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The King of Fighters XV/Billy Kane/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 > 5A | 54 | Standard low light confirm. |
2B/cl.B > cl.A > cl.B > 5A | 86/101 | Point blank roll-throw OS confirm (hide a heavy with cl.A) |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6B | 118 | Optimal heavy punish (force stand to get 6B). |
2C > 6B | 108 | When you're unsure of cl.D connecting 2C also forces standing. |
Other Starters
Combo | Damage | Notes |
---|---|---|
s.CD | 75 | Important normal |
CH j.CD | 100 | Air-to-air counterhit starter |
far B > 2A | 53 | Standing low MAX confirm |
5C | 70 | Far reaching MAX cancel |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 185 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 242 | 1 | Rush combo ending in a super. Use B ender into super instead for 301 damage. |
cl.A > A > A > D | 348 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 445 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 623B | 138 | 140 | 0 | 20% | Anywhere | The simplest confirm into a special, add a 623P when in the corner. |
Heavy Starter > 623B | 210 | 190 | 0 | 25% | Anywhere | Heavy starter, add a 623P when in the corner. |
cl.B > cl.A+C, cl.B, 5A > 623B | 183 | 200 | 0 | 25% | Anywhere | Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B. |
s.CD > (6A), 6B, 623B | 191 | 220 | 0 | 25% | Anywhere | Standard CD conversion. Replace 6A whiff with 6B in case you're too far. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 623BD, 5C | 190 | 130 | 0,5 | 10% | Anywhere | Not recommended since it does bad damage. |
Heavy starter > 214AC>236P, 426A | 296 | 150 | 0,5 | 25% | Anywhere | The most cost effective combo midscreen. |
Heavy starter > 214AC>236P, 623D > 623P | 408 | 300 | 0,5 | 49% | Corner | Delay 236P-extender as long as possible to get 623D. 623B is more lenient with delay for less stun and meter. |
s.CD > (6A), 6B, 214AC>236P, 426A | 266 | 180 | 0,5 | 24% | Midscreen | CD-conversion in midscreen, does not work in the corner. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A. |
s.CD, 426AC>236P, 623B > 623P | 296 | 230 | 0,5 | 40% | Corner | Do not cancel CD into 426AC, also depending on the range you hit it the pullback will sideswitch. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 623B > 236236K | 272 | 140 | 1 | 20% | Anywhere | Not terribly effective damage but way better than two EX moves. |
Light starter > 623B > 623P > 2363214P | 314 | 180 | 1 | 40% | Corner | Better damage than kick super. |
Heavy starter > 214AC>236P, 426AC>236P, 623B | 394 | 190 | 1 | 26% | Anywhere | Remember to delay up-extender to make 426AC more consistent. Add 623P in the corner. |
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B | 394 | 190 | 1 | 26% | Midscreen | As always, switch 6A to 6B accordingly. |
236CD, 623D, 214AC>236P, 623P | 393 | 190 | 1 | 40% | Corner | You need to hit Shatter Strike at a close enough range to connect with 623D. |
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 |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
External Links