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The King of Fighters XV/King of Dinosaurs/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 | 38 | Standard two-hit low light confirm. Can add up to two additional 2A for 60 and 81 damage. |
5B | 30 | Special cancellable midrange poke. Does not whiff cancel, making it an excellent empty cancel button. Shifts forward during the animation, allowing for consistent conversions (e.g., 236AC). |
Heavy Starters
Note: A Heavy Starter can access any Light Starter combo and it may be more optimal in some situations. A Heavy Starter combo will do 89 more damage and generate .09 more meter than a Light Starter.
Combo | Damage | Notes |
---|---|---|
2C > 4A | 127 | 4A shifts forward significantly, providing combo stability. However, 4A will whiff on crouching opponents if 2C is blocked, effectively requiring a jump-in to confirm the string. |
2C > 6A | 117 | 6A is generally worse than 4A (less damage and forward movement). However, 6A will hit crouching opponents even if 2C is blocked, making it confirmable. Though the string can drop after a jump-in. |
Other Starters
Combo | Damage | Notes | ||||
---|---|---|---|---|---|---|
CD | 75 | |||||
CD > roll forward, 236C | 165 | 170 | 0 | Anywhere | Doesn't work in the corner, but there are significantly better combos anyway. | |
CD > 5D > 236C(2) > AB, c.D | 292 | 320 | 0 | Corner | Easy to space. After max range CD, have to walk forward a bit to reach with far D. If too close, getting far D isn't possible. |
(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 | 206 | 0 | Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B |
cl.A > A > A > C | 230 | 1 | Rush combo ending in a super. 294 damage when using 214A follow-up. |
cl.A > A > A > D | 359 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 441 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > cl.A > A > A > B | 209 | 45 | 0 | .3 | Anywhere | Optimal from a 2B starter, but requires nearly point blank spacing. Grants a safe jump. |
Light Starter > 63214A | 182 | 45 | 0 | .25 | Anywhere | Max damage, short range midscreen ender. Cannot fit extra lights from a Light Starter. Extremely reliable after a Heavy Starter. Grants a safe jump. |
Light Starter > 236A | 134 | 125 | 0 | .18 | Anywhere | Long range light-confirm ender. Can fit an extra 2A, but must be point blank with clean chains/cancels. |
Light Starter > 236A~AB | 83 | 85 | 0 | .12 | Anywhere | Longest range light-confirm ender. Can fit an extra 2A reliably. |
Heavy Starter > 236C | 259 | 270 | 0 | .33 | Anywhere | Simple ender with decent corner carry. Can grant an autotimed safejump but will often fail outside of the corner. |
Heavy Starter > 236C~AB, CD | 271 | 330 | 0 | .345 | Anywhere | Massive corner carry. Tied with 63214A in damage but no midscreen oki. Can cancel CD with 236D to close the gap at -1 (a 236B cancel is +4 but further away). |
Heavy Starter > 236C~AB, f.D > 4214D | 421 | 300 | 0 | .58 | Corner | Huge meterless damage. Works at a surprising distance from the corner. |
cl.D > 4A, 236C~AB, f.D > 4124D | 431 | 320 | 0 | .59 | Near corner | If you can somehow land a cl.D > 4A and are spaced just far enough away from the corner, this is absolute max damage. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 2A > 2A > 62134AC | 225 | 105 | .5 | .09 | Anywhere | 62134AC combos off of max range 2A. Grants a safe jump. |
Light Starter > 236AC, 4A > 4214D | 279 | 145 | .5 | .31 | Midscreen | 236AC combos off 2A at most ranges, allowing for extra 2A chains. |
Light Starter > 236AC, 214K | 180 | 45 | .5 | .17 | Corner | 236AC side swaps when close to the corner, limiting followups. 214K salvages a bad 236AC by maintaining the corner. |
Light Starter > 236AC, 236C~AB, 4214B | 243 | 75 | .5 | .31 | Corner | Gives up the corner and oki for a fair amount of damage after a suboptimal 236AC. |
Light Starter > 236AC, 236C | 201 | 115 | .5 | .2 | Corner | Gives up the corner and sacrifices damage for oki after a suboptimal 236AC. |
Light Starter > 214BD | 164 | 45 | .5 | .04 | Anywhere | Instant sideswap with good range. Good oki when back is to the corner. |
Heavy Starter > 236C~AB, 4214BD | 378 | 230 | .5 | .27 | Anywhere | Optimal damage outside of the corner. Good oki when close to corner. |
Heavy Starter > 236C, 214BD | 371 | 270 | .5 | .33 | Anywhere | Quick sideswap with solid damage. Good oki when back is to the corner. |
