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The King of Fighters XV/Shun'ei/Combos: Difference between revisions
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| '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range. | | '''Light Starter''' > 214A || 106 || 120 || 16% || Anywhere || Crouching light meterless BNB. Subtract a cr.B or not depending on range. | ||
|- | |- | ||
| 2B > | | 2B > cl.B > 2A > 2A > 214A || 138 || 165 || 20% || Anywhere || Need to be point blank for this BnB. | ||
|- | |- | ||
| '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. | | '''Heavy Starter''' > 623C, 2D || 266 || 270 || 40% || Anywhere || You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. |
Revision as of 01:34, 30 October 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 | Stun | Meter Gain | Notes |
---|---|---|---|---|
2B > 2B > 2A | 51 | 60 | 5.5% | Standard low light confirm. |
Heavy Starters
Combo | Damage | Stun | Meter Gain | Notes |
---|---|---|---|---|
cl.D > 6A | 122 | 120 | 12.5% | Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage. |
f.C > 6A | 82 | 80 | 8.3% | Spaced punish starter. |
j.X, cl.C > 6A | 176 | 180 | 18% | Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well. |
Other Starters
Combo | Damage | Stun | Meter Gain | Notes |
---|---|---|---|---|
CD | 75 | 100 | 7.5% | If you trade and don't get knocked down you can still convert off CD. |
cl.D > 6B | 113 | 120 | 12.5% | Leads to his air specials. |
6B > j.236C | 102 | 80 | 13.5% | Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings. |
6B > j.236AC | 125 | 40 | 4.5% | Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 1/2 hits off j.236AC instead of 3, which limits your conversions. |
Counterhit j.CD | 100 | 80 | 8% | Leads to juggles. |
236CD | 75 | 0 | 0% | Shatter Strike. |
6A | 60 | 90 | 6% | Shun'ei's reactable overhead. |
Combos
Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)
Rush Auto Combo
Builds 9% meter and deals 45 stun before combo ender.
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 125 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 230 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 350 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 443 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214A | 106 | 120 | 16% | Anywhere | Crouching light meterless BNB. Subtract a cr.B or not depending on range. |
2B > cl.B > 2A > 2A > 214A | 138 | 165 | 20% | Anywhere | Need to be point blank for this BnB. |
Heavy Starter > 623C, 2D | 266 | 270 | 40% | Anywhere | You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though. |
Heavy Starter > 214C | 194 | 180 | 25% | Anywhere | The damage and meter gain are significantly less, but this does grant you a safejump. |
cl.D > 6B > j.236C, 214C | 235 | 220 | 33% | Corner | This is only really worth it if you prefer the pressure situation after a blocked j.CD over soft knockdown recovery roll oki OR if you have a hard time manually timing safejumps. Otherwise go for Heavy Starter > 623C, 2D. |
CD > (214A), 214C | 143 | 160 | 25% | Midscreen | This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff. |
CD > (214A), 623A, cl.C | 194 | 250 | 30% | Corner | High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage. |
CD, 623C, 2D | 211 | 250 | 33% | Corner | High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent. |
Counterhit j.CD, 214C | 176 | 140 | 20% | Anywhere | |
Counterhit j.CD, 623C, 2D | 252 | 230 | 33% | Corner | Harder to counterhit confirm than the above combo. |
Counterhit j.CD > j.236C, 623C, 2D | 301 | 270 | 40% | Corner | Even harder to counterhit confirm. |
Counterhit j.CD > j.236C, 214C | 229 | 180 | 30% | Corner | Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme. |
