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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| 2B > 2B > 2B > 5A > 236BD > j.2D > dl J.DDD > 3D || 307 || 320 || || Corner || Omit the third Harrier Bee kick if having difficulty.
| 2B > 2B > 5A > 236BD > j.2D > dl J.DDD > 3D || 307 || 320 || || Corner || Omit the third Harrier Bee kick if having difficulty.
[https://twitter.com/burgertime__/status/1504656464584970242 @burgertime__] for its discovery.
[https://twitter.com/burgertime__/status/1504656464584970242 @burgertime__] for its discovery.
|-
|-

Latest revision as of 15:51, 12 September 2024

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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

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

Meterless

Combo Damage Stun Meter Gain Location Notes
2B > 2B > 5B > 236B 179 210 Anywhere
j.C > 5D > 3D > j.2D > j.DDDD 276 340 Anywhere Harrier Bee at tip of 3D. For hard knockdown omit Harrier Bee.

0.5 Bar

Combo Damage Stun Meter Gain Location Notes
2B > 2B > 5A > 236BD > j.2D > dl J.DDD > 3D 307 320 Corner Omit the third Harrier Bee kick if having difficulty.

@burgertime__ for its discovery.

2C > 214AC > 236D ~ AB > 3D > j.2D > j.DDD > 214A 377 370 Midscreen Kara Cancel into 3D with 2C.

Harrier Bee must be extremely low to the ground.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
2C > 214AC > 236D ~ AB > 3D > 2BD > j.DDDD > 214A 421 250 Anywhere If done not in corner, you must Kara Cancel into 3D using 2C.

Always delay final hit of Harrier Bee for 214A to connect. Can extend further with 236236K

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
236CD > 3D > j.2BD > j.DDDD > 214A > 236236K > 236236PP 657 100 4 Anywhere Grounded Shatter Strike combo.
2B > 2B > 5K > BC > 5D > 214C > 236236PP > 2141236CD 692 240 4 Anywhere 1250 MAX - Minor delay on Climax cancel to let them fall enough to be hit.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes

External Links

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters