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The King of Fighters XV/Shun'ei/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 > 2A | 51 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6A | 122 | Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage. |
f.C > 6A | 82 | Spaced punish starter. |
j.X, cl.C > 6A | 176 | Standard jump-in starter. Usually is more consistent than cl.D due to D normals' pushback. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
cl.D > 6B | 113 | Leads to his air specials. |
Note: For combos that use j.236C (on its own, not after 6B) to juggle in the corner, you need to use a Tiger Knee motion. (2369C)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 125 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 230 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 350 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 443 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214A | 106 | 120 | 16% | Anywhere | Crouching light meterless BNB. Subtract a cr.B or not depending on range. |
2B > Rush Autocombo | 133 | 105 | 20% | Anywhere | Better Shun'ei low confirm, believe it or not. |
Heavy Starter > 623C, 2D | 266 | 270 | 40% | Anywhere | You can cancel 2D into 214A to get a little closer to the opponent on their wake up. |
Heavy Starter > 214C | 194 | 180 | 25% | Anywhere | The damage and meter gain are significantly less, but this does grant you a safe jump. |
cl.D > 6B > j.236C, 214C | 235 | 220 | 33% | Corner | |
CD > (214A), 214C | 143 | 160 | 25% | Anywhere | This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range when you aren't cornered, 214C will whiff. |
CD > (214A), 623A, cl.C | 194 | 250 | 30% | Corner | If you cancel into 214A in the corner, go for this combo. If you don't cancel, your BNB of 623C, 2D is stronger. |
CD > j.236C, 214C | 190 | 200 | 30% | Corner | Need to use a tiger knee motion for the j.236C. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 214C | 212 | 150 | 0.5 | 20% | Anywhere | Easy to execute grants a hard knockdown. |
Light Starter/Heavy Starter > 623AC, (delay) 214C | 230/282 | 150 | 0.5 | 20% | Anywhere | Stronger confirm. You can use 623C instead of 214C for 3-4 more damage, but you lose the hard knockdown. |
Light Starter > 623AC, 623C, 214C | 289 | 230 | 0.5 | 40% | Corner | |
Light Starter > 236AC, 623C, 2D | 276 | 240 | 0.5 | 35% | Corner | Easier combo. |
cl.D > 6B > j.236C, 623AC, 623C, 214C | 376 | 300 | 0.5 | 55% | Corner | Optimal corner combo. Meter positive. |
CD > (214A), 623AC, (delay) 214C | 225 | 160 | 0.5 | 25% | Midscreen | Whiffing the 214A will sometimes put Shun'ei in range for 623AC, allowing for this combo. |
CD > (214A), 623AC, 623C, 214C | 284 | 240 | 0.5 | 45% | Corner | 623AC combos work in the corner after a CD, even if you whiff a 214A. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623AC, 623C, 214AC | 317 | 170 | 1 | 25% | Anywhere | |
Light Starter > 236AC, run, 623C, 214AC | 306 | 170 | 1 | 25% | Anywhere | Requires a microdash before 623C. You can input 623 as 6623C to make it easier. |
Light Starter > 236AC, 623AC, (delay) 214C | 289 | 150 | 1 | 20% | Anywhere | Easiest light confirm combo. |
Heavy Starter > 623C, 214A > 236236K or P | 405/397 | 260 | 1 | 40% | Anywhere | 236236K swaps sides, so opt for the weaker 236236P if you want to keep screen positioning. |
Light Starter > 236AC, 623AC, 623C, 214C | 344 | 230 | 1 | 40% | Corner | |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C | 441 | 300 | 1 | 55% | Corner | Optimal corner combo. Tiger Knee'ing the j.236C is recommended (2369C). Although 236AC combos from lights, light confirms will usually push Shun'ei too far to connect j.236C. |
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C | 421 | 310 | 1 | 45% | Corner | Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use 214AC instead of 236AC and end the combo there. |
