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The King of Fighters XV/Najd/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 Low light confirm that combos into rekkas and 236k.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 112 Standard heavy starter. 2C has improved horizontal range compared to cl.C at the cost of speed.
cl.C 70 The only starter that will combo directly into 236C, which is used in certain optimal routes.
cl.A, cl.C > 6A 130 Close A link into heavy starter. Also acts as a frame trap.

Other Starters

Combo Damage Notes
CD 75 -
cl.D 80 Super and Quick Max cancellable overhead.
63214AC 130 Command grab starter.
214BD 140 Allows for juggles on counter hit.
j.AC 80 Air to air starter.

(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 135 0 Rush combo ending in a special move. Also builds a dropkick level.
cl.A > A > A > C 238 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 442 3 Rush combo ending in a Climax super

Meterless (Level 0)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 236A ~ 6P ~ 6P 141/215 115/180 0 ~25% Anywhere -
Starter > 236K 108/145 45/110 0 ~20% Anywhere Builds a dropkick level + safe jump.
Heavy Starter > 63214P 229 110 0 ~30% Anywhere Safe jump in the corner.
cl.C > 236C, 236A ~ 6P ~ 6P 279 245 0 ~40% Corner -

Meterless (Level 1)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 236A ~ 6P ~ 6P ~ 214D 231/305 215/280 0 ~40% Anywhere -
Starter > 236A ~ 6P ~ 6P ~ 214D, 236A ~ 6P ~ 6P 308/382 285/350 0 ~55% Corner -
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 2D 415 415 0 ~65% Corner -

Meterless (Level 2)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 236A ~ 6P ~ 6P ~ 214D, 236A ~ 6P ~ 6P 323/397 305/370 0 ~60% Anywhere -
Starter > 236A ~ 6P ~ 6P ~ 214D, 236K 300/374 235/300 0 ~55% Anywhere Builds a dropkick level + safe jump.
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236K 464 405 0 ~75% Corner Builds a dropkick level + safe jump.

Meterless (Level 3)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 214B, 236A ~ 6P ~ 6P 476/550 525/590 0 ~85% Anywhere -
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 236C, 236A ~ 6P ~ 6P 497/571 570/635 0 ~90% Corner -
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 236K 419/493 395/460 0 ~75% Anywhere Builds a dropkick level + safe jump.
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 236C, 236K 481/555 500/565 0 ~85% Corner Builds a dropkick level + safe jump.

EX (Level 0)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 236BD 146/220 45/110 0.5 ~15% Anywhere Builds two dropkick levels + safe jump.
Heavy Starter > 236AC ~ 6P ~ 6P, j.AC, 6A > 214B, 236A ~ 6P ~ 6P 396 360 0.5 ~55% Anywhere After EX rekkas, immediately hop and delay j.AC.

Forward hop midscreen, neutral hop in the corner.

Heavy Starter > 236AC ~ 6P ~ 6P, j.AC, 6A > 236K 339 230 0.5 ~40% Anywhere Builds a dropkick level + safe jump.
Light Starter > 63214AC, 214B 203 105 0.5 ~20% Anywhere Point blank only.
Starter > 63214AC, 6A > 236C, 236A ~ 6P ~ 6P 303/377 260/325 0.5 ~45% Corner Use if you wish to keep corner.
Starter > 63214AC, 6A > 236K 234/308 85/150 0.5 ~25% Corner Use if you wish to keep corner.

Builds a dropkick level + safe jump.

cl.C > 236C, 2C > 236BD 303 245 0.5 ~35% Corner Builds two dropkick levels + safe jump.
CD, 236AC ~ 6P ~ 6P, j.AC, 6A > 214B, 236A ~ 6P ~ 6P 271 350 0.5 ~50% Anywhere Requires either a run or cancelling CD into 214B midscreen.

Forward hyper hop midscreen, forward hop in the corner.

CD, 236AC ~ 6P ~ 6P, j.AC, 6A > 236K 237 220 0.5 ~40% Anywhere Builds a dropkick level + safe jump.
CD, 6A > 214B, 2A > 236BD 214 230 0.5 ~30% Anywhere Requires either a run or cancelling CD into 214B midscreen.

Builds two dropkick levels + safe jump.

CD, 6A > 236C, 2D > 236BD 263 315 0.5 ~40% Corner Builds two dropkick levels + safe jump.

EX (Level 1)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Heavy Starter > 236AC ~ 6P ~ 6P, j.AC, 6A > 236C ~ 214D 423 435 0.5 ~60% Anywhere After EX rekkas, immediately hop and delay j.AC.

Forward hop midscreen, neutral hop in the corner.

Starter > 236A ~ 6P ~ 6P ~ 214D, 2C > 236BD 322/396 285/350 0.5 ~50% Corner Builds two dropkick levels + safe jump.
Starter > 63214AC, 6A > 236C, 236A ~ 6P ~ 6P ~ 214D, 2D 359/433 430/495 0.5 ~70% Corner -
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 2D > 236BD 451 415 0.5 ~60% Corner Builds two dropkick levels + safe jump.

EX (Level 2)

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 236A ~ 6P ~ 6P ~ 214D, 236AC ~ 6P ~ 6P, j.AC, 6A > 236C 424/498 460/525 0.5 ~75% Anywhere After EX rekkas, immediately hop and delay j.AC.

Forward hyper hop midscreen, forward hop in the corner.

Starter > 236A ~ 6P ~ 6P ~ 214D, 2D > 236BD 344/418 305/370 0.5 ~50% Anywhere Builds two dropkick levels + safe jump.
Starter > 63214AC, j.AC > j.214C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236C, 2D 403/477 590/655 0.5 ~90% Corner Use if you wish to keep corner.

Immediately hop + j.AC after EX grab.

Delay cancel into j.214C as late as possible.

Heavy Starter > 236AC ~ 6P ~ 6P, j.AC > j.214C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236C, 2D 505 655 0.5 ~90% Corner Harder, but more damaging version of the above route.

Requires a run to cross under after EX rekkas.

cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236BD 488 405 0.5 ~65% Corner Builds two dropkick levels + safe jump.
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 236AC ~ 6P ~ 6P, j.AC, 6A > 236K 522 485 0.5 ~85% Corner Builds a dropkick level + safe jump.
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236AC ~ 6P ~ 6P, j.AC > j.214A 537 585 0.5 ~85% Corner -

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
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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
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External Links

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