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==External Links==
==External Links==
{{#ev:youtube|5RdHtJzWLRs|||'''Elizabeth Combos by Meno'''|frame}}
{{#ev:youtube|5RdHtJzWLRs|||'''Elizabeth Combos by Meno'''|frame}}
{{#ev:youtube|LTzMRMOtq20|||'''Elizabeth Combos by Kakuge'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Revision as of 04:02, 24 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.
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 > 5B Standard low light confirm.
2B > 2B > 2B
2B > 2A

Heavy Starters

Combo Damage Notes
j.X > cl.C > 6A Standard jump-in starter.
cl.D > 6A Most damaging starter, but slow. Use after a deep jump-in or as a punish.
cl.A, cl.C > 6A Jab link into cl.C from cl.A.
f.C

Other Starters

Combo Damage Notes
CD 75

(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 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

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, Far D/214A 191 200 0 25% Anywhere Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset.
Light Starter > 214A 153 150 0 20% Anywhere Easy light confirm.
Heavy Starter > 623C, Far D/214A 253 240 0 35% Anywhere Heavy confirm.
Light Starter > 623A, 214B/D 199 210 0 30% Corner
Heavy Starter > 623C, 623A, 214B/D 299 290 0 45% Corner
CD, run, Far D 143 170 0 20% Anywhere CD confirm from anywhere.
CD, 6A > 623C, 623A, 214B/D 269 320 0 45% Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623AC, 6A > 623C, Far D/214A 288 260 0.5 30% Anywhere Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult.
Light Starter > 623A, 623AC, 214B/cl.D 250 210 0.5 30% Anywhere Easier light confirm. Choose your ender for an air reset or soft knockdown.
Heavy Starter > 623C, 623A, 623AC, 6A > 214B/214C 379 330 0.5 55% Anywhere Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown for slightly less damage.
Light Starter > 623A, 214BD, 6A > 214B/D, cl.C 340 320 0.5 40% Corner
Light Starter > 623AC, 6A > 623C, 623A, 214B/D 325 310 0.5 45% Corner Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.
Heavy Starter > 623C, 214BD, 6A > 623A, 214B/D, cl.C 442 400 0.5 60% Corner Delay the juggled 6A or the 214BD slightly to get the combo to work.
Heavy Starter > 623C, 623A, 214BD, 6A > 214B/D, cl.C 440 400 0.5 60% Corner Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort.
CD, run, 623AC, 6A > 623C, Far D/214A 278 270 0.5 30% Anywhere CD can convert into 623AC from anywhere. The combo will be the same as your light confirm.
CD, 6A > 623C, 623A, 214BD, 214B, cl.D 375 390 0.5 55% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236A/C 313 150 1 25% Anywhere Simple super cancel combo.
Light Starter > 623A, 623AC, 214BD, 623C, Far D 351 260 1 40% Anywhere Optimal light confirm.
Heavy Starter > 623C, 623A, 623AC, 6A > 214BD, run, Far D 431 320 1 45% Anywhere Optimal heavy confirm.
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D 423 380 1 55% Corner Optimal light confirm.
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D 486 400 1 60% Corner Optimal heavy corner confirm.
j.CD, 236214A/C 202 80 1 10% Anywhere Remember that any stray hit can convert into 236214A/C.
CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D 412 390 1 55% Corner Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos.
236CD, 6A > 623C, Far D/214A 258 170 1 70% Anywhere 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work.
236CD, 6A > 623C, 623A, 214B/D 307 220 1 85% Corner Your corner Shatter Strike combos will match your CD combos.
Light Starter > 623AC, 6A > 623C, 214A > 236236A/C 418 250 1.5 40% Anywhere
Heavy Starter > 623C, 623A, 623AC, 6A > 214B > 236236A/C 509 330 1.5 55% Anywhere Delay the 214B/D to make sure the super lands all of the hits.
Light Starter > 623A, 214BD, 6A > 623C, 214B/D > 236236A/C 459 310 1.5 45% Corner
Heavy Starter > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C 528 400 1.5 60% Corner
CD, 6A > 623C, 623A, 214BD, 214D, cl.D > 236214A/C 459 390 1.5 60% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, 623AC, 214BD, 623C, 214A > 236236A/C 471 250 2 45% Anywhere Optimal confirm from heavies midscreen as well, dealing 536 damage.
Heavy Starter > 623C, 214A > 236236AC 522 230 2 35% Anywhere If you accidentally go into your regular Heavy Starter route, this is your best cash out for 2 bars, with just a small difference of damage to the optimal combo.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 236236A/C 432/489 380/400 2 10% Anywhere 1000 Max Gauge combo. cl.C can be used over cl.D for consistency.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 236236A/C 451/511 420/440 2 10% Anywhere 1250 and 1500 Max Guage combo. You'll have to delay the 214B/D slightly to get it to fit within the Max timer if you're on 2nd position.
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214A/C 506 380 2 60% Corner
