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The King of Fighters XV/Yashiro Nanakase/Combos: Difference between revisions
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| j.D > cl.C > 6B > 214C || 286 || 0 || Anywhere || Standard heavy combo. Nearly optimal and does nice damage. | | j.D > cl.C > 6B > 214C || 286 || 0 || Anywhere || Standard heavy combo. Nearly optimal and does nice damage. | ||
|- | |- | ||
| 2B > 2A > 2A > 214A > 236236B '''/''' 236236BD || | | 2B > 2A > 2A > 214A > 236236B '''/''' 236236BD || 284'''/'''411 || 1'''/'''2 || Anywhere || Spend some meter from your light combo. Use either super ender depending on how much meter you have. | ||
|- | |- | ||
| j.D > cl.C > 6B > 214C > 236236B '''/''' 236236BD || 410'''/'''507 || 1'''/'''2 || Anywhere || Spend some meter from your heavy combo. Use either super ender depending on how much meter you have. | | j.D > cl.C > 6B > 214C > 236236B '''/''' 236236BD || 410'''/'''507 || 1'''/'''2 || Anywhere || Spend some meter from your heavy combo. Use either super ender depending on how much meter you have. |
Revision as of 06:37, 24 June 2022
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 > 5A | 60 | Standard low confirm. 5A has further reach than 2A, making this string more consistent than just 2B > 2A > 2A. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6B | 127 | Damaging low starter. |
2A > cl.A, 2C > 6B | 143 | A link into a heavy from 2B. Leads to a lot of damage, but must be point blank to work. |
2C > 6B | 117 | Can combo from some ranges where close normals wouldn't come out, especially after some jump ins. |
cl.C > 6B | 117 | Slightly faster than 2C, little else of note. Use after a jump-in when near opponent. |
f.C | 70 | Cancelable far normal. Nice to have. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Any combo with a super in the corner can be followed up with an OTG 6A. 236236AC needs to connect meaty (e.g. having the opponent fall into the super) in order to be able to hit 6A after.
Rush Auto Combo
Combo | Damage | Meter cost | Notes |
---|---|---|---|
cl.A > A > A > B | 146 | 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 | 367 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 439 | 3 | Rush combo ending in a Climax super. |
Beginner Combos
Combo | Damage | Meter cost | Location | Notes |
---|---|---|---|---|
2B > 2A > 2A > 214A | 134 | 0 | Anywhere | Standard light combo. Use often. |
j.D > cl.C > 6B > 214C | 286 | 0 | Anywhere | Standard heavy combo. Nearly optimal and does nice damage. |
2B > 2A > 2A > 214A > 236236B / 236236BD | 284/411 | 1/2 | Anywhere | Spend some meter from your light combo. Use either super ender depending on how much meter you have. |
j.D > cl.C > 6B > 214C > 236236B / 236236BD | 410/507 | 1/2 | Anywhere | Spend some meter from your heavy combo. Use either super ender depending on how much meter you have. |
2B > 2A > 2A > 214A > 236236B > 236236AC | 523 | 3 | Anywhere | Spend 3 Bars by cancelling one super into a stronger super. |
j.D > cl.C > 6B > 214C > 236236B > 236236AC | 602 | 3 | Anywhere | More meter, more damage. |
Meterless
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214A | 134 | 155 | 0 | 20% | Anywhere | Quick and easy meterless BNB off a light starter. Ends in soft knockdown. |
2B > Rush Autocombo | 150 | 125 | 0 | 25% | Anywhere | Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. If you have above 1 bar of meter, make sure to end the auto combo in B to prevent a super, which would be a waste of meter. |
