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The King of Fighters XV/Andy Bogard/Combos: Difference between revisions

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BreadBeard (talk | contribs)
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Kruxis (talk | contribs)
Updated damage values and added stun to some combos, added CD combos
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B, 2B, 5B > 236A || 136 || || 0 || 15% || Anywhere || Basic light string into 236A, not the best damage
| 2B, 2B, 5B > 236A || 107 || 140 || 0 || 15% || Anywhere || Basic light string into 236A, not the best damage
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D || 214/206 || || 0 || 25% || Anywhere || Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup
| 2B, 2B, 5B, 5D || 124 || 130 || 0 || 15% || Anywhere || Target combo ender. Slightly more damage, slightly less stun. Can tag on an extra 5D in the corner or juggle with Climax anywhere
|-
|-
| ... > 41236D > BD, 623C || 223 || || 0 || 40% || Anywhere || 41236D break combo, and best midscreen meterless route
| 2B, 2A/c.C(1) > 4/6A > 41236D || 199/206 || 225 || 0 || 25% || Anywhere || Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C || 277 || || 0 || 45% || Corner || 41236D cancelled into fastfall allows a DP followup in the corner for more damage
| ... > 41236D > BD, 623C || 215 || 235 || 0 || 40% || Anywhere || 41236D break combo, and best midscreen meterless route
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C || 265/277 || 295 || 0 || 45% || Corner || 41236D cancelled into fastfall allows a DP followup in the corner for more damage
|-
| CD > (236A), 236C || 143 || 180 || 0 || 25% || Anywhere || Easy CD combo from a fairly safe cancel option, good for super extensions
|-
| CD > 236C~ 41236D || 187 || 220 || 0 || 30% || Anywhere || Higher damage CD combo using 236C whiff cancel
|-
| CD, 41236D(3) > j.2D, 623C || 253 || 290 || 0 || 45% || Corner || For consistency, don't cancel CD into 42136D. It's possible to cancel into a whiffed 236A and still get the 42136D, but the 236A can sometimes hit and end the combo
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 236AC, 236C || 281 || || 50% || 15% || Anywhere || 236AC combo, 236C can whiff if done out of the corner
| 2B, 2A/c.C(1) > 4/6A > 236AC, 236C || 281 || 285 || 50% || 15% || Anywhere || 236AC combo, 236C can whiff if done out of the corner
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC || 271 || || 50% || 30% || Anywhere || Break into EX dp, simple damage increase from his normal midscreen route
| 2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC || 260 || 235 || 50% || 30% || Anywhere || Break into EX dp, simple damage increase from his normal midscreen route
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 236AC, 41236D > j.2D, 623C || 391 || || 50% || 49% || Corner || 236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route
| 2B, 2A/c.C(1) > 4/6A > 236AC, 41236D(3) > j.2D, 623C || 391 || || 50% || 49% || Corner || 236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route
|}
|}


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|-
|-
| Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236B/D || 391 || || 2 || 5% || Anywhere || Quick Max combo, not bad to use off of stray hits and counterpokes
| Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236B/D || 391 || || 2 || 5% || Anywhere || Quick Max combo, not bad to use off of stray hits and counterpokes
|-
| 2B, 2A/c.C(1) > 4/6A > 236AC, 236C > 2141236B/D || 412 || 285 || 1.5 || 20% || Anywhere || Efficient 1.5 bar midscreen super ender
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D > j.2D, 623A > 2141236BD || 490 || || 2 || 45% || Corner || Example of using max super, usually a worthwhile damage increase
| 2B, 2A/c.C(1) > 4/6A > 41236D > j.2D, 623A > 2141236BD || 490 || || 2 || 45% || Corner || Example of using max super, usually a worthwhile damage increase

Revision as of 01:57, 13 December 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.
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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 3 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2B, 5B > 236A 107 140 0 15% Anywhere Basic light string into 236A, not the best damage
2B, 2B, 5B, 5D 124 130 0 15% Anywhere Target combo ender. Slightly more damage, slightly less stun. Can tag on an extra 5D in the corner or juggle with Climax anywhere
2B, 2A/c.C(1) > 4/6A > 41236D 199/206 225 0 25% Anywhere Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup
... > 41236D > BD, 623C 215 235 0 40% Anywhere 41236D break combo, and best midscreen meterless route
2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C 265/277 295 0 45% Corner 41236D cancelled into fastfall allows a DP followup in the corner for more damage
CD > (236A), 236C 143 180 0 25% Anywhere Easy CD combo from a fairly safe cancel option, good for super extensions
CD > 236C~ 41236D 187 220 0 30% Anywhere Higher damage CD combo using 236C whiff cancel
CD, 41236D(3) > j.2D, 623C 253 290 0 45% Corner For consistency, don't cancel CD into 42136D. It's possible to cancel into a whiffed 236A and still get the 42136D, but the 236A can sometimes hit and end the combo

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2A/c.C(1) > 4/6A > 236AC, 236C 281 285 50% 15% Anywhere 236AC combo, 236C can whiff if done out of the corner
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC 260 235 50% 30% Anywhere Break into EX dp, simple damage increase from his normal midscreen route
2B, 2A/c.C(1) > 4/6A > 236AC, 41236D(3) > j.2D, 623C 391 50% 49% Corner 236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2A/c.C(1) > 4/6A > 236C > 2141236B/D 322 1 15% Anywhere Simple combo into super, the cancel from 236C can be done late and still combo to make the cancel simpler
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623A > 2141236B/D 318 1 45% Anywhere Break into dp > super. The motion for dp to super is 632146A > 236B/D
... > 41236D(3) > j.2D, 623A > 2141236B/D 362 1 45% Corner Fastfall cancel into dp > super. Can omit the dp and just go straight from dive to super for an easier combo that does 334

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236B/D 391 2 5% Anywhere Quick Max combo, not bad to use off of stray hits and counterpokes
2B, 2A/c.C(1) > 4/6A > 236AC, 236C > 2141236B/D 412 285 1.5 20% Anywhere Efficient 1.5 bar midscreen super ender
2B, 2A/c.C(1) > 4/6A > 41236D > j.2D, 623A > 2141236BD 490 2 45% Corner Example of using max super, usually a worthwhile damage increase

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236BD 468 3 5% Anywhere Quick max combo with a max super ender, simple and good damage

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
c.C > 4/6A > 236C > 2141236B/D > 2141236CD 682 4 20% Anywhere Since his climax can be done midair, you can get almost the full super for 2141236 before cancelling
Max Mode, c.C > 4/6A > 236C > 2363214A/C > 2141236BD > 2141236CD 972 4 0 Anywhere Max Mode combo, and about the highest damage you can do. You won't always land this but when you do, it'll probably kill

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
c.C(1) > 4/6A > 236C > 2141236BC > 2141236CD 805 5 0 Anywhere Max super into climax, nice high damage to dump 5 bars on

External Links

Andy Combos by Meno

Navigation

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