6B > j.236C, 214C | 174 | 220 | 22.5% | Corner | Meterless conversion off frametrap in the corner. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 214C | 183 | 120 | 0.5 | 20% | Anywhere | Easy to execute and grants a safejump. |
Light Starter > 236AC, 623C, 2D | 247 | 210 | 0.5 | 30% | Anywhere | Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A instead in those situations. |
Light Starter/Heavy Starter > 623AC, 623C, 214C | 260/346 | 200/260 | 0.5 | 35%/40% | Anywhere | Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut. |
Heavy Starter > 236CD, cl.D > 6A > 623C, 214A | 332 | 380 | 0.5 (1) | 55% | Anywhere | Meter positive. Need at least 1 bar for Shatter Strike. |
cl.D > 6B > j.236C, 623AC, 623C, 214C | 376 | 300 | 0.5 | 55% | Corner | Meter positive. |
Light Starter/Heavy Starter > 623AC, j.236C, 623C, 2D | 297/385 | 280/310 | 0.5 | 40%/45% | Corner | Optimal corner combo. Sacrifices 214C okizeme for damage/stun. More technical and difficult than the above combo. |
CD > (214A), 623AC, 623C, 214C | 284 | 240 | 0.5 | 40% | Anywhere | This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo. |
CD (Trade), 66, 214AC | 177 | 100 | 0.5 | 7.5% | Anywhere | Trade combo for CD. Need to dash up a little bit before the 214AC. |
CD > (214A), 623AC, j.236C, 623C, 2D | 321 | 290 | 0.5 | 45% | Corner | Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC. |
Counterhit j.CD, 214AC | 214 | 80 | 0.5 | 8% | Anywhere | |
Counterhit j.CD, 623AC, 214C | 269 | 140 | 0.5 | 20% | Anywhere | Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not. |
Counterhit j.CD, 623AC, 623C, 214C | 337 | 220 | 0.5 | 40% | Anywhere | Even harder confirm. |
Counterhit j.CD, 623AC, 623A, 623C, 2D | 392 | 310 | 0.5 | 45% | Corner | Version of the above that sacrifices 214C okizeme for damage/stun/meter build. |
Counterhit j.CD > j.236C, 623AC, 623C, 214C | 381 | 260 | 0.5 | 45% | Corner | Hardest confirm. |
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D | 432 | 350 | 0.5 | 55% | Corner | Version of the above that sacrifices 214C okizeme for damage/stun/meter build. |
6B > j.236C, 623AC, 623C, 214C | 326 | 220 | 0.5 | 45% | Corner | Optimal conversion off 6B > j.236C in the corner. |
6B > j.236AC, 214C | 200 | 100 | 0.5 | 16% | Anywhere | You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner. |
6B > j.236AC, 623C, 2D | 253 | 190 | 0.5 | 30% | Corner | Even with the worse okizeme, this combo is pretty much always worth it over the above combo. |
236CD, 214C | 155 | 60 | 0.5 (1) | 12.5% | Anywhere | Shatter Strike conversion. Shatter Strike refunds half a bar on hit. |
236CD, 623C, 2D | 236 | 150 | 0.5 (1) | 25% | Anywhere | Sacrifices 214C okizeme for damage/stun/meter build. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C | 315/403 | 200/260 | 1 | 35%/40% | Anywhere | Optimal light confirm. |
Light Starter > 214A > 236236K | 258 | 120 | 1 | 16% | Anywhere | Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme. |
2B > Rush Autocombo (214A Ender/B) > 236236K | 275 | 105 | 1 | 20% | Anywhere | Variation on the above that sacrifices stun for damage/meter build. You can do 236K for the Rush Autocombo ender, and then do another 236K to cancel into super. |
Heavy Starter > 623C, 214A > 236236K | 405 | 260 | 1 | 40% | Anywhere | |
Light Starter > 236AC, 623AC, j.236C, 623C, 2D | 360 | 250 | 1 | 40% | Corner | Optimal corner combo off of a light confirm. Technical execution, stick to the 236AC, 623AC, 623C, 214C route until you can handle this route's difficulty. |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C | 441 | 300 | 1 | 55% | Corner | Optimal corner combo. Light confirms will usually push Shun'ei too far to connect j.236C. You can skip the Tiger Knee Blau Wing until you get the execution down. |
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C | 421 | 310 | 1 | 45% | Corner | Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route. |
CD > (214A), 623AC, 623C, 214AC | 312 | 180 | 1 | 30% | Anywhere | If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC. |
CD > (214A), 214C > 236236K | 295 | 160 | 1 | 25% | Midscreen | Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency. |
CD > (214A), 623AC, j.236AC, 623C, 214C | 322 | 240 | 1 | 40% | Corner | Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC. |
CD, 623C, 214A > 236236K or P | 341/333 | 240 | 1 | 35% | Corner | You can do this same combo if CD trades, you just might have to dash up a little before 623C. |
CD > (214A), 623AC, j.236C, 623C, 214AC | 347 | 220 | 1 | 40% | Corner | Optimal corner combo. Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC. |
Counterhit j.CD, 214C xx 236236K | 346 | 140 | 1 | 20% | Anywhere | |
Counterhit j.CD, 623AC, 623C, 214AC | 369 | 160 | 1 | 25% | Anywhere | Harder confirm than above. You might have to skip 623C depending on spacing. |
Counterhit j.CD, 623AC, 623A, 623C, 214AC | 422 | 240 | 1 | 35% | Corner | |
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC | 460 | 280 | 1 | 45% | Corner | Harder confirm than above. |
6B > j.236C, 236236K | 272 | 80 | 1 | 13.75% | Anywhere | |
6B > j.236C, 623AC, 623C, 214AC | 356 | 160 | 1 | 30% | Corner | |
6B > j.236AC, 214AC | 221 | 40 | 1 | 4.5% | Anywhere | Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work. |
6B > j.236AC, 623AC, 623A, 623C, 214AC | 389 | 200 | 1 | 33% | Corner | |
6A > 236236K or P | 192/186 | 90 | 1 | 6% | Anywhere | Conversion off of Shun'ei's reactable overhead. |
236CD, 623AC, 623C, 214C | 326 | 140 | 1 | 30% | Anywhere | |
236CD, 623AC, j.236C, 623C, 2D | 372 | 190 | 1 | 33% | Corner | Corner optimal, sacrifices 214C okizeme for damage/stun/meter build. |
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC | 341/431 | 140/200 | 1.5 | 22.5%/30% | Anywhere | Easy BnB. This version can have better okizeme in the corner compared to combos that end in super. |
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K or P | [382/376]/[478/472] | 200/260 | 1.5 | 33%/40% | Anywhere | Generally better than above. Harder light confirm. |
Light Starter > 236AC, 623C, 214A > 236236K or P | 367/361 | 200 | 1.5 | 33% | Anywhere | Easier light confirm. |
Light Starter > 623AC, j.236C, 623C, 214A > 236236K or P | 401/395 | 240 | 1.5 | 45% | Corner | Light confirm corner optimal. Harder to confirm and difficult to execute. |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P | 498/492 | 300 | 1.5 | 55% | Corner | Corner optimal. |
CD > (214A), 623AC, 623C, 214C > 236236K or P | 406/400 | 240 | 1.5 | 40% | Anywhere | You can get this route and the below route if CD trades in the corner, run up slightly before 623AC. |
CD > (214A), 623AC, j.236AC, 623C, 214AC | 344 | 180 | 1.5 | 30% | Corner | Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme. |
CD > (214A), 623AC, j.236C, 623C, 214A > 236236K or P | 425/419 | 280 | 1.5 | 50% | Corner | Corner optimal unless you're looking for spaced safejump oki. |
Counterhit j.CD, 623AC, 623C, 214C > 236236K or P | 479 | 220 | 1.5 | 40% | Anywhere | |
6B > j.236C, 623AC, 236AC, 623A, 214AC | 402 | 160 | 1.5 | 27.5% | Corner | |
6B > j.236AC, 214C > 236236K | 331 | 100 | 1.5 | 18% | Anywhere | Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead. |
6B > j.236AC, 623AC, 623A, 623C, 214AC | 389 | 200 | 1.5 | 33% | Corner | |
236CD, 623C, 214A > 236236K or P | 391 | 140 | 1.5 | 27.5% | Anywhere | |
236CD, 623AC, 623C, 214AC | 360 | 80 | 1.5 | 18% | Anywhere | May be preferable over the above route for 214AC oki. |
236CD, 623AC, j.236AC, 623C, 214C | 377 | 140 | 1.5 | 30% | Corner | Technical route that ends in 214C knockdown. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C > 236236K or P | [429/423]/[525/519] | 200/260 | 2 | 35%/40% | Anywhere | |