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC | 370/431 | 170 | 1.5 | 25% | Anywhere | |
Light Starter > 623AC, 623C, 214C > 236236K | 411 | 230 | 1.5 | 40% | Corner | |
Light Starter > 236AC, 623C, 214A > 236236K | 396 | 230 | 1.5 | 35% | Corner | Easier combo. |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K | 498 | 300 | 1.5 | 55% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 623AC, 623C, 236236K | 414 | 170 | 2 | 25% | Anywhere | Only 236236K works here, not 236236P. |
Heavy Starter > 623C, 214A > 236236AC or BD | 517 | 260 | 2 | 40% | Anywhere | Both supers do the same amount of damage, so pick based on whether or not you want to swap sides. |
Light Starter > 236AC, 623AC, 623C, 214C > 236236K | 458 | 230 | 2 | 40% | Corner | |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K | 555 | 300 | 2 | 55% | Corner | If you don't want to do this combo, use the midscreen combo. Shun'ei doesn't have a very good 2 bar route from 6B. |
(QM) 2B > 2B > 5B > BC, cl.C > 6A > 623AC, 623C, 236236K | 376 | 280 | 2 | 10% | Anywhere | 1000 and 1250 Max timer combo. Weaker than your regular combos. "..." will denote 2B > 2B > 5B |
(QM) ... > BC, cl.C > 6A 236AC, 623AC, 214C, 236236K | 417 | 260 | 2 | 10% | Anywhere | 1500 Max timer combo. About as strong as your regular light confirm, though still weaker from heavy normals. |
(QM) ... > BC, cl.C > 6B > j.236C, 623AC, 214C > 236236K | 397 | 300 | 2 | 10% | Anywhere | 1000 Max timer corner combo. |
(QM) ... > BC, cl.C > 6B > j.236C, 623AC, 623C, 214C > 236236K | 435 | 300 | 2 | 10% | Anywhere | 1250 and 1500 Max timer corner combo. |
Light Starter/Heavy Starter > 623AC, 623C, 236236BD | 473/536 | 170 | 2.5 | 25% | Anywhere | You can use 236AC instead of 623AC instead for an easier confirm. The combo plays out exactly the same. |
Light Starter/Heavy Starter > 623AC, (delay) 623C, 236236AC | 464/533 | 150 | 2.5 | 20% | Anywhere | Alternate combo to avoid switching sides. The delay is fairly specific. 214C can be easier. |
Light Starter > 623AC, 623C, 214C > 236236BD | 519 | 230 | 2.5 | 40% | Corner | |
Light Starter > 236AC, 623C, 214A > 236236BD | 504 | 230 | 2.5 | 40% | Corner | |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD | 606 | 300 | 2.5 | 55% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236K > 236236AC | 534 | 150 | 3 | 20% | Anywhere | Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing. |
Heavy Starter > 623C, 214A > 236236K > 236236AC | 652 | 260 | 3 | 40% | Anywhere | |
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD | 564 | 230 | 3 | 40% | Corner | |
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD | 661 | 300 | 3 | 55% | Corner | |
(QM) ... > BC, cl.C > 6A > 623AC, (delay) 214C > 214236CD | 525 | 260 | 3 | 10% | Corner | 1000 Max timer combo. |
(QM) ... > BC, cl.C > 6A > 214C > 236236K > 214236CD | 588 | 260 | 3 | 10% | Anywhere | 1250 Max timer combo. Very strong, generally this will be optimal midscreen, even if you chose to spend 3.5 bars. You will have to input the Climax in reverse. |
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD | 611 | 340 | 3 | 10% | Anywhere | 1500 Max timer combo. |
(QM) ... > BC, cl.C > 6B > 236C, 623AC, 214C > 214236CD | 548 | 300 | 3 | 10% | Corner | 1000 Max timer corner combo. For 1250 and 1500, use the midscreen combos. |
Light Starter > 623AC, 623C, 214C > 236236P > 236236BD | 625 | 230 | 3.5 | 40% | Corner | Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient. |
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD | 712 | 300 | 3.5 | 55% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(QM) ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD | 694 | 260 | 4 | 10% | Anywhere | 1250 Max timer combo. Optimal for 4 bars. Does 761 damage from a cl.D > 6A starter. |
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD | 717 | 340 | 4 | 10% | Anywhere | 1500 Max timer combo. Does 786 damage from a cl.D > 6A starter. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |