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The King of Fighters XV/Duo Lon/Combos: Difference between revisions
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| Counterhit j.CD || 100 || 80 || 8% || Leads to juggles. | | Counterhit j.CD || 100 || 80 || 8% || Leads to juggles. | ||
|} | |||
==Combos== | |||
'''Notes''' | |||
- j. X, Far A is the most consistent light normal to cancel into 236A on hit when it comes to spacing/pushback. Far A will whiff against all crouching opponents in neutral and guard state except Antonov, Maxima, and KOD. | |||
- 6A does not hit any crouching opponents rather they are in neutral, hit, or guard state. | |||
- 6AC will hit all crouching opponents in hit state. It whiffs against all small crouching opponents in neutral and guard state. | |||
===Rush Auto Combo=== | |||
Builds 9% meter and deals 45 stun before combo ender. | |||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B > B > B || 121 || 0 || Rush combo ending in a special move. | |||
|- | |||
| cl.A > A > A > C || 206 || 1 || Rush combo ending in a super. | |||
|- | |||
| cl.A > A > A > D || 356 || 2 || Rush combo ending in a Max super. | |||
|- | |||
| cl.A > A > A > A || 422 || 3 || Rush combo ending in a Climax super. | |||
|} | |} |
Revision as of 01:00, 2 January 2024
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 | Stun | Meter Gain | Notes |
---|---|---|---|---|
2B > 2B > 2A | 51 | 60 | 5.5% | Standard low light confirm. It can be replaced with 2B > cl.A > 2A . |
2B > 2A > Far A | 60 | 75 | 6.5% | On hit, Far A /cl. A is the most consistent light move into 236A when it comes to spacing. |
2B > 2A > 6A | 74 | 85 | 8% | 6A whiffs on all crouching opponents, but can connect to 236C/AC. |
2B > 2A > 6AC | 92 | 45 | 4% | 6AC hits on all crouching opponents and can connect to 236C/AC. |
j. B/ j. D > Far A | 63 to 93 | 60 to 100 | 6.5% to 9.5% | Far A /cl. A is the most consistent light move into 236A when it comes to spacing. Keep in mind Far A whiffs on crouching opponents in neutral and guard state. |
Heavy Starters
Combo | Damage | Stun | Meter Gain | Notes |
---|---|---|---|---|
cl.D > 6A | 118 | 110 | 12% | Best standard heavy starter. Cl. D places the opponent in a standing position which allows consistent hits into 6A. |
cl.C > 6A | 108 | 110 | 11% | Grounded punish starter. Cl. C is a frame faster than cl. D, but does not place the opponent in a standing position. Can do cl. C, 6AC for consistent combo into 236C/AC. |
j.B/ j. D, cl.C/ cl. D | 106 | 100 | 11% | Standard jump-in starter. Cl. C is usually more consistent than cl.D due to cl. D's pushback. Values are calculated using light jump B, cl. C. |
Other Starters
Combo | Damage | Stun | Meter Gain | Notes |
---|---|---|---|---|
CD | 75 | 100 | 7.5% | If you trade and don't get knocked down you can still convert off CD. |
6B | 40 | 40 | 4% | Only useful for combing into 21426A/AC Super from far range. |
Counterhit j.CD | 100 | 80 | 8% | Leads to juggles. |
Combos
Notes
- j. X, Far A is the most consistent light normal to cancel into 236A on hit when it comes to spacing/pushback. Far A will whiff against all crouching opponents in neutral and guard state except Antonov, Maxima, and KOD.
- 6A does not hit any crouching opponents rather they are in neutral, hit, or guard state.
- 6AC will hit all crouching opponents in hit state. It whiffs against all small crouching opponents in neutral and guard state.
Rush Auto Combo
Builds 9% meter and deals 45 stun before combo ender.
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B > B > B | 121 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 206 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 356 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 422 | 3 | Rush combo ending in a Climax super. |