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The King of Fighters XV/Orochi Shermie/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
Note: Shermie can string an assortment of light attacks.
Combo | Damage | Notes |
---|---|---|
2B > 2A > f.B(1) | 51 | Standard low light confirm. f.B negates pushback so it is vital for light confirms. |
cl.A > 2A > cl.A > 2B > f.B(1) | 94 | As long as you can chain into f.B, any string of light attacks functions as a light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C | 70 | The most practical heavy starter due to its speed. |
cl.D | 80 | Slower than cl.C but the highest damage, single-hit heavy starter making it ideal for punishes. |
2A/cl.A, 2C/cl.C | 91 | Light to heavy link. The added hit enables better confirms. Does not work after a jump-in but works after a cross-up. |
2A > cl.A, cl.C | 111 | Double light to heavy link. Must be absolutely point blank. Can works after a cross-up but is much less reliable. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Combos reliably into 214C, which also combos into your 236236B/D/BD, which can go into 236236A/C/AC and/or climax. This works everywhere on screen, except when your opponent is near the corner. Take note, CD > 214C is also safe on block. |
(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 | 151 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 237 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 358 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 435 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214C | 132 | 120 | 0.155 | Anywhere | Standard low combo. +33 but sends them too far for oki. |
Heavy Starter > 6A > j236B | 207 | 160 | 0.27 | Anywhere | 6A is punishable in some matchups, so be sure to confirm the cl.C by using a light link or jump-in attack. |
Heavy Starter > 6B > 214C | 203 | 150 | 0.22 | Anywhere | If 6A cannot be confirmed, route to 6B for a safer confirm. |
Light Starter > 214C, cl.C | 184 | 190 | 0.225 | Corner | The cl.C can be canceled into meaty 426A, which can link to a Heavy Starter. |
Heavy Starter > 6A > j236B, cl.D | 276 | 230 | 0.35 | Corner | The cl.D can be canceled into meaty 426A, which can link to another Heavy Starter. |
Heavy Starter > 6B > 214C, cl.C | 259 | 220 | 0.29 | Corner | The cl.C can be canceled into meaty 426A, which can link to another Heavy Starter. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214BD > 214C | 204 | 120 | 0.5 | 0.2 | Anywhere | Knocks the opponent back a good deal. |
Light Starter > 214BD > 214C > cl.C | 249 | 190 | 0.5 | 0.2 | Corner | cl.C air resets, go into meaty 426A. |
Heavy Starter > 6A > j236BD > 214D | 337 | 160 | 0.5 | 0.3 | Anywhere | 214D is a hard knockdown. This guarantees a meaty 426A, so take advantage of the plus frames to keep on the pressure. |
Heavy Starter > 6A > j236BD > 214C > cl.C | 368 | 230 | 0.5 | 0.3 | Corner | At this point you know what the cl.C leads into. This isn't a very complicated character. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light starter > 214C > 236236A/C | 281 | 120 | 1 | 0.2 | Anywhere | Due to the knockback you only get oki near or in corner. You can use 236236B/D to sideswap and get oki anywhere, but you get less damage then. |
Light Starter > 214BD > 214AD > 214D | 281 | 120 | 1 | 0.2 | Anywhere | Basically the same damage and stun as the above combo, but you get HKD regardless. This combo also isn't much harder. |
Heavy Starter > 6B(1 hit) > 214B > 236236A/C | 375 | 160 | 1 | 0.3 | Anywhere | Same as the combo above, alternate super depending on if you want to kill or setup your offense. |
Heavy Starter > 6A > j236BD > 214AC > 214D | 406 | 160 | 1 | 0.3 | Anywhere | Reliable damage and HKD anywhere on screen. |
Heavy Starter > 6A > j236BD > 214AC > 214C > cl.C | 416 | 210 | 1 | 0.3 | Corner | Juggle into air reset. Very satisfying for how easy it is. |
1.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214BD > 214C > 236236A/C | 331 | 120 | 1.5 | 0.2 | Anywhere | Tack on a bit of extra damage with this. |
Heavy Starter > 6A > j236BD > 214BD > 214AC > 214D | 465 | 160 | 1.5 | 0.3 | Anywhere | Extra half a bar for extra damage on top of HKD for oki. Very efficient considering the damage for how little the combo costs. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214C > 236236AC | 391 | 120 | 2 | 0.2 | Anywhere | Similar to the first 1 Bar combo listed above, this does less damage if you use the kick super while giving better oki. |
Heavy Starter > 6A > j236B > j236236BD | 497 | 160 | 2 | 0.3 | Anywhere | Very easy and consistent. In corner you can use 236236AC instead for bonus damage. |
Heavy Starter > 6A > j236BD > 214AC > 214C > 236236AC | 498 | 140 | 2 | 0.2 | Anywhere | Yes, you deal one extra point of damage for a bit less stun and meter gain. |
6B > (QM) > cl.D > 6A > j236BD > 214C > 236236A/C | 344 | 240 | 2 | 0.1 | Anywhere | Overhead starter into quick max combo. Requires 1000 or more MAX Mode Gauge, so use in point or mid position. |
6B > (QM) > cl.D > 6A > j236BD > 214AC > 214C > 236236A/C | 367 | 220 | 2 | 0.1 | Anywhere | Overhead starter into quick max combo. Requires 1500 MAX Mode Gauge, so use in anchor position. |
Heavy Starter > 6B > (QM) > cl.D > 6A > j236BD > 214C > 236236A/C | 501 | 270 | 2 | 0.2 | Anywhere | Only requires 1000 MAX Mode Gauge, so it can be used on any team position. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214B > Climax | 459 | 120 | 3 | 0.2 | Anywhere | Easy hit confirm into climax. There's better, higher damaging combos (see below) but this is fine in a pinch. |
Light Starter > (QM) > cl.D > 6A > j236BD > 214C > 236236AC | 494 | 220 | 3 | 0.1 | Anywhere | This works at any level of MAX Mode Gauge. Can use 236236BD for less damage and better oki when outside of corner. |
Light Starter > (QM) > cl.D > 6B > 214B > 236236A/C > Climax | 563 | 210 | 3 | 0.1 | Anywhere | This works at 1250 MAX Mode Gauge, so you must be in the mid or anchor position. |
Heavy Starter > 6A > j236B > j236236B/D > 236236AC | 644 | 260 | 3 | 0.3 | Anywhere | As of patch 1.62 O.Shermie can now advance/climax cancel her air super. Only gets oki in the corner, though. |
Heavy Starter > 6B > (QM) cl.D > 6A > j236BD > 214C > 236236AC | 419 | 240 | 3 | 0.1 | Anywhere | Add some damage onto the 2 meter quick max combo for just an extra bar. |
Heavy Starter > 6B > (QM) cl.D > 6B(1 Hit) > 214B > 236236A/C > Climax | 701 | 260 | 3 | 0.2 | Anywhere | This combo requires 1250 MAX Mode Gauge, so you must be in the mid or anchor position. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > (QM) > cl.D > 6B > 214B > 236236AC > Climax | 645 | 210 | 4 | 0.1 | Anywhere | This combo can be used regardless of team position. |
Heavy Starter > 6B > (QM) > cl.D > 6B > 214B > 236236AC > Climax | 797 | 740 | 4 | 0.2 | Anywhere | Exact same combo as above, just a heavier start. Noticeably more damage because of it. |
MAX Mode > Light Starter > 214C > 236236B/D > 236236AC > Climax | 813 | 120 | 4 | 0.2 | Anywhere | Requires 1250 MAX Mode Gauge and raw MAX Mode activation. Can only be done when in mid or anchor team position. |
MAX Mode > Heavy Starter > 6A > j236B > 236236B/D > 236236AC > Climax | 1024 | 160 | 4 | 0.3 | Anywhere | Requires 1250 MAX Mode Gauge, a raw activation, and zero morals whatsoever. Delete a character for only 4 bars! |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|