Heavy Starter > 41236A ~ 236C | 240 | 230 | 0 | 30% | Anywhere | Especially useful confirm from poking with f.C. Make sure to hit confirm the 236C follow up. |
Heavy Starter > 214C, 5B | 262 | 240 | 0 | 30% | Anywhere | Optimal damage from a heavy midscreen. Above combo may still be preferred for the soft knockdown. |
Heavy Starter > 214C, 623A | 308 | 310 | 0 | 45% | Corner | Good meter gain and damage. |
CD, run, 6B > 41236C ~ 236C | 225 | 260 | 0 | 30% | Anywhere | You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning. |
CD, 6B > 623C, c.D | 251 | 310 | 0 | 30% | Corner |
0.5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C | 296/379 | 235 | 0.5 | 30% | Anywhere | Max damage ender. Ends in a soft knockdown. Max damage from a heavy starter as well. |
Light/Heavy Starter > 214AC, 6B > 214D | 286/368 | 175 | 0.5 | 30% | Anywhere | Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage. |
Light/Heavy Starter > 214AC, 6B > 623C, cl.D | 318/403 | 285 | 0.5 | 30% | Corner | Ends in an air reset, giving Yashiro a lot of room to re-establish an offense. |
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A | 292 | 260 | 0.5 | 25% | Anywhere | |
CD > 41236AC ~ 236C, 6B > 623C, cl.D | 336 | 310 | 0.5 | 30% | Corner | |
623AC, 214A | 195 | 80 | 0.5 | 15% | Corner | A small extension after landing 623AC near the corner. If 623AC connects as an anti air, use a f.D instead of 214A. If it connects as an anti air in the corner, can do dl.214A, cl.C. |
214BD, c.D | 156 | 70 | 0.5 | 10% | Anywhere | Extension after landing 214BD. |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 214D | 364/452 | 175 | 1 | 30% | Anywhere | Max damage midscreen and ends in a hard knockdown. |
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D | 390/481 | 285 | 1 | 30% | Corner | |
Heavy Starter > 214C, 623A (1) > 236236K, 6A | 464 | 260 | 1 | 45% | Corner | Weaker than the above combo, but ends in an OTG 6A which leads to a safe jump. |
CD, run, 6B > 41236C ~ 236C > 236236P | 351 | 260 | 1 | 30% | Anywhere | When charging 236236C, release the button as the opponent reaches the apex of the launch. |
CD, 41236AC ~ 236C, 6B > 214C, 623AC, cl.D | 391 | 290 | 1 | 30% | Corner | |
236CD, 6B > 41236C ~ 236C | 254 | 160 | 1 | 75% | Anywhere | Shatter Strike combo. Yashiro's SS combos will look identical to his CD confirms. |
236CD, 6B > 214D | 239 | 100 | 1 | 70% | Anywhere | Hard knockdown ender. Also most consistent after an anti-air Shatter Strike. |
623AC, 214AC, 6B > 41236C ~ 236C | 333 | 160 | 1 | 20% | Corner | Consider just ending the combo with a f.D instead of continuing with 214AC if the 623AC lands as an anti air. |
214BD, 214AC, 6B > 623C, cl.D | 347 | 210 | 1 | 25% | Corner | |
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] | 404/496 | 235 | 1.5 | 30% | Anywhere | When charging 236236C, release the button as the opponent reaches the apex of the launch. |
Light/Heavy Starter > 214AC, 6B > 41236A, 623A (1) > 236236K, 6A | 425/519 | 225 | 1.5 | 40% | Corner | |
CD > 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] | 400 | 260 | 1.5 | 25% | Anywhere | |
CD, 41236AC ~ 236C, 6B > 214C, (delay) 623A (1) > 236236K, 6A | 452 | 270 | 1.5 | 40% | Corner | You can delay the 623A or the 214C right before it. |
623AC, 236236C | 274 | 0 | 1.5 | 0% | Anywhere | |
623AC, 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A | 398 | 160 | 1.5 | 20% | Corner | |