2B > Rush Autocombo (214A Ender/B) > 236236BD | 383 | 105 | 2 | 20% | Anywhere | May be the preferable route if you want spaced safejump oki in the corner. |
Light Starter > 236AC, 623AC, 236AC, 623A, 214AC | 380 | 140 | 2 | 18% | Corner | Another optional route if you prefer to sacrifice damage for spaced safejump oki. |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P | 555/549 | 300 | 2 | 55% | Corner | |
Heavy Starter > 623C, 214A > 236236BD | 517 | 260 | 2 | 40% | Corner | Optional route if you prefer to sacrifice damage for spaced safejump oki. |
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P | 403/399 | 285 | 2 | 7.5% | Anywhere | 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes. |
(QM) ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P | 380/376 | 325 | 2 | 7.5% | Anywhere | 1250 Max timer combo. |
(QM) ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P | 364/360 | 285 | 2 | 7.5% | Anywhere | 1000 Max timer combo. |
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P | 624/618 | 320 | 2 | 0% | Anywhere | MAX Mode punish for huge whiffs like reversals. |
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P | 642/638 | 320 | 2 | 0% | Corner | 1500 Max timer corner combo. |
CD > (214A), 214C > 236236BD or AC | 407 | 160 | 2 | 25% | Midscreen | Can be used in trade situations. |
(QM) CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] | 407/405 | 270/290 | 2 | 7.5% | Anywhere | 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes. |
(QM) CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P | 414/410 | 260 | 2 | 7.5% | Anywhere | 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1/3 (236236K/P) less damage than the above combo. |
(QM) CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] | 364/362 | 270/290 | 2 | 7.5% | Anywhere | 1000 Max timer combo. |
CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P | 416/412 | 160 | 2 | 25% | Corner | Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations. |
CD, 623C, 214A > 236236BD | 449/446 | 240 | 2 | 35% | Corner | Corner optimal. |
Counterhit j.CD, 214C > 236236BD | 473 | 140 | 2 | 20% | Anywhere | |
Counterhit j.CD, 623C, 214A > 236236BD | 518 | 220 | 2 | 35% | Corner | |
6B > j.236C, 236236BD | 399 | 80 | 2 | 13.5% | Anywhere | |
6B > j.236C, 214C > 236236BD | 454 | 140 | 2 | 22.5% | Corner | |
6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P | 460/454 | 260 | 2 | 45% | Corner | |
(QM) 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P | 354/350 | 300 | 2 | 6% | Anywhere | 1500 Max timer combo. Midscreen optimal. |
(QM) 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P | 334/330 | 340 | 2 | 6% | Anywhere | 1250 Max timer combo. Midscreen optimal. |
(QM) 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P | 323/319 | 300 | 2 | 6% | Anywhere | 1000 Max timer combo. Midscreen optimal. |
6A > 236236BD | 300 | 90 | 2 | 6% | Anywhere | Optional route for if you want spaced safejump oki in the corner. |
236CD, 623AC, 623C, 214C > 236236K or P | 478/470 | 140 | 2 | 30% | Anywhere | |
236CD, 623AC, j.236C, 623C, 214A > 236236K or P | 502/494 | 180 | 2 | 35% | Corner | |
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236BD or AC | [490/474]/[586/577] | 200/260 | 2.5 | 35%/40% | Anywhere | |
Light Starter > 236AC, 623C, 214A > 236236BD or AC | 475/466 | 200 | 2.5 | 33% | Anywhere | Easier light confirm. |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD | 606 | 300 | 2.5 | 55% | Corner | |
Light Starter > 623AC, j.236C, 623C, 214A > 236236BD | 507 | 240 | 2.5 | 40% | Corner | |
CD > (214A), 623AC, 623C, 214C > 236236BD | 514 | 240 | 2.5 | 40% | Anywhere | Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead. |
CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD | 531 | 280 | 2.5 | 50% | Corner | Technical corner optimal. |
Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC | 587/584 | 220 | 2.5 | 35% | Anywhere | |
Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD | 608 | 260 | 2.5 | 45% | Corner | Technical corner optimal. |
6B > j.236C, 623AC, 623C, 214C > 236236BD | 566 | 220 | 2.5 | 40% | Corner | |
6B > j.236AC, 214C > 236236BD | 430 | 100 | 2.5 | 18% | Anywhere | If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C. |
6B > j.236AC, 623C, 214A > 236236BD | 481 | 180 | 2.5 | 33% | Corner | |
236CD, 623C, 214A > 236236BD or AC | 518 | 140 | 2.5 | 28% | Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) Light Starter/Heavy Starter > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD | 577/680 | 310/370 | 3 | 5.5%/12.5% | Anywhere | 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a Far B depending on spacing. |
(QM) Light Starter > BC, cl.C > 6A > 214C > 236236K > 214236CD | 554 | 230 | 3 | 5.5% | Anywhere | |
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD | 535 | 200 | 3 | 35% | Anywhere | Sacrifice damage/stun for better okizeme and meter build. |
Heavy Starter > 623C, 214A > 236236K/P > 236236AC/BD | 652/647 | 260 | 3 | 40% | Anywhere | |
Light Starter > 236AC, 623AC, j.236C, 623C, 214A > 236236BD | 550 | 240 | 3 | 40% | Corner | Corner optimal. |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD | 661 | 300 | 3 | 55% | Corner | Corner optimal. |
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD | 515 | 285 | 3 | 7.5% | Anywhere | 1000 Max timer combo. Can be done from a light starter, but it's suboptimal. |
(MAX Mode) BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD | 795 | 200 | 3 | 0% | Anywhere | Optimal MAX Mode punish. |
CD > (214A), 214C > 236236K > 236236AC | 542 | 160 | 3 | 25% | Anywhere | Don't forget you might have to go for 214A instead of 214C if you're too far. |
CD > (214A), 623A > 236236P > 236236BD | 532 | 180 | 3 | 25% | Corner | If you prefer 236236BD oki. |
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236P > 236236BD | 580/692 | 200/260 | 3.5 | 35%/40% | Anywhere | |
Light Starter > 623AC, j.236C, 623C, 214A > 236236K > 236236AC | 582 | 240 | 3.5 | 40% | Corner | |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD | 712 | 300 | 3.5 | 52.5% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) Light Starter/Heavy Starter > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD | 683/786 | 310/370 | 4 | 5.5%/12.5% | Anywhere | 1500 Max timer combo. |
(QM) ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD | 660/761 | 230/290 | 4 | 5.5%/12.5% | Anywhere | 1250 Max timer combo. |
(MAX Mode) BC, j.D, cl.C > 623C, 214A > 236236P > 236236BD > 214236CD | 1034 | 280 | 4 | 0% | Anywhere | 1250 Max timer combo. Touch of Death. |
(MAX Mode) BC, j.D, cl.C > 6A > 623C, 214A > 236236BD > 214236CD | 932 | 320 | 4 | 0% | Anywhere | 1000 Max timer combo. |
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K > 214236CD | 646/763 | 200/260 | 4.5 | 35%/40% | Anywhere | |
(QM) Heavy Starter > 236CD, cl.D > 6A > BC > cl.D > 6A > 623C, 214A > 236236BD > 214236CD | 794 | 500 | 4.5 | 25% | Anywhere | 1500 Max timer combo. |
(QM) Heavy Starter > 236CD, cl.D > 6A > BC > cl.D > 6A > 214C > 236236BD > 214236CD | 777 | 420 | 4.5 | 25% | Anywhere | 1250 Max timer combo. |
Light Starter > 623AC, j.236C, 623C, 214A > 236236K > 214236CD | 655 | 240 | 4.5 | 40% | Corner | |
cl.D > 6A > 623AC, j.236C, 623C, 214A > 236236K > 214236CD | 760 | 300 | 4.5 | 50% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236BD > 214236CD | 699 | 120 | 5 | 16% | Anywhere | |
Heavy Starter > 623C, 214A > 236236BD > 214236CD | 846 | 260 | 5 | 40% | Anywhere |