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214A/C 570 400 2 60% Corner
Light/Heavy Starter > BC, cl.D > 6A > 623A, 214BD, 6A > 214B/D > 236236A/C 431/488 360/400 2 10% Corner 1000 Max Gauge combo. There are technically combos starting in 214BD that are optimal here, but barely so, and are much less consistent due to spacing.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 236236A/C 462/523 420/460 2 10% Corner 1250 and 1500 Max Gauge combo.
Light Starter > 623AC, 6A > 623C, 214A > 236236AC 515 250 2.5 40% Anywhere
Heavy Starter > 623C, 623A, 623AC, 6A > 214B > 236236AC 606 330 2.5 55% Anywhere
Light Starter > 623A, 214BD, 6A > 623C, 214B/D > 236236AC 549 310 2.5 45% Corner
Heavy Starter > 623C, 623A, 214BD, 6A > 214B/D > 236236AC 622 330 2.5 55% Corner Different than the optimal 1.5 bar combo.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, 214A > 236236A/C > 236214AC 565 190 3 30% Anywhere Optimal light confirm outside of Max Cancel. Quick Max combos are generally Elisabeth's strongest use of 3 bars, but non-Max combos can still be useful for her since she builds so much meter during them.
Light Starter > 623A, 623AC, 214BD, 623C, 214A > 236236AC 561 250 3 40% Anywhere Alternate light confirm that does similar damage.
Heavy Starter > 623C, 214A > 236236A/C > 236214AC 644 230 3 35% Anywhere
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623AC, 6A > 214B/D > 214236CD 622/679 380/400 3 10% Anywhere 1000 Max Guage combo. Elisabeth's best use of 3 bars.
Light/Heavy Starter > BC, cl.D > 6A > 214A > 236236A/C > 214236CD 642/703 260/280 3 10% Anywhere 1250 Max Guage combo.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/D > 214236CD 641/701 420/440 3 10% Anywhere Alternate 1250 Max Guage combo. Technically less damage but generates much more stun.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214A > 236236A/C > 214236CD 669/734 320/340 3 10% Anywhere 1500 Max Guage combo.
Light Starter > 623AC, 6A > 623C, 623A, 214BD, 214B/D, cl.D > 236214AC 582 380 3 60% Corner
Heavy Starter > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D > 236214AC 651 400 3 60% Corner
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214BD, 6A > 214B/D > 214236CD 634/692 380/400 3 10% Corner 1000 Max Guage combo. Requires a slight delay on the 6A, but not too long a delay to where you run out of Max Guage before the Climax. Stick with the midscreen combo if you aren't confident in your timing.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D > 214236CD 652/713 420/440 3 10% Corner 1250 Max Guage combo. Requires another slight delay on the 6A.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214B/D > 236236A/C > 214236CD 675/740 340/360 3 10% Corner 1500 Max Guage combo. Delay the 214B/D to right before they hit the ground.
Light Starter > 623AC, 6A > BC, 623C, 214A > 236236A/C > 214236CD 673 250 3.5 20% Anywhere This does marginally more than a 1250 Max Guage combo.
Heavy Starter > 623C, 623A, 623AC, 6A > BC, 214A > 236236A/C > 214236CD 764 310 3.5 35% Anywhere More meter efficient. You must delay the 214A. 214C can also work for more consistency with less damage.
Light Starter > 623A, 214BD, 6A > BC, 623C, 214B/D > 236236A/C > 214236CD 713 310 3.5 20% Corner Delay the 6A as much as possible.
Heavy Starter > 623C, 623A, 214BD, 6A > BC, 214B/D > 236236A/C > 214236CD 786 330 3.5 35% Corner Delay the 6A here as well. 214C can be used instead of 214B/D.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > BC, cl.D > 6A > 214A > 236236AC > 214236CD 732/800 260/280 4 10% Anywhere 1250 Max Guage combo. Your Max confirms are much more meter efficient here than non-Max combos.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214A > 236236AC > 214236CD 751/824 320/340 4 10% Anywhere 1500 Max Guage combo.
Light Starter > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236A/C > 214236CD 764 310 4 30% Corner Works with 1250 Max Guage. You'll need to delay the 214B/D. You can also use 214C.
Heavy Starter > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236A/C > 214236CD 823 330 4 35% Corner Stronger than her 1250 Max confirm, but weaker than her 1500 confirm.
Light/Heavy Starter > BC, cl.D > 6A > 623C, 214B/D > 236236AC > 214236CD 757/830 340/360 4 10% Corner 1500 Max Guage corner combo.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623A, 214BD, 623C, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD 839 310 5 20% Corner Overall Elizabeth can't spend 5 meter that well except for these two corner combos.
Heavy Starter > 623C, 214BD, 623A, 623AC, 6A > BC, 214B/D > 236236AC > 214236CD 898 330 5 15% Corner

External Links

Elizabeth Combos by Meno
Elizabeth Combos by Kakuge

Navigation

The King of Fighters XV
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