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The King of Fighters XV/Darli Dagger/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 > 2A/5A > ... | Standard low light confirm. You can tack on additional 5A from point blank, but 236AC can fall out if you do so. | |
j.X > 2A/5A > ... | It's difficult to get more than one light normal in after a jump-in, so be prepared for short confirms. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(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 | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter xx 236A | 146 | 145 | 0 | Anywhere | 236A is a reliable ender, albeit low damage and with lackluster oki outside of the corner. | |
2A > cl.A > A > A > B | 177 | 150 | 0 | Anywhere | Technically optimal, requires point blank. | |
Light Starter xx 63214K | 175 | 50 | 0 | Anywhere | More damage and meterbuild than 236A, but little stun, less reliable range and a stricter cancel window. | |
Heavy Starter xx 63214K | 210 | 70 | 0 | Anywhere | Optimal damage ender. 214A does no damage and has no knockdown, and 236A is faster but does low damage. 236A/D can be an alternative, but it does similarly low damage to 236A, and is slower, making it less reliable in raw confirms. Note that Darli cannot do Heavy > Command Normal xx Special to confirm, lowering her meterless damage by quite a bit. However, her cl.C and cl.D do have generous cancel windows, meaning you can use them to confirm raw, if you've got the reaction time. | |
2C xx 236D | 184 | 70 | 0 | Anywhere | Reliable ranged punish. 236A can fall out at range. | |
cl.C, cl.C(1) xx 623C | 302 | 180 | 0 | Corner | Leads to a safejump. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
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