on hit or whiff.
 
* All juggle combos listed should not require any manual timing, i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)
The follow ups 214A/C can be canceled from any individual hit of 623A/C on hit or whiff.
 
All juggle combos listed should not require any manual timing, i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)


===Rush Auto Combo===
===Rush Auto Combo===

Revision as of 16:30, 6 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
? Standard low light confirm.

Heavy Starters

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

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Notes

623P in juggle combos

  • Joe's most damaging and stun-heavy corner combos involve 623P, usually with a single mash extension, hitting 3 times total, with the opponent bouncing up after each hit.
  • This is done by inputting 623P, which causes 2 hits, then inputting PPP while the 2nd hit is connecting. You can also just mash right up until the 2nd hit connects and Joe should stop after the 3rd hit.
  • The follow ups 214A/C can be canceled from any individual hit of 623A/C on hit or whiff.
  • All juggle combos listed should not require any manual timing, i.e. no manual delays are required. (WIP editing/adding combos for most practical routes)

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 240 1 Rush combo ending in a super
cl.A > A > A > D 348 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
2B > 2A > 4B > 41236D 169 200 Anywhere
(st)2B > 2A > 4B > 6B > 623A/C(12)~214A 205 300 Anywhere
  • Standing only
j.D > D > 4B > 6B > 623D 304 330 Anywhere
j.D > D > 4B > 6B > 623A/C~214C > 623A/C(9) > 623B 329 380 Corner
  • 11-12 hits total before 623B

0.5 Meter

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 4B > 623AC > 6B > 214D > 623D 334 340 Anywhere
2B > 2A > 4B > 623A/C~PPPx2(12)~214C > 623A/C~PPP(3) > 623AC > 41236A > 6B > > 41236A, 623A/C~PPP(3) > 623A/C~PPP(5)~214A 291 550 Corner Mash final 623P until 5th hit (3 bounces), then immediately cancel into ~214A
j.D > D > 4B > 6B > 623AC > 6B > 214D > 623B 459 490 Anywhere
j.D > D > 4B > 6B > 623AC > 6B > 214D > 623A/C(m) > 623A/C(m)~214A 466 530 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > 2A > 4B > 41236D > 2363214B/D 329 200 Anywhere
j.D > D > 4B > 6B > 623AC > 6B > 214BD > 41236D 478 390 Anywhere
j.D > D > 4B > 6B > 623A/C~214C > 623A/C > 6B > 214D > 623B > 236236A/C 555 520 Corner
j.D > D > 4B > 6B > 236CD > D > 4B > 6B > 623A/C(m)~214C > 623A/C(m) > 623AC > 6B > 214D > 623A/C(m) > 623A/C(m) > 2363214B/D 567 870 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
j.D > D > 4B > 6B > MAX > D > 4B > 6B > 623AC > 6B > 41236D > 236236A/C 536 570 Anywhere
j.D > D > 4B > 6B > 41236D > 2363214BD 541 330 Anywhere
j.D > D > 4B > 6B > 623A/C~214C > 623AC > 6B > 214D > 623B > 236236BD 604 520 Corner
j.D > D > 4B > 6B > MAX > dl.CD > 41236A > D > 4B > 6B > 236CD > D > 4B > 6B > 623A/C(m)~214C > 623AC > 6B > 623B 526 1000 Corner *Stun combo, see below for follow-up
CD > 41236A > D > 4B > 6B > 623A/C(m)~214C > 623A/C(m) > 623B > 2363214B/D 744 Corner *Follow-up

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

Joe Combos by Meno

Navigation

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Characters