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The King of Fighters XV/Shingo Yabuki/Combos: Difference between revisions
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| J.D > C > 6B > 214AC > 421BD > 623A || 380 (472) = Avg 412 || || 1 || || Anywhere || - | | J.D > C > 6B > 214AC > 421BD > 623A || 380 (472) = Avg 412 || || 1 || || Anywhere || - | ||
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| J.D > C > 6B > 214BD > 236A > 214236C > 214D || 502 (550) = Avg 515 || || 1.5 || || Anywhere || Best combo for 3 Ex | |||
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Revision as of 08:47, 9 February 2023
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 "{}". |
For Shingo, due to Critical Hits, combo will be noted if possible with the minimum DMG for the route, and the maximum, and also the global average of all the combo routes. This way, you will be able to choose knowingly if you prefer the potentially more damaging route, or the more consistent, and how it averages over time.
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.
When the combo uses 236AC, the follow-up of the combo will be noted in brackets. Remember the combo routes take in account that you can always follow-up 236AC with a 214D if you don't get a critical hit.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A | Standard light starter |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.C > ? | Standard jump-in starter. | |
cl.D | 80 | Most damaging starter but slower than cl.C |
cl.C | 70 | Slightly less damage but faster than cl.D |
cl.A > 5C | Link to a Heavy combo but only when in range. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2A > 236A | 101 (119) = Avg 104 | Anywhere | Standard low light confirm. | ||
2B > 2A > 421B | 154 (164) = Avg 156 | Anywhere | More damage but a lot of recovery, so don't miss. | ||
2B > 2A > 623C | 145 (164) = Avg 148 | Anywhere |
0.5 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 236AC [214D] ( > 214C > 421D ) | 180 (372) = Avg 248 | 0.5 | Anywhere | Your go-to combo for 1bar : most damaging average and more damaging maximum | ||
2B > 2A > 421BD ( > 623A ) | 182 (267) = Avg 210 | 0.5 | Anywhere |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 236A Crit > 214236A > 214D | 302 (337) = Avg 309 | 1 | Anywhere | The more damaging average route with 1 bar, so the best choice if you don't need to test the guard | ||
2B > 2A > 236AC ( > 214C > 421B > 421BD (> 623A)) | 180 (520) = Avg 288 | 1 | Anywhere | Can do a lot more damage than the Super Cancel, but the average damage is less good. | ||
2B > 2A > 236AC ( > 214C > 236C > 214236C > 214D) | 180 (525) = Avg 303 | 1.5 | Anywhere | You can follow-up with OTG when not too far from the border | ||
2B > 2A > 236AC ( > 214C > 214BD > 421BD > 623A) | 180 (550) = Avg 302 | 1.5 | Anywhere | Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner) | ||
2B > 2A > 236AC ( > 214C > 421BD > 421BD > 623A) | 180 (659) = Avg 321 | 1.5 | Anywhere | A bit tricky but it's the most damaging route from lights with 1.5 bars |
Combo From C or D | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
J.D > C > 6B > 214AC > 214BD > 421D | 443 (485) = Avg 458 | 1 | Anywhere | The more damaging combo from a heavy starter | ||
J.D > C > 6B > 214C > 214236C > 214D | 433 (467) = Avg 439 | 1 | Anywhere | Super combo | ||
J.D > C > 6B > 214AC > 421BD > 623A | 380 (472) = Avg 412 | 1 | Anywhere | - | ||
J.D > C > 6B > 214BD > 236A > 214236C > 214D | 502 (550) = Avg 515 | 1.5 | Anywhere | Best combo for 3 Ex |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2A > 236A > 214236AC | 398 (433) = Avg 405 | 2 | Anywhere | The best consistent and average route for 2 bars | ||
2B > 2A > 236AC ( > 214C > 214BD > 236A > 214236A) | 180 (579) = Avg 322 | 2 | Anywhere | Your confirm after 236AC with 2 bars | ||
2B > 2A > 236AC ( > 214C > 421BD > 623A > 236236A) | 180 (588) = Avg 286 | 2 | Anywhere | Alternate confirm. Can deal 10dmg more than previous one but average is a lot worse |
External Links
Breakdown of statistical analysis and ponderation of damage for each combo route (WIP) : https://t.co/9o3YBJLP8D