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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || || 0 || Rush combo ending in a special move
|  cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move
|-
|-
|  cl.A > A > A > C || || 1 || Rush combo ending in a super
|  cl.A > A > A > C || 240 || 1 || Rush combo ending in a super
|-
|-
|  cl.A > A > A > D || || 2 || Rush combo ending in a Max super
|  cl.A > A > A > D || 367 || 2 || Rush combo ending in a Max super
|-
|-
|  cl.A > A > A > A || || 3 || Rush combo ending in a Climax super
|  cl.A > A > A > A || 470 || 3 || Rush combo ending in a Climax super
|}
|}



Revision as of 14:44, 29 April 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.
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 > 6A 78 Standard low light confirm.
2B > 2B > 6A 69 Less damage, but 2B 2A can whiff at farther ranges, and 2B 2B gives you a bigger range to confirm your low poke.
cl.A > cl.C > 6A 131 Point-blank light starter. Does far more damage than the other light starters, but is much harder to confirm.

Heavy Starters

Combo Damage Notes
j.D > cl.C > 6A 176 Standard jump-in starter.
j.D > cl.D > 6A 186 High damage jump-in starter. Harder to confirm than the standard starter.
cl.D > C 127 Target combo starter. Goes into juggle combos.

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 125 0 Rush combo ending in a special move
cl.A > A > A > C 240 1 Rush combo ending in a super
cl.A > A > A > D 367 2 Rush combo ending in a Max super
cl.A > A > A > A 470 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Dolores Combos by Meno

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters