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Angel Combos by Meno
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==Combos== | ==Combos== | ||
'''General Notes:''' | '''General Notes:''' | ||
* Due to how different clB and 2A Light Starters are, combos that | * Due to how different clB and 2A Light Starters are, and how limited 2A is, combos that can work off of 2A will be pointed out. | ||
* Notation: Unchain followups are written using a '''~''' to connect the moves. So it will read as '''starter'''~'''unchain circle'''~'''finisher'''. | * Notation: Unchain followups are written using a '''~''' to connect the moves. So it will read as '''starter'''~'''unchain circle'''~'''finisher'''. | ||
Revision as of 07:51, 21 March 2025
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. |
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, clB | 43 | Allows for 214A routes off of a low. It's a stronger option limited by proximity. |
2B, 2A, 2A | 60 | Low confirm. |
clB, clD > 6B (1) | 133 | Light into Heavy, great for close punishes and crossup confirms. (160 with both hits of 6B) |
jA, clB, clD > 6B (1) | 170 | Crossup confirm. (195with both hits of 6B) |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
clD > 6B | 108 | Standard starter. (136 with both hits of 6B). |
jC, clB, clD > 6B (1) | 195 | Crossup confirm. (220 with both hits of 6B) |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Big CD that she can start combos from. |
236CD | 75 | Shatter Strike, big and starts combos. |
Counter jCD | 112 | Big and she has a lot of options after it. |
2C | 70 | Launcher, also juggles. |
426P/AC | 60/80 | Command Grab Starter. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Due to how different clB and 2A Light Starters are, and how limited 2A is, combos that can work off of 2A will be pointed out.
- Notation: Unchain followups are written using a ~ to connect the moves. So it will read as starter~unchain circle~finisher.
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 138 | 30 | 0 | .23% | Anywhere | Rush combo ending with Red Sky (624A). Normally this won't combo from Lights. |
cl.A > A > A > C | 200 | 30 | 1 | .7% | Anywhere | Rush combo ending with Real Rave (4623P). |
cl.A > A > A > D | 324 | 30 | 2 | .7% | Anywhere | Rush combo ending with MAX Real Rave (4623AC). |
cl.A > A > A > A | 431 | 30 | 3 | .7% | Anywhere | Rush combo ending with a Climax. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Starter > 46B (1) ~ 2P ~ 6K ~ 236C | 195 | 155 | .30% | Anywhere | Ol' reliable from grounded 46K. |
Starter > 46K (1) ~ 6A (1) ~ 66A, 46D ~ 2B ~ 66B | 298 | 290 | .47% | Anywhere | Requires you to be close for 66P to hit if 46K is done after lights or raw. Works just fine from clB. |
214P Starter > 214C ~ 2K ~ 8P ~ 426D ~ 8K ~ 66C, 624B | 342 | 290 | .53% | Anywhere | Doesn't work from 2A/clA. You can sacrifice the 624B for oki. |
Starter > 46D ~ 6A ~ 66A, 46D ~ 2B ~ 426B ~ 8A ~ 426D ~ 8B ~ 66C, 624B | 354 | 330 | .67% | Anywhere | High damage 46K route, same as earlier. |
214P Starter > 214C ~ 2K ~ 426B ~ 8P ~ 6AB ~ 66A, 46D ~ 8K ~ 66K (2), clD | 387 | 420 | .65% | Midscreen | Leads to a HKD if all hits of 66K connect at the cost of some damage. |
214P Starter > 214C ~ 2K ~ 66A, 46D ~ 6K ~ 8P ~ 426B ~ 8K ~ 66K (2), clD | 399 | 450 | .65% | Corner | More of everything but in the corner. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
2B 2A > 46B ~ 6A(1) ~ 66A, 63214BD | 204 | 240 | Anywhere | ||
2B c.B > 46D ~ 6A(1) ~ 66A, 46D ~ 2B ~ (8A) ~ 6B ~ 41236BD ~ 8A ~ 41236B ~ 8B ~ 66C, 63214B | 314 | 305 | Midscreen | ||
2B 2A > 46D ~ 6A(1) ~ 66A, 46D ~ 2B ~ 8A, 41236BD ~ 8B ~ 66C, c.D | 289 | 360 | Corner | ||
2B c.B > 214A ~ 2B ~ 41236B ~ 8B ~ 66A, 46D ~ 8B ~ 41236BD ~ 8A ~ dl.66C, 63214B | 356 | 340 | Midscreen | Drops against Meitenkun, Chris, Athena, and Yuri | |
j.D c.D > 6B 46D ~ 6A ~ 66A, 46D ~ 2B ~ (8A) ~ 6B ~ 41236BD ~ 8B ~ 66C, 63214B | 376 | 400 | Midscreen | ||
j.D c.D > 6B 46D ~ 6A ~ 66A, 46D ~ 2B ~ (8A) ~ 6B ~ 41236BD ~ 8B ~ 41236B ~ 8A ~ 66C, 63214B | 381 | 430 | Midscreen | ||
j.D c.D > 6B > 214A ~ 2B ~ 66A 46D ~ 6B ~ 8A 41236BD ~ 8B ~ 66C, f.C | 453 | 520 | Corner | ||
j.D c.D > 6B > 214A ~ (2A) ~ 66A 46D ~ 2D ~ 41236B ~ 8B ~ 66B 41236BD ~ 6B ~8A dl.66C, c.D | 483 | 560 | Corner | 66B must not connect with the final hit |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
j.D c.D 6B > 214A ~ 2B ~ 41236B ~ 8B ~ 66A, 46D ~ 6B ~ 41236BD ~ 8A ~ dl.66C, 63214BD | 465 | 450 | 1 | -0.4 | Midscreen | Drops against Meitenkun, Chris, Athena, and Yuri |
j.D c.D 6B > 236CD, cl.D > 6B > 214A ~ 2B ~ 41236B ~ 8B ~ 66A, 46D ~ 6B ~ 41236BD ~8A ~ dl.66C, 63214BD | 427 | 550 | 1 | -0.7 | Midscreen | Drops against Meitenkun, Chris, Athena, and Yuri |
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 |