214BD, 623A (1) > 236236K | 317 | 50 | 1.5 | 10% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > 623C, cl.D | 432 | 210 | 1.5 | 25% | Corner |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] | 451/548 | 235 | 2 | 25% | Anywhere | |
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236K | 479/579 | 225 | 2 | 40% | Corner | |
(QM) Light/Heavy Starter > BC, cl.D > 214AC, 6B > 41236C > 236236K | 373/467 | 245 | 2 | 10% | Anywhere | 1000 Max gauge combo. The sequence after the Quick Max is a little awkward in order to fit everything in within the timer. Pretty weak compared to his regular combos, but works consistently even after far B. |
(QM) Light/Heavy Starter > BC, cl.D > 6B > 214AC, 6B > 41236C ~ 236C > 236236[P] | 417/506 | 345 | 2 | 5% | Anywhere | 1250 Max gauge combo. This is also your best option for 1500 Max gauge. |
(QM) Light/Heavy Starter > BC, cl.D > 6B > 41236AC ~ 236C, 214A > 236236[P], 6A | 390/475 | 265 | 2 | 10% | Anywhere | 1000 Max gauge corner combo. At 1250 and 1500 guage, just do the midscreen combo and add an OTG 6A. |
CD, run, 6B > 41236C ~ 236C > 236236AC | 449 | 260 | 2 | 30% | Anywhere | Optimal in the corner as well if you add an OTG 6A after. In order to have time for 6A, the super needs to hit very late, so release earlier than you normally would. |
623AC, 214AC, 6B > 41236C ~ 236C > 236236[P] > 6A | 463 | 160 | 2 | 25% | Corner | |
214BD, 623AC, 236236C | 338 | 0 | 2 | 10% | Anywhere | Possible, but probably better just to do the 1.5 bar variant. |
214BD, 214AC, 6B > 41236C ~ 236C > 236236[P], 6A | 473 | 160 | 2 | 25% | Corner | |
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C > 236236[AC] | 488/587 | 235 | 2.5 | 30% | Anywhere | |
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623AC, 214A (1) > 236236K, 6A | 518/614 | 205 | 2.5 | 40% | Corner | When 214P has already been used in a combo, the last hit of 214P will whiff but still be able to be cancelled, making this 214 > 236236 cancel much easier than it may appear. |
CD, run, 6B > 41236AC ~ 236C, 41236A > 236236BD | 487 | 200 | 2.5 | 25% | Anywhere | |
CD, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236BD, 6A | 533 | 250 | 2.5 | 35% | Corner | |
623AC, 236236AC | 393 | 0 | 2.5 | 0% | Anywhere | |
623AC, 214AC, 41236AC ~ 236C, 6B > 41236C ~ (delay) 236A > 236236K, 6A | 516 | 160 | 2.5 | 25% | Corner | |
214BD, 623A (1) > 236236BD | 452 | 50 | 2.5 | 10% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236K, 6A | 539 | 150 | 2.5 | 30% | Corner |
3 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236AC | 521 | 235 | 3 | 25% | Anywhere | No need to charge the super. |
Heavy Starter > 41236A ~ 236C > 236236[P] > 236236BD | 646 | 230 | 3 | 30% | Anywhere | |
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236BD, 6A | 554 | 225 | 3 | 40% | Corner | |
Heavy Starter > 214C, 623A (1) > 236236[P] > 236236BD, 6A | 692 | 260 | 3 | 45% | Corner | |
(QM) Light/Heavy Starter > BC, cl.D > 214AC, 6B > 41236C > 214236CD | 549/638 | 245 | 3 | 10% | Anywhere | 1000 Max gauge combo. |
(QM) Light/Heavy Starter > BC, c.D > 41236A ~ 236C > 236236K > 214236CD | 608/701 | 265 | 3 | 10% | Anywhere | 1250 Max gauge combo. At 1500 Max Guage simply add a 6B after the cl.D. |
CD, run, 6B > 41236C ~ 236C > 236236[P] > 236236BD | 578 | 260 | 3 | 30% | Anywhere | Optimal in the corner as well. |
623AC, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A | 547 | 160 | 3 | 25% | Corner | |
214BD, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A | 571 | 160 | 3 | 25% | Corner | |
