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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 236AC, 4A > 4214D || 294 || 160 || 0.5 || 32% || Midscreen || 236AC connects from max range 2A, making it a great confirming option midscreen. Will not work at all if near the corner, unfortunately.
| '''Light Starter''' > 236AC, 4A > 4214D || 294 || 160 || 0.5 || 32% || Midscreen || 236AC does not connect from max range 2A, but reaches at most ranges making it a great confirming option midscreen.
|-
|-
| '''Light Starter''' > 236AC, 214B || 195 || 60 || 0.5 || 18% || Corner || Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. '''In general, spending 0.5 Bar in the corner isn't worth it when using a light starter.'''
| '''Light Starter''' > 236AC, 214B || 195 || 60 || 0.5 || 18% || Corner || Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. '''In general, spending 0.5 Bar in the corner isn't worth it when using a light starter.'''

Revision as of 17:14, 19 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 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 5F low light confirm. 2B does not cancel into anything on whiff. 2A cancel to 236AC combos at most ranges, but not at max range midscreen.

Always combos into 6214AC or quick max 5B-236A-KickSuper-Climax.

2A > 2A 6F mid light confirm. 2A cancels into itself or specials even on whiff. Any 2A may hit airborne opponents near the ground as its hitbox is a bit high. 2A cancel to 236AC combos at most ranges, but not at max range midscreen. Always combos into 6214AC or quick max 5B-236A-KickSuper-Climax.
5B 8F poke with decent range. Cancellable only on contact, so good to throw out at spacings where opponent cannot block and option select a cancel. At max range midscreen, still combos into 236AC or quick max 5B-236A. Doesn't combo into 6214A at max range.

Heavy Starters

Combo Damage Notes
j.X > 2C > 4A Standard jump-in starter. 2C has the most range of Dinosaur's cancellable heavies,
advances him forward in cancels, and forces stand so that 4A consistently combos.
cl.C/cl.D > 4A
2C/c.D/c.C > 6A

Other Starters

Combo Damage Notes
CD 75

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

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 206 0 Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B
cl.A > A > A > C 230 1 Rush combo ending in a super. 294 damage when using 214A follow-up.
cl.A > A > A > D 359 2 Rush combo ending in a Max super.
cl.A > A > A > A 441 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 63214A 197 60 0 26% Anywhere Will only work from near point-blank.
2B > Rush Autocombo (B Ender) 227 60 0 32% Anywhere Technically optimal, but has even more limited range than the above combo.
Light Starter > 236A 149 140 0 19% Anywhere Works from slightly further than 63214A.
Light Starter > 2A > 236A(1) > AB 117 220 0 16% Anywhere If too far, must cancel 236A early, otherwise the second hit will whiff and you will be punishable.
Heavy Starter > 63214A 271 170 0 35% Anywhere Works consistently from all ranges if using 2C > 4A or 2C.
Heavy Starter > 236C 259 270 0 33% Anywhere More consistent when using non-2C starters.
Heavy Starter > 236C(2), 5D > 4214D 421 300 0 55% Corner Big meterless damage.
CD > 236B (whiff), 236C 165 170 0 Anywhere The 236B must be a cancel, and whiffs on block. Comboing from a midscreen CD is very difficult without this cancel, unfortunately.
CD > 5D > 236C(2) > AB, c.D 292 320 0 Corner Only works if spaced far enough for far D.
Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 4A > 4214D 294 160 0.5 32% Midscreen 236AC does not connect from max range 2A, but reaches at most ranges making it a great confirming option midscreen.
Light Starter > 236AC, 214B 195 60 0.5 18% Corner Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. In general, spending 0.5 Bar in the corner isn't worth it when using a light starter.
Light Starter > 214BD 179 60 0.5 5% Anywhere Quick sideswap. Not recommended if the opponent is cornered.
Heavy Starter > 236C, 214BD 371 270 0.5 33% Anywhere Quick sideswap as well as some extra damage. Not recommended if the opponent is cornered.
Heavy Starter > 236AC, 4A > 4214D 368 270 0.5 40% Midscreen
Heavy Starter > 236CD, 2C > 5A > 236C(2) > AB, 5D > 4214D 423 470 0.5 70% Corner Similar damage to the meterless variant, albeit with more stun. Might be worth the bar?

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236A(1) > 236236B, 214B 322 100 1 27% Anywhere Avoid using the 214B if you have the opponent cornered, otherwise you will lose the corner and your oki.
5B > 236A(1) > 236236B, 214B 314 70 1 23% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > 236C(2) > 236236B, 214B 407 230 1 39% Midscreen
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214B 503 300 1 50% Corner Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route.

1.5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
5B > 236A(1) > 236236B > 214BD 367 70 1.5 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Light Starter > 236AC, 236C(2) > 236236B, 214B 387 140 1.5 32% Midscreen
Light Starter > 236AC, 236C(2) > 236236B, 214B 357 90 1.5 27% Corner Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki.
Light Starter > 236A(1) > 236236B, 214BD 370 100 1.5 13% Corner Highest corner damage from a light for 1.5 bars. Loses the corner.
Heavy Starter > 236AC, 236C(2) > 236236B, 214B 461 250 1.5 39% Midscreen
Heavy Starter > 236CD, 2C > 4A >236C(2) > AB, 5D > 236236B 454 470 1.5 50% Corner Comparable damage to midscreen, with tons of stun to boot.
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214BD 550 300 1.5 37% Corner Gives up the corner in exchange for much more damage.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 236C(2) > 236236B, 214BD 428 140 2 32% Midscreen
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B 396 310 2, 1250 MAX 18% Midscreen Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B 396 360 2, 1000 MAX 5% Corner
Light Starter > 236AC, 236C(2) > 236236B, 214BD 398 90 2 16% Corner Slightly more damage and better metergain, much worse oki.
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD 502 250 2 27% Midscreen
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B 470 420 2, 1250 MAX 13% Midscreen Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B 470 530 2, 1000 MAX 13% Corner
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD 472 200 2 24% Corner Slightly more damage and metergain, much worse oki.
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B 316 230 2, 1250 MAX 20% Midscreen Sample overhead confirm. Any Quick Mode combos can be applied to 6A.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 528 270 3, 1000 MAX 5% Anywhere 1000 MAX gauge variant.
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 583 270 3, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 570 410 3, 1000 MAX 5% Corner
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 654 360 3, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 6321463214AC 500 70 3 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD 602 440 3, 1000 MAX 13% Anywhere 1000 MAX gauge variant.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 657 380 3, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 644 480 3, 1000 MAX 13% Corner
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 728 470 3, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 682 270 4, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 744 360 4, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 2141235CD 619 70 4 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 756 380 4, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 818 470 4, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD 848 250 4 0% Midscreen
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD 962 300 4 0% Corner ToD if started with j.C c.D 4A.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

Dino Combos by Meno

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