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Line 93: Line 93:
|j.C > cl.D > 6B(1) > [2]8C || 258 || 260|| 0.0 || 0.3 || Anywhere || The 6B cancel into [2]8C is extremely tight.  
|j.C > cl.D > 6B(1) > [2]8C || 258 || 260|| 0.0 || 0.3 || Anywhere || The 6B cancel into [2]8C is extremely tight.  
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CD > 214B (whiff) > [2]8C || 138 || 180 || 0.0 || 0.25 || Midscreen || Can omit 214B and use 623A/C in corner for HKD.
|CD > 214B (whiff) > [2]8C || 138 || 180 || 0.0 || 0.25 || Midscreen || Can omit 214B and use 623A/C in corner for HKD.
 
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Revision as of 19:31, 11 February 2023

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 38 Standard low light confirm.
cl.B > cl.B 58 Mash low 5f

Heavy Starters

Combo Damage Notes
j.X > cl.D > 6B(1) 182 Standard jump-in starter.
cl.C > 6B(1) 108 close C confirm.
2C > 6B(1) 108 far range heavy confirm

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 144 0 Rush combo ending in a special move
cl.A > A > A > C 227 1 Rush combo ending in a super
cl.A > A > A > D 358 2 Rush combo ending in a Max super
cl.A > A > A > A 434 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > [2]8C 119 125 0.0 0.2 Anywhere An Extra 2A can be added if the 2B hits close.
Heavy Starter > 63214C 297 180 0.0 0.40 Anywhere Standard meterless heavy confirm.
Heavy/Light Starter > 623A 250/110 240/120 0.0 0.3/0.2 Anywhere No sideswitch.
j.C > cl.D > 6B(1) > [2]8C 258 260 0.0 0.3 Anywhere The 6B cancel into [2]8C is extremely tight.
CD > 214B (whiff) > [2]8C 138 180 0.0 0.25 Midscreen Can omit 214B and use 623A/C in corner for HKD.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 63214AC 190 (213) 60 0.5 0.05 Anywhere An extra 2A can be added if the 2B is hit close, but this adds only 30 Damage specifically if Moon Slasher has been whiffed.
2B > 2A > 623AC > 623C 195 80 0.5 0.03 Anywhere Harder to hit confirm but gives HKD and good corner carry
j. C > 5C > 6B (1) > 63214AC 285 (331) 180 0.5 0.2 Anywhere
j.C > Cl. D > 6B (1) > 623AC > 623C 2275 150 0.5 0.5 Mid-Screen Good corner carry, and leads to a safe jump setup
cl.5B > cl.5B > 623AC > 623C 215 140 0.5 0.2 Mid-Screen

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > [2]8C > 214236K 291 140 1.0 0.2 Anywhere 2147C>236K How to execute the C Moon Slasher into the Heidern End
Cl. C > 6B (1) > 623A > 2141236D 337 170 1.0 0.25 Anywhere 632146A>236D
j. C > Cl. C > 6B (1) > [2]8C > 2141236K 396 260 1.0 0.3 Anywhere You can give yourself slightly more time to charge the [2]8C by cancelling the second hit of 5C into the 6B as early as possible. Still a tight window
cl. B > cl. B > 623AC > 63214AC 258 60 1.0 0.05 Mid-Screen
Cl. D > 6B (1) > 623AC > 63214AC 318 110 1.0 0.15 Mid-Screen
j. C > 5C > 6B (1) > 623AC > 63214AC 344 180 1.0 0.2 Mid-Screen
CD > 214D > 214214P > 623A > [2]8C 249 260 1.0 0.45 Mid-Screen Blowback Combo. Super Specific Distance between you and the Opponent.

1.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
cl. B > cl. B > 623AC > 623C > 2141236D 344 140 1.5 0.2 Mid-Screen
cl. B > cl. B > 623AC > [4]6A > 214214A > 623A > 623A 352 220 1.5 0.4 Mid-Screen Hard Knock-Down. Window to charge [4] after 623AC is extremely tight.
j. C > 5D > 6B (1) > 623AC > 623C > 214214C > dash > 623A > 623A 473 60 1.5 0.6 Mid-Screen General 1.5 meter BNB
j. C > c. D > 6B (1) > 623AC > [4]6A > 214214C > 623C > CD 455 400 1.5 0.45 Mid-Screen Cancel the CD into [4]6A for a meaty set-up

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
6B > MAX > cl. D > 6B (1) > 623AC > [2]8C > 2141236k 306 230 2.0 0.05 Mid-Screen Overhead confirm into Max Mode
Cl. D > 6B > MAX > Cl. D > 6B (1) > 623AC > 2D 326 290 2.0 0.1 Mid-Screen The 2D can be cancelled into 214214C for locking your opponent down on quick wake-up.
Cl. C > 6B (1) > [2]8C > 214214AC > 623A > 623A > 623C 450 390 2.0 0.6 Anywhere
j. C > 5C > 6B (1) > [2]8C > 214236BD 520 260 2.0 0.3 Anywhere
214D > 214214C > 623C > [2]8C > 2141236K 322 180 2.0 0.4 Anywhere Assault Saber Follow-up
2B > 2A > 2A > [2]8C > 214214AC[4] > 623C > 623C > 623C > [2]8C 415 450 2.0 0.75 Corner Hold 4 during the super start-up to get the right version.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Cl. B > Cl. B > MAX > cl. D > 6B (1) > [2]8C > 2141236K > CLIMAX 584 250 3.0 0.05 Anywhere 1250 MAX (2147C>236D) Confirm off a standing low.
j. C > 5C > 6B > MAX > Cl. D > 6B (1) > 623AC > [2]8C > CLIMAX 618 390 3.0 0.2 Anywhere (2147C>236CD)
j. C > 5C > 6B > MAX > cl. D > 6B (1) > [2]8C > 2141236K > CLIMAX 684 390 3.0 0.2 Anywhere (2147C>236D) 1250 MAX. Higher Damage, but more difficult.
j. C > 5C > 6B (1) > [2]8C > 2141236K > 214214AC > 623A > 623A > 623C > [2]8C 638 540 3.0 0.8 Anywhere (2147C>236D) Highest Stun and Meter Gain Combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Cl. B (> Cl. B) > MAX > cl. D > 6B (1) > [2]8C > 2141236BD > CLIMAX 689 250 4.0 0.05 Anywhere Confirm off of a Standing Low
MAX > j. C > cl. D > 6B (1) > [2]8C > 2141236K > 214214AC[4] > 623C > 623C > 623C > [2]8C > CLIMAX 980 580 4.0 0.0 Corner Raw Max Punish. The 2[8]C may be omitted due to the higher difficulty.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Cl. C > 6B (1) > [2]8C > 2141236D > 214214AC > 623A > 623A > 623C > [2]8C > 2141236BD 812 470 5.0 0.5 (0.7) Mid-Screen The Meter Gain would be 0.7 if you start the combo under 5 Meters.
MAX > 2C > [2]8C > 214214AC > 623C > 623C > [2]8C > 2141236BD > Climax 963 390 5.0 0.0 Mid-Screen Raw Max Punish

External Links

Heidern Combos by Meno
Heidern Combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
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Characters