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A | 616/728 | 235 | 3.5 | 30% | Anywhere | Carries corner to corner, so the 6A is guaranteed. You may need to microdash before the 6A. |
Light/Heavy Starter > 214AC, 6B > BC, 41236A, 623A (1) > 236236K > 214236CD | 647/739 | 225 | 3.5 | 15% | Corner | Uses Quick Max mid juggle for an optimal corner combo. This is strong, but the oki is significantly worse. Try to only use to close out a round. |
CD > 6B > 41236AC ~ 236C, 41236A ~ 236C > 236236[P] > 236236BD, 6A | 612 | 260 | 3.5 | 30% | Midscreen | This will drop if Yashiro's back is too close to the corner. |
CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236K > 214236CD | 665 | 250 | 3.5 | 15% | Corner | |
623AC, 236236P > 236236BD | 554 | 0 | 3.5 | 0 | Anywhere | |
623AC, 214A > 236236[P] > 236236BD, 6A | 601 | 80 | 3.5 | 20% | Corner | |
214BD, 623A (1) > 236236P > 236236BD | 596 | 50 | 3.5 | 15% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236BD, 6A | 629 | 150 | 3.5 | 25% | Corner |
4 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236C > 236236P > 236236BD, 6A | 626/739 | 175 | 4 | 25% | Anywhere | Carries corner to corner. |
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236P > 236236BD, 6A | 642/741 | 225 | 4 | 40% | Corner | |
Light/Heavy Starter > BC, cl.D > 41236A ~ 236C > 236236BD > 214236CD | 698/798 | 265 | 4 | 10% | Anywhere | 1250 Max gauge combo. Very efficient. |
CD > run, 6B > BC, 41236A ~ 236C > 236236[AC] > 214236CD | 677 | 260 | 4 | 10% | Anywhere | Delaying the 236C can make landing the super easier, but it is not required. Note that if you end up in the corner, 236236AC must be hit very low to the ground for the Climax to hit. |
CD, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD | 689 | 250 | 4 | 10% | Corner | |
623AC, 214AC, 6B > BC, 41236C ~ (delay) 236A > 236236K > 214236CD | 684 | 160 | 4 | 10% | Corner | |
214BD, 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A | 698 | 160 | 4 | 25% | Corner | |
Light/Heavy Starter > 214AC, 6B > BC, 41236A ~ (delay) 236A > 236236AC > 214236CD | 701/799 | 235 | 4.5 | 15% | Anywhere | Possible 4.5 bar combo, but only does a few points more damage than your regular 4 bar Quick Max combo. You can omit the 236A if the timing is diffcult, and use the K super instead. |
Light/Heavy Starter > 214AC, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD | 722/821 | 225 | 4.5 | 15% | Corner | Slightly better efficiency. |
CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD | 740 | 250 | 4.5 | 10% | Corner | |
623AC, 214AC, 41236AC ~ 236C, 6B > BC, (delay) 41236A ~ (delay) 236A > 236236K > 214236CD | 757 | 160 | 4.5 | 5% | Corner | |
214BD, 623A (1) > 236236K > 214236CD | 686 | 50 | 4.5 | 15% | Anywhere | |
214BD, 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236K > 214236CD | 761 | 150 | 4.5 | 5% | Corner |
5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A ~ (delay) 236A > 236236AC > 214236CD | 780/868 | 235 | 5 | 10% | Anywhere | Once again, you can omit the 236A if the timing is diffcult, and use the BD super instead. |
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD | 800/888 | 225 | 5 | 10% | Anywhere | |
CD, 41236AC ~ 236C, 214AC, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD | 794 | 250 | 5 | 10% | Corner | |
623AC, 214AC, 6B > BC, 41236C ~ 236C > 236236[AC] > 214236CD | 755 | 160 | 5 | 5% | Corner | Make sure you delay 236236AC enough so the Climax can hit. |
214BD, 214AC, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD | 785 | 150 | 5 | 5% | Corner |