Heavy Starter > 236C~AB, f.D > 4214BD | 453 | 300 | .5 | .58 | Corner | Same combo as the meterless Heavy Starter corner combo but spending .5 meter to add 32 damage. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236A(1) > 236236B, 214B | 322 | 100 | 1 | 27% | Anywhere | Avoid using the 214B if you have the opponent cornered, otherwise you will lose the corner and your oki. |
Light Starter > 236AC > 236C, 214BD | 292 | 115 | 1 | 27% | Corner | Good to deal some damage and maintain corner. Good enough oki to do a delayed safe jump. |
5B > 236A(1) > 236236B, 214B | 314 | 70 | 1 | 23% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > 236C(2) > 236236B, 214B | 407 | 230 | 1 | 39% | Midscreen | |
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214B | 503 | 300 | 1 | 50% | Corner | Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route. |
1.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
5B > 236A(1) > 236236B > 214BD | 367 | 70 | 1.5 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Light Starter > 236AC, 236C(2) > 236236B, 214B | 387 | 140 | 1.5 | 32% | Midscreen | |
Light Starter > 236AC, 236C(2) > 236236B, 214B | 357 | 90 | 1.5 | 27% | Corner | Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki. |
Light Starter > 236A(1) > 236236B, 214BD | 370 | 100 | 1.5 | 13% | Corner | Highest corner damage from a light for 1.5 bars. Loses the corner. |
Heavy Starter > 236AC, 236C(2) > 236236B, 214B | 461 | 250 | 1.5 | 39% | Midscreen | |
Heavy Starter > 236CD, 2C > 4A >236C(2) > AB, 5D > 236236B | 454 | 470 | 1.5 | 50% | Corner | Comparable damage to midscreen, with tons of stun to boot. |
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214BD | 550 | 300 | 1.5 | 37% | Corner | Gives up the corner in exchange for much more damage. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 236C(2) > 236236B, 214BD | 428 | 140 | 2 | 32% | Midscreen | |
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B | 396 | 310 | 2, 1250 MAX | 18% | Midscreen | Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B | 396 | 360 | 2, 1000 MAX | 5% | Corner | |
Light Starter > 236AC, 236C(2) > 236236B, 214BD | 398 | 90 | 2 | 16% | Corner | Slightly more damage and better metergain, much worse oki. |
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD | 502 | 250 | 2 | 27% | Midscreen | |
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B | 470 | 420 | 2, 1250 MAX | 13% | Midscreen | Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B | 470 | 530 | 2, 1000 MAX | 13% | Corner | |
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD | 472 | 200 | 2 | 24% | Corner | Slightly more damage and metergain, much worse oki. |
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B | 316 | 230 | 2, 1250 MAX | 20% | Midscreen | Sample overhead confirm. Any Quick Mode combos can be applied to 6A. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 528 | 270 | 3, 1000 MAX | 5% | Anywhere | 1000 MAX gauge variant. |
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 583 | 270 | 3, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 570 | 410 | 3, 1000 MAX | 5% | Corner | |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 654 | 360 | 3, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 6321463214AC | 500 | 70 | 3 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD | 602 | 440 | 3, 1000 MAX | 13% | Anywhere | 1000 MAX gauge variant. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD | 657 | 380 | 3, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD | 644 | 480 | 3, 1000 MAX | 13% | Corner | |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD | 728 | 470 | 3, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 682 | 270 | 4, 1250 MAX | 5% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 744 | 360 | 4, 1500 MAX | 5% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
5B > 236A(1) > 236236B, 2141235CD | 619 | 70 | 4 | 11% | Anywhere | Ranged 5B confirm. Cancel 236A(1) into AB on block. |
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD | 756 | 380 | 4, 1250 MAX | 13% | Anywhere | 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun. |
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD | 818 | 470 | 4, 1500 MAX | 13% | Corner | For 1250 MAX, use the "Anywhere" route in the corner. |
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD | 848 | 250 | 4 | 0% | Midscreen | |
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD | 962 | 300 | 4 | 0% | Corner | ToD if started with j.C c.D 4A. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |