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The King of Fighters XV/King/Combos

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Revision as of 20:58, 6 October 2023 by Weatherman115 (talk | contribs) (→‎Combos: Updated combo information for 2.10. Don't know how to gauge meter gain, so I've left those untouched for now.)
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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

Combo Damage Notes
2B > 2A > 3D Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > cl.C > 6B Standard jump-in starter.
cl.D > 6B Most damaging starter, but slow. Best used after a deep jump-in or as a punish.

Other Starters

Combo Damage Notes
CD 75

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

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • Can chain a second cr.B into cr.A
  • Can use cl.C instead of cl.D too
  • You can delay canceling of 3D into specials to guarantee 623D doesn't whiff.
  • Meter Gain Values found by dividing number of pixels of gained meter by length of meter gauge (300 pixels).
  • Some meter gain values rounded to nearest hundredth.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 154 0 Rush combo ending in a special move
cl.A > A > A > C 231 1 Rush combo ending in a super
cl.A > A > A > D 363 2 Rush combo ending in a Max super
cl.A > A > A > A 460 3 Rush combo ending in a Climax super

0 Meter

Combo Damage Stun Meter cost Meter Gain Location Notes
cr.B > cr. A > 3D > 214D 158 245 0 .24 Anywhere Corner Carry / Stun / Better KD
cr.B > cr.A > 3D > 623D 171 85 0 .32 Anywhere Damage / Super Cancelable

King can combo into her Venom Strikes as well, but she can be punished on hit at certain ranges.

0.5 Meters

Heavy Starter information in ( ).

Combo Damage Stun Meter cost Meter Gain Location Notes
j.(x) > cl.D > 3D > 214BD > 214B > 623D 384 300 .5 .53 Anywhere Meter positive.
cr.B > cr.A > 3D > 214BD > 214B > 623D 276 (337) 205 (230) .5 .43 Anywhere Midscreen Light Starter
cr.B > cr.A > 3D > 236BD > 214B > 623D 293 (354) 205 (230) .5 .43 Corner Corner Light Starter
cl.D > 6B > 236BD > 236B > 236B > 623D 435 230 .5 .48 Corner .35 Meter Gain After EX
cl.D > 6B > 236BD > 236B > 214B > 623D 431 290 .5 .53 Corner .40 Meter Gain After EX

1 Meters

Heavy starter information in ( ).

Combo Damage Stun Meter cost Meter Gain Location Notes
j.(x) > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214D 479 300 1 .50-52 Anywhere Jump-in required for meter.
cr.B > cr.A > 3D > 623D > 236236P 277 (343) 85 (110) 1 Anywhere Resets King to full screen
cr.B > cr.A > 3D > 623D > 214214K 285 (345) 85 (110) 1 Anywhere Safe Jump*
cr.B > cr.A > 3D > 214BD > 214B > 623BD 291 (355) 205 (230) 1 Anywhere Midscreen Light Max Damage
cr.B > cr.A > 3D > 236BD > 214BD > 214B > 623D 345 (412) 205 (230) 1 Corner Corner Light Max Damage
cl.D > 6B > 236BD > 663214BD > 214B > 623D 447 230 1 .48? Midscreen Midscreen Heavy Max Damage; requires a microdash before the EX Tornado Kick (noted as 663)
cl.D > 6B > 236BD > 236B > 236BD > 214B > 623D 504 290 1 .53 Corner

*Safe Jump after 214214K:

Corner - Forward Full Jump;

Midscreen - Slightly Delayed Forward Hop

1.5 Meters

Heavy starter information in ( ).

Combo Damage Stun Meter cost Meter Gain Location Notes
cr.B > cr.A > 3D > 214BD > 214B > 623D > [SC] 214214D 371 (432) 205 (230) 1.5 .43 Anywhere *Safe Jump See Note Above
cr.B > cr.A > 3D > 236BD > 214B > 623D > [SC] 214214D 388 (449) 205 (230) 1.5 .43 Corner *Safe Jump See Note Above
(j.D) > cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D 552 (583) 290 (360) 1.5 .53 Corner

2 Meters

Moves in ( ) are for 1250/1500 Max Mode routes.

Combo Damage Stun Meter cost Meter Gain Location Notes
j.x > cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD 575 300 2 Anywhere Jump-in required for meter.
cl.D > 6B > 236BD > 236B > 236BD > 214BD > 214B > 623D > [SC] 214214D 647 290 2 Corner
cl.D > 6B > 236BD > 236B > 236B > 623D > [SC] 214214BD 626 348 2 .49 Corner
cr.LK x3 > max > cl.D* > (3D >) 214BD > (214B >) 623D > 214214D 327 (367) 115 (275) 2 Anywhere 1000 (1250/1500)*

*If king has to run too far from a f.D max activation, use cl.C instead of cl.D so that you have enough max mode left to super cancel.

2.5 Meters

Combo Damage Stun Meter cost Meter Gain Location Notes
cl.D > 3D > 214BD > 214B > 623D > [SC] 214214DD 528 230 2.5 Anywhere

3 Meters

Far Heavy Kick Starter in ( ) on max mode combos.

Combo Damage Stun Meter cost Meter Gain Location Notes
cr.LK x3 > max > cl.D > 214BD > 623D > Climax 522 (592) 115 (140) 3 Anywhere 1000 Max Mode combo
cr.LK x3 > max > cl.C/cl.D > 3D > 214BD > 214B > 623D > Climax 562 (642) 175 (300) 3 Anywhere 1250/1500 Max Mode combo
cr.LK x3 > max > cl.C/cl.D > 6B > 236BD > 236B > 214B > 623D > Climax 631 (721) 335 (360) 3 Corner 1250/1500 Max Mode Combo
j.x > cl.D > 3D > 214BD > 214B > 623D > Climax 627-674 230 (300) 3 Anywhere Jump in or above 3 meter required.
(j.D) > cl.D > 6B > j.236BD > 236B > 214B > 623D > Climax 721 (768) 290 (300) 3 Corner Replace 214B with 236B, if you start from a jump in or with above 3 meter.
  • Use cl.C instead of cl.D for slightly more wiggle room for the Climax Cancel.

The last two combos in this section require King to have just above 3 meters or to start from a jump in at 3 meters to convert into Climax. Otherwise you can cancel into level 2 supers.

4 Meters

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere
Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

King Combos by Meno
King combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters