Template:ComboLegend-KOFXV
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.
|
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 "{}".
|
For Shingo, due to Critical Hits, combo will be noted if possible with the minimum DMG for the route, and the maximum, and also the global average of all the combo routes.
This way, you will be able to choose knowingly if you prefer the potentially more damaging route, or the more consistent, and how it averages over time.
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.
When the combo uses 236AC : if the 236AC wasn't a critical Hit, you can follow the follow-up noted in brackets.
Globally, if the 236AC was used on opponent on the ground, you will be able to follow-up with good rewards even if you didn't get a critical hit. On the other hand, if the 236AC was used to juggle an opponent, then there won't be follow-ups if the move doesn't get critical.
Light Starters
Combo |
Damage |
Notes
|
2B > 2A |
|
Standard light starter
|
Heavy Starters
Combo |
Damage |
Notes
|
j.C > ? |
|
Standard jump-in starter.
|
cl.D |
80 |
Most damaging starter but slower than cl.C
|
cl.C |
70 |
Slightly less damage but faster than cl.D
|
cl.A > 5C |
|
Link to a Heavy combo but only when in range.
|
Other Starters
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Meterless
Combo |
Damage |
Stun |
Meter Gain |
Location |
Notes
|
2B > 2A > 236A |
101 (119) = Avg 104 |
|
|
Anywhere |
Standard low light confirm.
|
2B > 2A > 421B |
154 (164) = Avg 156 |
|
|
Anywhere |
More damage but a lot of recovery, so don't miss.
|
2B > 2A > 623C |
145 (164) = Avg 148 |
|
|
Anywhere |
|
Combo |
Damage |
Stun |
Meter Gain |
Location |
Notes
|
J.D > 2C > 6B > 214A > 421B |
346 (406) |
|
|
Anywhere |
Using 2C in this combo will make sure 214A doesn't whiff.
|
J.D > 5C > 6B > 61234D |
268 (385) |
|
|
Anywhere |
Your new Bread and Butter.
|
J.D > 2C > 6B > 214A > 623A |
314 (347) |
|
|
Corner |
Using 2C in this combo will make sure 214A doesn't whiff.
|
0.5 Bar
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
2B > 2A > 236AC [61234D] (> 214C > 421D) |
180 (372) = Avg 248 |
|
0.5 |
|
Anywhere |
Your go-to combo for 0.5bar : use [61234D] if 236AC doesn't crit, use (> 214C > 421D) if it does.
|
2B > 2A > 421BD ( > 623A ) |
182 (267) = Avg 210 |
|
0.5 |
|
Anywhere |
|
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
J.D > 2C > 6B > 214A > 421BD (> 623A) |
346 (406) |
|
1 |
|
Anywhere |
Using 2C in this combo will make sure 214A doesn't whiff.
|
J.D > 5C > 6B > 61234BD > 421D |
371 (397) = Avg 379 |
|
1 |
|
Anywhere |
More consistent combo if you don't want to gamble on 421BD critting.
|
J.D > 5C > 6B > 236AC > 214C > 421D |
301 (481) = Avg 365 |
|
1 |
|
Anywhere |
The route with the least dmg in average, but higher max damage.
|
1 Bar
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
2B > 2A > 5A > 623A > 214236A (> 63214D) |
306 (336) |
|
1 |
|
Anywhere |
Super combo from lights. You have to connect the super VERY late in order to recover in time to do an OTG.
|
2B > 2A > 2A > 236AC [41236BD > 61234D] ( > 214C > 421BD (> 623A)) |
296 (520) |
|
1 |
|
Anywhere |
Most damaging route for 1 bar.
|
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 236C > 214236C {> 63214D}) |
296 (496) |
|
1.5 |
|
Anywhere |
You can follow-up with OTG when not too far from the corner.
|
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 63214BD > 421BD > 623A) |
296 (550) |
|
1.5 |
|
Anywhere |
Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
|
632146KK > 421BD ( > 623A) |
202 (254) |
|
1.5 |
|
Anywhere |
Command grab combo. Generally wouldn't recommend spending bar on the grab itself, since 421BD connects fine on a meterless grab.
|
Combo From C or D |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
J.D > 5C > 6B > 236AC [41236BD > 61234D] (> 214C > 421BD > 623A) |
403 (545) |
|
1 |
|
Anywhere |
Most damaging combo from a heavy starter.
|
J.D > 5C > 6B > 214C > 214236C > 63214D |
433 (467) |
|
1 |
|
Anywhere |
Super combo.
|
J.D > 5C > 6B > 214AC > 421BD (> 623A) |
380 (472) |
|
1 |
|
Anywhere |
|
J.D > 5C > 6B > 63214BD > 236A > 214236C > 62214D |
502 (550) |
|
1.5 |
|
Anywhere |
Best combo for 1.5 bar.
|
J.D > 5C > 6B > 63214BD > 214AC > 421BD > 623A |
468 (571) |
|
1.5 |
|
Anywhere |
Better than the previous combo if you start too far from the corner to OTG after super.
|
2 Bars
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
2B > 2A > 2A > 236A > 214236AC (> 63214B) |
398 (433) |
|
2 |
|
Anywhere |
,Most consistent and average route for 2 bars.
|
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 421BD > 623A > 236236A) |
296 (588) |
|
2 |
|
Anywhere |
Your big confirm with super.
|
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 421BD > 421BD > 623AC) |
296 (617) |
|
2 |
|
Anywhere |
No super route. average damage is less interesting then using Supers. If you feel lucky, though, it has 30 more damage.
|
External Links
Breakdown of statistical analysis and ponderation of damage for each combo route (WIP) :
https://t.co/9o3YBJLP8D
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