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The King of Fighters XV/K'/Combos
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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 > 2B | 29 | Standard low light confirm. (Some combos allow a third '2B'). |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > 2C > 4B | 181 | Standard jump-in starter. cl.C is slightly faster but 2C has the better range. |
cl.C > 4B | 117 | Fastest combo starter. Best used after a close jump-in for the extra speed. Always works in the same combos as '2C > 4B'. |
cl.D > 4B | 127 | Most damaging combo starter. Some combos don't work with this starter after a jump-in however (cancels into 214B/D/BD will always work). |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- 2B * N can combo into (214BD)~214K, which is almost always optimal, but the timing is strict. Allows the use of any combos that begin with "{Heavy Starter} > (214BD)~214K"
- Character Specific Ender* = These combos can end with 623C~6K on everyone EXCEPT the following:
Angel, Athena, Blue Mary, Chris, Elizabeth, Joe, King, Kula, Leona, Meitenkun, Ramon, Ryo, Whip, Yuri.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 186 | 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 | 325 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 432 | 3 | Rush combo ending in a Climax super |
Beginner Combos
Combo | Damage | Meter cost | Location | notes |
---|---|---|---|---|
2B * 3 > 236A~6C | 124 | 0 | Anywhere | Reliable meterless combo that works at just about any range that 2B connects. Good to have at any level of play. |
2B * 3 > 236A~6D, 4B > 623C ~ 6K | 202 | 0 | Corner | Reliable meterless corner combo with good Oki. |
j.C > 2C > 4B > 214K~(214K) | 257 | 0 | Anywhere | Jump-ins are the main way to land big hits for big damage. 214K can be followed up with another 214K to be closer to the opponent. |
j.C > 2C > 4B > 236A~6D, 4B > 623A | 332 | 0 | Corner | Same as the 2B corner combo. Reliable damage and worth learning. |
2B * 3 > 236A~6C > 236236C | 244 | 1 | Anywhere | Can use 'j.C > 2C > 4B' instead of '2B * 3'. Best way to start spending meter, learn these combos so that you're not just sitting with unspent meter. |
2B * 3 > 236A~6C > 236236AC | 349 | 2 | Anywhere | Can use 'j.C > 2C > 4B' instead of '2B * 3'. More meter, more damage. |
2B * 3 > 236A~6C > 236236C > 214236CD | 532 | 4 | Anywhere | Can use 'j.C > 2C > 4B' instead of '2B * 3'. Uses a Level 1 Super canceled into a Level 3 Super (Climax Art). Can be tricky, but the damage is solid. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > 236A~6C | 116 | 130 | Anywhere | Hard to drop and works at any spacing. Always useful to know. | |
2B > 2A > 236A~6D, 214D~(214K) | 175 | 155 | Anywhere | Must be point blank to land and requires quick inputs. Best used as a low mix-up from an empty hop. | |
Light Starter > 236A~6D, dl.4B > 623C~6K | 230 | 320 | Corner | Not optimal, but useful if not close enough for 236C~6D. | |
Light/Heavy Starter > 236C~6D, 4B > 236C~6A, 623C~6K | 275/409 | 420/590 | Corner | Doesn't work from lights if too far. Knowing the spacing is worth it, however, for some fantastic meterless damage. The wall is Ks friend. | |
Heavy Starter > (214K)~214K, 623A | 294 | 350 | Anywhere | Can be tricky, must cancel the 214K into the follow-up 214K before the initial move hits. | |
6B > j.214D | 140 | 100 | Anywhere | Bit of damage from an overhead. | |
AA f.A/cl.A, 2144D | 120 | 70 | 0.2 | Anywhere | Anti Air Combo. 214D in the air combos after a 5A. Using the 2144D shortcut this becomes pretty reliable. |
EX
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > 236AC~6D~4K, 4B > 623C~6K | 239 | 250 | Anywhere | ||
Light Starter > 236A~6D, dl.4B > 236AC~6C > 623C~6K | 295 | 320 | Corner | Far Range | |
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D, 623A | 366 | 350 | Corner | If the (2A) > 6B > j.214D hits high enough, it is possible to link 623C~6K | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K) | 401 | 370 | Anywhere | ||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623A | 449 | 410 | Midscreen | ||
Heavy Starter > 236C~6D, 4B > 236C~6A, 236AC~6C, 623C~6K | 456 | 590 | Corner | Builds most of an EX before spending. | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623A | 482 | 520 | Corner | If the (2A) > 6B > j.214D hits high enough, it is possible to link 623C~6K | |
j.CD > j.214D | 175(h)/185(j) | 120 | Anywhere | Normal air Minute Spike was updated to be an anywhere juggle | |
j.CD > j.214BD | 194(h)/204(j) | 80 | Anywhere | Can link into 623A or 623C in the corner depending on how deep the j.CD was. | |
6B > j.214BD > 623A | 204 | 140 | Corner | ||
AA f.A/cl.A, 2144BD, 623A OR 623C~6K* | 195 OR 225 | 110 OR 190 | Corner | Character Specific Ender* | |
