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The King of Fighters XV/Billy Kane/Combos: Difference between revisions
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{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |||
| s.CD > 6A(whiff), 6B || 109 || CD hit conversion, replace 6A with another 6B if you need the range | |||
|- | |- | ||
| far B, 2A || 53 || Standing low MAX confirm | | far B, 2A || 53 || Standing low MAX confirm |
Revision as of 18:47, 17 September 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.
Starters
Combo | Damage | Notes |
---|---|---|
2B, 2B, 5A | 54 | Standard low light confirm. |
2B/cl.B, cl.A, cl.B, 5A | 86/101 | Point blank roll-throw OS confirm (hide a heavy with cl.A) |
cl.D > 6B | 108/118 | Optimal heavy punish (force stand to get 6B) |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
s.CD > 6A(whiff), 6B | 109 | CD hit conversion, replace 6A with another 6B if you need the range |
far B, 2A | 53 | Standing low MAX confirm |
5C | 70 | Far reaching MAX cancel |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
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 |
---|---|---|---|---|---|---|
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
External Links