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The King of Fighters XV/Heidern/Combos: Difference between revisions

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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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.
|Starter > MAX > cl.D > 6B(1) > 623AC > [2]8C > CLIMAX || 519 || 250 || 3.0 || 0.05 || Anywhere || 1000 Max Mode Route. Damage from 2A > 2A
|-
|-
|j. C > 5C > 6B > MAX > Cl. D > 6B (1) > 623AC > [2]8C > CLIMAX || 618 || 390 || 3.0 || 0.2 || Anywhere || (2147C>236CD)
|Starter > MAX > cl. D > 6B (1) > 623A > 2141236K > CLIMAX || 567 || 230 || 3.0 || 0.05 || Anywhere || 1250 MAX.  Damage from 2A > 2A
|-
|-
|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.
|Starter > MAX > cl.D > 6B(2) > 2141236K > CLIMAX || 558 || 190 || 3.0 || 0.05 || Anywhere || 1250 MAX. Easier slightly less damage/stun
|-
|-
|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.
|'''Light Starter''' > [2]8C > 2141236K > 214214AC > 623A > 623A > 63214C || 507 || 275 || 3.0 || 0.6 || Anywhere || 629/380 from Heavy Starter (very hard)
|-
|'''Heavy Starter''' > 623A > 214236K > 214214AC > 623A > 623A > 63214C || 621 || 360 || 3.0 || 0.75 || Anywhere || Much easier at the cost of 8 damage/20 stun.
|-
| Starter > MAX > cl.D > 6B(1) > 623A > 214236K > 214214AC > 623A > 623A > 63214C || 503 || 350 || 3.0 || 0.5 || Anywhere || Loses damage on max mode for meter gain.
|}
|}



Revision as of 20:08, 13 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

Heidern's combos are very spacing dependent you can gain damage depending on spacing, you can also "fix" combos by reversing an input or dashing slightly.

A couple useful input tricks for performing Heidern combos:

1. 2147C > 236D

This is very useful for cancelling [2]8C into 214236D, practice this.

2. 632146A > 214C/236D

Useful for cancelling 623A into 214214A/C or 214236D, practice this too!

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) > 63214C 168 100 0.0 0.25 Midscreen Can omit 63214C and use 623A/C in corner for HKD.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 63214AC 175 (198) 45 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.
Light/Heavy Starter > 623AC > dl. 63214C 243/379 45/180 0.5 0.25/.35 Anywhere This may need a small run or reversed input depending where you are.
Light/Heavy Starter > 623AC > 623C 204/339 125/260 0.5 0.2/.3 Midscreen Good corner carry and keep side.
CD > 623AC > 623C 203 180 0.5 0.2 Corner

1 Bar

Heidern's 1 bar combos are inefficient compared to 1.5 bar routes or even 0.5 bar routes.. Killing is always worth though.

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > [2]8C > 214236K 276 125 1.0 0.2 Anywhere 2147C>236K How to execute the C Moon Slasher into the Heidern End
Light/Heavy Starter > 623A > 2141236D 267/398 105/240 1.0 0.2/.3 Anywhere 632146A>236D
j. C > cl. D > 6B (1) > [2]8C > 2141236K 406 260 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
CD > 214D > 214214P > 623A > 63214C 229 220 1.0 0.5 Midscreen Harder blowback combo with side-switch but better meter gain.
CD > (214B) > [2]8C > 214236D 258 180 1.0 .3 Midscreen Keeps side.

1.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 623AC > 623C > 214214C > dash > 623A > 63214C 418/535 185/320 1.5 0.5/0.7 Midscreen* General 1.5 Meter route, can be adjusted a lot based on screen position.*
Light/Heavy Starter > 623AC > [2]8C > 214236D 352/477 220/125 1.5 0.4/0.2 Midscreen Alternate midscreen route, overall worse than above minus extensions.
CD > 623AC > 623A > [2]8A > 214236D 346 240 1.5 0.3 Corner Corner Blowback combo.
236CD > 623A > 214214C > 623A > 63214C 419 120 1.5 0.45 Midscreen Doesn't work deep in the corner. Can use 623C for antiair shatter strike.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > MAX > cl. D > 6B (1) > 623AC > 623C > 214214C > 623A > 63214C 416 310 2.0 0.4 Mid-Screen Damage listed off 2A > 2A. Works in first position.
Light/Heavy Starter > 623A > 214236BD 418/522 120/240 2.0 0.2/0.3 Anywhere You can gain damage by using [2]8C instead of 623A but it is much tighter.
(j.C) > cl.D > 6B(2) > 214236BD 488 200 2.0 .2 Anywhere 6B(2) is not special cancellable but is super cancellable.
2B > 2A > 2A > [2]8C > 214214AC[4] > 623C > 623C > 623C > [2]8C 419 475 2.0 0.75 Corner Hold 4 during the super start-up to get the right version.
236CD > 623AC > 623A > [2]8C > 214236D 480 140 2.0 0.25 Corner Extended Shatter Strike route in corner.
CD > (214B) > 623A > 214214C > 623A > 623A > [2]8C > 214236D 369 200 2.0 0.55 Anywhere Blowback Route.
Light/Heavy Starter > 623AC > 623C > 214214C > 623A > [2]8C > 214236D 497/605 265/400 2.5 0.45/.6 Midscreen This can usually be done with 2 bars.
236CD > [2]8C > 214214AC > 623A > 623A > 63214C 495 200 2.5 0.6 Anywhere Hold [4] after super near the corner.
236CD > 623A > 214214C > 623A > [2]8C > 214236D 517 200 2.5 0.4 Anywhere More damage but less meter.
AA 236CD > 623C > 214214C > 623A > [2]8C > 214236D 528 220 2.5 0.4 Midscreen Anti-air shatter strike confirm.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > MAX > cl.D > 6B(1) > 623AC > [2]8C > CLIMAX 519 250 3.0 0.05 Anywhere 1000 Max Mode Route. Damage from 2A > 2A
Starter > MAX > cl. D > 6B (1) > 623A > 2141236K > CLIMAX 567 230 3.0 0.05 Anywhere 1250 MAX. Damage from 2A > 2A
Starter > MAX > cl.D > 6B(2) > 2141236K > CLIMAX 558 190 3.0 0.05 Anywhere 1250 MAX. Easier slightly less damage/stun
Light Starter > [2]8C > 2141236K > 214214AC > 623A > 623A > 63214C 507 275 3.0 0.6 Anywhere 629/380 from Heavy Starter (very hard)
Heavy Starter > 623A > 214236K > 214214AC > 623A > 623A > 63214C 621 360 3.0 0.75 Anywhere Much easier at the cost of 8 damage/20 stun.
Starter > MAX > cl.D > 6B(1) > 623A > 214236K > 214214AC > 623A > 623A > 63214C 503 350 3.0 0.5 Anywhere Loses damage on max mode for meter gain.

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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