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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, 236C~AB, f.D > 4214D | 333 | 145 | .5 | .45 | Midscreen | Just past center stage, 236AC pushes far enough to combo into 4214D meterlessly for incredible damage. |
Light Starter > 236AC, f.D > 236C~AB, c.D > 4A, 4214D | 436 | 365 | .5 | .63 | Midscreen | At just the right distance from the corner, f.D > 236C~AB links after 236AC for unparalleled damage. |
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 > 236AC, 236C~AB, f.D > 4214BD | 359 | 145 | 1 | .24 | Anywhere | Max damage regardless of position. Outside of the corner, dash up before 236C. In the corner, 236AC will swap sides so adjust 236C accordingly. |
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A > 4214D | 387 | 245 | 1 | .49 | Midscreen | Using a second 236AC to corner carry, 236AC can combo into 4214D from a remarkable distance from the corner. |
Light Starter > 236AC, f.D > 236AC, 236C~AB, cl.D > 4A > 4214D | 441 | 315 | 1 | .59 | Midscreen | At just the right distance from the corner, f.D fits between the two 236ACs to maximize damage. |
Light Starter > 236AC, 236C, 214BD | 292 | 115 | 1 | .2 | Corner | Deals solid damage and, more importantly, maintains corner pressure. Grants a safe jump. |
f.B > 236A(1) > 6321463214P | 293 | 70 | 1 | .11 | Anywhere | Powerful midrange confirm. 236A(1) can always be confirmed into a super. Cancel 236A(1) into 236A~AB on block. Grants a safejump. |
f.B > 236A(1) > 236236K, 214K | 314 | 70 | 1 | .24 | Anywhere | For maximum damage (at the cost of oki and positioning) on a 236A(1) confirm. 214BD instead of 214K costs .5 meter to add 53 damage. |
Heavy Starter > 236C~AB, f.D > 236236K, 214K | 503 | 300 | 1 | .5 | Corner | 1 bar maximum damage at the cost of all momentum. 214BD instead of 214K costs .5 meter to add 47 damage. |
Heavy Starter > 236CD, 2C > 4A > 236C~AB, CD | 347 | 500 | 1 | .975 | Midscreen | Poor damage for a 1 bar Heavy Starter combo but it builds 500 stun while refunding its cost. |
Heavy Starter > 236CD, f.D > 236C~AB, c.D > 4A, 4214D | 434 | 490 | 1 | 1.22 | Corner | In the corner, the 236CD combo is meter positive while still dealing decent damage and monstrous stun. |
Light Starter > 236AC, 236C~AB, f.D > 236236K, 214K | 399 | 145 | 1.5 | .37 | Anywhere | 44 extra damage than the universal 1 bar route but you sacrifice oki and screen positioning. |
2 Bars
Note: King of Dinosaurs' 2 bar combos are rather meter inefficient and should generally be avoided.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236AC, 236C~AB, f.D > 236236K, 214BD | 435 | 145 | 2 | .24 | Anywhere | The same combo as the 1.5 meter variant but using 214BD for 36 extra damage. |
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A, 236236K, 214K | 436 | 245 | 2 | .41 | Midscreen | Only 29 more damage than the 1.5 meter variant (4214BD ender) but with no oki. |
Light Starter > BC, 2C > 4A > 236AC, 236C~AB, f.D > 236236K, 214K | 407 | 315 | 2 | .17 | Anywhere | 2nd position Quick Max combo. 375 damage without the 214K. |
Heavy Starter > BC, 2C > 4A > 236C~AB, f.D > 236236K, 214BD | 458 | 345 | 2 | .04 | Corner | 3rd position Quick Max combo. Moderate damage but no oki. |
6A > BC, 2C > 4A > 236AC, 236C~AB, f.D > 236236K, 214K | 347 | 350 | 2 | .2 | Midscreen | Example overhead confirm. Any Quick Mode combos can be applied to a 6A starter. |
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 |