AA f.A/cl.A, 2144BD, 236P ~ 6D, dl.4B > 623C ~ 6K | 270 | 320 | 0.4 | Corner | Stronger anti-air conversion, but doesn't work if they're too low to the ground. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236A~6C > 236236P | 244 | 130 | Anywhere | |||
Light Starter > 236A~6C > 2363214P | 276 | 130 | Anywhere | Close Range | ||
Light Starter > 236AC~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* | 289 OR 308 | 150 OR 230 | Midscreen | Character Specific Ender* | ||
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] | 443 | 310 | Corner | |||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* | 485 OR 509 | 550 OR 630 | Near Fullscreen | Character Specific Ender* | ||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144K, 623A > 236236[P] | 482 | 410 | Midscreen | |||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] | 559 | 480 | Corner | Works from near mid-screen | ||
6B > j.214BD > 623AC | 256 | 60 | Corner | |||
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236P ~ 6D, (2A) ~ 6A > 623C ~ 6K | 320 | 300 | Corner | Less damage than the combo below, but gives a better knockdown. | ||
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236P ~ 6D, (2A) ~ 6B > j.214D, 623A | 340 | 290 | 0.49 | Corner | Less precise than the cheaper anti-air combo due to 236AC being faster than 236C. | |
6B > j.214BD, 623A > 236236[P] | 294 | 100 | 1.5 Bar | 0.2 | Corner | Overhead, decent damage. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 236C~6C > 2363214P | 371 | 320 | Anywhere | |||
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 214BD~(214K) > 236C~6C > 236214P | 414 | 320 | Anywhere | 3rd Character | ||
Light Starter > MAX, cl.C > 4B > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* | 360 OR 374 | 410 OR 490 | Near Fullscreen | 2nd or 3rd Character, Character Specific Ender* | ||
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] | 518 | 310 | Corner | |||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214BD~(214K), dl.236AC~6C, 214BD~(214K), 623C~6K | 542 | 490 | Anywhere | |||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623A > 236236[AC] | 599 | 410 | Midscreen | |||
Heavy Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] | 645 | 480 | Corner | |||
Heavy Starter > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K | 500 | 1000 | Corner | Guaranteed Stun, Costs 2.5 bars but you regain about 0.5 during the combo. | ||
6B > j.214BD, 623A > 236236[AC] | 384 | 100 | 2.5 Bar | 0.2 | Corner | Overhead, decent damage. |
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 4B > 236C > 6D, (slight delay) 6A > 2363214P | 397 | 345 | 2.5 Bar | 0.1 | Corner | Overhead, 3rd Character. Delay timing for the final 6A > 2363214P may be tricky, can substitute with (no wait) 6A > 236236[P] for 6 less damage. Doesn't work on Meitenkun or Chris. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > MAX, cl.D > 4B > (214BD)~214K, 4B > 623A > 214236CD | 494/630 | 260/430 | 3 | Anywhere | Recommend using the '632146A > 236CD' method to input the last two moves. | |
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K > 236214P > 2141236CD | 572/681 | 230/400 | 3 | Anywhere | 2nd Character | |
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K, 623A > 236236[P] > 2141236CD | 558/689 | 270/440 | 3 | Anywhere | 3rd Character | |
Light/Heavy Starter > 236C~6D, 4B > 236C~6C > 2363214P > 236236[AC] | 504/615 | 260/430 | 3 | Corner | ||
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[P] > 2141236CD | 593/727 | 310/480 | 3 | Corner | 3rd Character | |
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD | 699 | 430 | 3.5 | Corner | 3rd Character | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD | 815 | 600 | 3.5 | Corner | 3rd Character | |
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 623A > 214236CD | 515 | 345 | 3.5 | Corner | Overhead, 2nd Character. For '623A > 214236CD', I recommend using the following shortcut: '632146C > 236CD'. Doesn't work on Meitenkun or Chris. | |
6B > j.214BD, cl.C(1) > MAX, 2144BD, 236AC > 6C, 4B > 236C > 6D, 6A > 2141236CD | 546 | 345 | 3.5 Bar | Corner | Overhead, 3rd Character. Doesn't work on Meitenkun or Chris. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[AC] > 2141236CD | 668/802 | 310/480 | Corner | 3rd Character | ||
(MAX) j.C > D > 4B > 214BD~214K > 2363214P > 236236[AC] > 2141236CD | 1001 | 200 | Anywhere | TOD, 2nd or 3rd Character | ||
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD | 774 | 430 | 4.5 Bar | Corner | 3rd Character | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD | 890 | 600 | 4.5 Bar | Corner | 3rd Character |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.C > 2C > 4B > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K | 500 | 1000 | Corner | Stun Combo, see below for follow-up | ||
MAX, CD > dl 236C, cl.D > 4B > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214BD, 623A > 236236[P] > 2141236CD | 1004 | Anywhere | Follow-up to Stun combo. TOD. |