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The King of Fighters XV/Gato/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 | Standard low light confirm. | |
2B > cl.A, 2C | Point blank low confirm. Ideal starter for damage. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.D > 6A | Standard jump-in starter. | |
5C | Cancelable far button. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B > A/B | 170 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 239 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 367 | 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 |
---|---|---|---|---|---|
2B (> c.A/2A) > c.B > 623D | 176~189 | 135~165 | 0.29~0.31 | Anywhere | Hard knockdown from a low starter. c.A/2A can be added if point blank |
2B > 2A > 236A~6P | 126 | 145 | 0.19 | Anywhere | Use at a distance where 623D would whiff |
5C > 236C~6P | 182 | 190 | 0.24 | Anywhere | 5C poke conversion |
CD > 214A/C(whiff)~A, j.CD | 143 | 180 | 0.16 | Anywhere | CD conversion |
(j.X/c.A), c.D(1-2) > 6A > 623D | 215~310 | 165~270 | 0.33~0.43 | Anywhere | Close heavy combo. Cancel the first hit of c.D after a c.A link, late jump-in, or if you land c.D too far away midscreen. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(2) |
2B > c.B > 623D~AB, 236C~6P | 197 | 180 | 0.36 | Corner | Low starter corner combo. Sacrifices hard knockdown for damage, stun, and meter build |
CD, 214D~B, 623D | 260 | 270 | 0.44 | Corner | Corner CD conversion |
CD, 214D~B, 623D~AB, 236C~6P | 276 | 315 | 0.53 | Corner | More damage, no hard knockdown corner CD conversion |
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 623D | 280~371 | 245~350 | 0.45~0.57 | Corner | Corner close heavy combo. Cancel the first hit of c.D after a c.A link, late jump-in, or if you land c.D too far away. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(2) |
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 623D~AB, 236C~6P | 296~387 | 290~395 | 0.54~0.64 | Corner | More damage, no hard knockdown. Lowest damage is done with a c.D(1) starter, and highest with j.C/D c.D(2) |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D | 248~261 | 165~195 | 0.30~0.34 | Anywhere | Low starter hard knockdown. Can add c.A/c.B/2A if point blank |
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 623D~AB, 236C~6P | 264~277 | 210~240 | 0.39~0.42 | Anywhere | More damage, no hard knockdown. Can add c.A/c.B/2A if point blank |
(j.X/c.A), c.D(2) > 6A > 236AC, 623D | 318~374 | 200~270 | 0.37~0.44 | Anywhere | Close heavy combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2) |
(j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P | 339~390 | 245~315 | 0.45~0.51 | Anywhere | More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2) |
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 214D~B, 623D | 300~309 | 245~275 | 0.44~0.47 | Near Corner | Use if not close enough to the corner to do 214BD~A juggles. Opponent must reach corner after 214D~B. Can add c.A/c.B/2A if point blank |
2B (> c.A/c.B/2A) > 2A > 5A > 236AC, 214D~B, 623D~AB, 236C~6P | 315~324 | 290~320 | 0.51~0.54 | Near Corner | More damage, no hard knockdown. Can add c.A/c.B/2A if point blank |
(j.X/c.A), c.D(2) > 6A > 236AC, 214D~B, 623D | 379~426 | 280~350 | 0.49~0.56 | Near Corner | Close heavy version of the corner carry combo. Lowest damage done with c.D(2), highest done with j.C/D c.D(2) |
(j.X/c.A), c.D(2) > 6A > 236AC, 623D~AB, 236C~6P | 395~441 | 325~395 | 0.57~0.64 | Near Corner | More damage, no hard knockdown. Lowest damage done with c.D(2), highest done with j.C/D c.D(2) |
2B > c.B > 214BD~A, 66 214D~B, 623D | 319 | 215 | 0.42 | Corner | Low corner combo |
2B > c.B > 214BD~A, 66 214D~B, 623D~AB, 236C~6P | 334 | 260 | 0.49 | Corner | More damage, no hard knockdown |
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, (delay)236C, 623D | 402~488 | 325~430 | 0.55~0.66 | Corner | Close heavy corner combo. Cancel the first hit of c.D if after a link, late jump-in, or too far c.D. 236C must be delayed by exactly 8 frames after landing from a buffered 214D~B, 214BD~A juggle. Lowest damage done with c.D(1), highest done with j.C/D c.D(2) |
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D | 381~468 | 285~390 | 0.54~0.65 | Corner | Easier version of the above combo. Lowest damage done with c.D(1), highest done with j.C/D c.D(2) |
(j.X/c.A), c.D(1-2) > 6A > 214D~B, 214BD~A, 214B/D(whiff)~B, 623D~AB, 236C~6P | 396~478 | 330~435 | 0.62~0.74 | Corner | More damage, no hard knockdown. Lowest damage done with c.D(1), highest done with j.C/D c.D(2) |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
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3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
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4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
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5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|