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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Starter''' > 623B || 138/210 || 240/290 || 0 || 20/25% || Anywhere || The simplest confirm into a special, add a 623P when in the corner.
| '''Light Starter''' > 623B || 138 || 140 || 0 || 20% || Anywhere || The simplest confirm into a special, add a 623P when in the corner.
|-
| '''Heavy Starter''' > 623B || 210 || 190 || 0 || 25% || Anywhere || Heavy starter, add a 623P when in the corner.
|-
| cl.B > cl.A~C, cl.B, 5A > 623B || 183 || 200 || 0 || 25% || Anywhere || Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.
|}
|}



Revision as of 19:11, 17 September 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 > 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)

Heavy Starters

Combo Damage Notes
cl.D > 6B 118 Optimal heavy punish (force stand to get 6B)

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 185 0 Rush combo ending in a special move.
cl.A > A > A > C 242 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 445 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623B 138 140 0 20% Anywhere The simplest confirm into a special, add a 623P when in the corner.
Heavy Starter > 623B 210 190 0 25% Anywhere Heavy starter, add a 623P when in the corner.
cl.B > cl.A~C, cl.B, 5A > 623B 183 200 0 25% Anywhere Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.

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

Billy Combos by Kakuge
Billy Combos by Meno


Navigation

The King of Fighters XV
System

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Characters