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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A > f.B(1)''' || 51 || Standard low light confirm. f.B negates pushback so it is vital for light confirms.
| '''2B > f.B(1)''' || 29 || The most consistent light confirm. f.B negates pushback so it is vital for light confirms.
|-
| 2B > 2A > f.B(1) || 51 || 2A is surprisingly stubby, so it can sometimes whiff.
|-
|-
| cl.A > 2A > cl.A > 2A > f.B(1) || 94 || Any string of light attacks that ends with f.B can function as a light confirm.
| cl.A > 2A > cl.A > 2A > f.B(1) || 94 || Any string of light attacks that ends with f.B can function as a light confirm.

Revision as of 14:08, 18 May 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

Note: O. Shermie can string together a myriad of light attacks.

Combo Damage Notes
2B > f.B(1) 29 The most consistent light confirm. f.B negates pushback so it is vital for light confirms.
2B > 2A > f.B(1) 51 2A is surprisingly stubby, so it can sometimes whiff.
cl.A > 2A > cl.A > 2A > f.B(1) 94 Any string of light attacks that ends with f.B can function as a light confirm.

Heavy Starters

Combo Damage Notes
cl.C 70 The most practical heavy starter due to its speed.
cl.D 80 Slower than cl.C but the highest damage, single-hit heavy starter making it ideal for punishes.
2A/cl.A, 2C/cl.C 91 Light to heavy link. The added hit enables better confirms. Unreliable after a jump-in but very useful after a cross-up.
2A > cl.A, cl.C 111 Double light to heavy link. Must be absolutely point blank. Can works after a cross-up but is much less reliable.

Other Starters

Combo Damage Notes
CD 75 Combos reliably into 214C, which also combos into your 236236B/D/BD, which can go into 236236A/C/AC and/or climax. This works everywhere on screen, except when your opponent is near the corner. Take note, CD > 214C is also safe on block.

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

Combos

General Notes

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 151 0 Rush combo ending in a special move.
cl.A > A > A > C 237 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 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214C 132 120 0.155 Anywhere Standard low combo. +33 but sends them too far for oki.
Heavy Starter > 6A > j.236B 207 160 0.27 Anywhere Certain characters can punish 6A on block, so be sure to hit confirm by using a light link or jump-in attack.
Heavy Starter > 6B > 214C 203 150 0.22 Anywhere If 6A cannot be confirmed, use 6B for a safer (but slightly less rewarding) confirm.
Light Starter > 214C, cl.C 184 190 0.225 Corner Cancel cl.C into 426A for a meaty fireball setup. Plus on-block and can convert on-hit.
Heavy Starter > 6A > j.236B, cl.D 276 230 0.35 Corner Cancel cl.D into 426A for a meaty fireball setup.
Heavy Starter > 6B > 214C, cl.C 259 220 0.29 Corner Cancel cl.C into 426A for a meaty fireball setup.

EX

Note: Heavy Starter > 6B can access any Light Starter combo for 88 extra damage, 60 stun, and .09 meter.

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 214C 192 90 0.5 0.13 Anywhere
Heavy Starter > 6A > j.236BD, 214D 337 160 0.5 0.29 Anywhere 214D guarantees a meaty 426A for powerful pressure.
Light Starter > 214BD, 214C, cl.C 241 160 0.5 0.2 Corner
Heavy Starter > 6A > j.236BD, 214C, cl.D 366 230 0.5 0.3 Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 214AC, 214D 281 120 1 0.225 Anywhere
Heavy Starter > 6A > j.236BD, 214AC, 214D 396 160 1 0.29 Anywhere
Light Starter > 214BD, 214AC, 214B, cl.D 307 190 1 0.275 Corner
Heavy Starter > 6A > j.236BD, 214AC, 214B, 214C, cl.C 474 290 1 0.43 Corner Ludicrous damage that regenerates half of its cost with a jump-in.
Light Starter > 214BD, 214C, 236236P 331 120 1.5 0.125 Anywhere
Heavy Starter > 6A > j.236BD, 214BD, 214AC, 214D 455 160 1.5 0.29 Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214C > 236236AC 391 120 2 0.155 Anywhere For a Light Starter, it is more efficient to super instead of using multiple EX moves.
Heavy Starter > 6A > j.236BD, 214BD, 214C > 236236P 505 160 2 0.22 Anywhere
6B > BC, cl.D > 6A > j236BD > 214C > 236236A/C 344 240 2 0.1 Anywhere
6B > (QM) > cl.D > 6A > j236BD > 214AC > 214C > 236236A/C 367 220 2 0.1 Anywhere Overhead starter into quick max combo. Requires 1500 MAX Mode Gauge, so use in anchor position.
Heavy Starter > 6B > (QM) > cl.D > 6A > j236BD > 214C > 236236A/C 501 270 2 0.2 Anywhere Only requires 1000 MAX Mode Gauge, so it can be used on any team position.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214B > Climax 459 120 3 0.2 Anywhere Easy hit confirm into climax. There's better, higher damaging combos (see below) but this is fine in a pinch.
Light Starter > (QM) > cl.D > 6A > j236BD > 214C > 236236AC 494 220 3 0.1 Anywhere This works at any level of MAX Mode Gauge. Can use 236236BD for less damage and better oki when outside of corner.
Light Starter > (QM) > cl.D > 6B > 214B > 236236A/C > Climax 563 210 3 0.1 Anywhere This works at 1250 MAX Mode Gauge, so you must be in the mid or anchor position.
Heavy Starter > 6A > j236B > j236236B/D > 236236AC 644 260 3 0.3 Anywhere As of patch 1.62 O.Shermie can now advance/climax cancel her air super. Only gets oki in the corner, though.
Heavy Starter > 6B > (QM) cl.D > 6A > j236BD > 214C > 236236AC 419 240 3 0.1 Anywhere Add some damage onto the 2 meter quick max combo for just an extra bar.
Heavy Starter > 6B > (QM) cl.D > 6B(1 Hit) > 214B > 236236A/C > Climax 701 260 3 0.2 Anywhere This combo requires 1250 MAX Mode Gauge, so you must be in the mid or anchor position.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > (QM) > cl.D > 6B > 214B > 236236AC > Climax 645 210 4 0.1 Anywhere This combo can be used regardless of team position.
Heavy Starter > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax 797 740 4 0.2 Anywhere Exact same combo as above, just a heavier start. Noticeably more damage because of it.
MAX Mode > Light Starter > 214C > 236236B/D > 236236AC > Climax 813 120 4 0.2 Anywhere Requires 1250 MAX Mode Gauge and raw MAX Mode activation. Can only be done when in mid or anchor team position.
MAX Mode > Heavy Starter > 6A > j236B > 236236B/D > 236236AC > Climax 1024 160 4 0.3 Anywhere Requires 1250 MAX Mode Gauge, a raw activation, and zero morals whatsoever. Delete a character for only 4 bars!

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

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