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XV Broken/Iori Yagami

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Revision as of 03:42, 17 February 2022 by Matoshlee (talk | contribs) (→‎Normals)
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Introduction

The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.

Movelist

(*) = EX OK

(!) = MAX OK

(Midair Only) = Can only be done in the air.

(Air OK) = Can be done both on the ground and in the air.

Throws

Sakahagi - / +

Kanyarai - / +

Command Normals

Ge-Shiki * Yumebiki - +

┗Follow Up - +

Ge-Shiki * Gofu In "Shinigami" - +

Ge-Shiki * Yurioki - + (Midair Only)

Special Moves

108 Shiki * Yamibarai - + / (*)

100 Shiki * Oniyaki - + / (*)

127 Shiki * Aoibana 1 - + / (*)

┗127 Shiki * Aoibana 2 - + /
┗127 Shiki * Aoibana 3 - + /

212 Sihiki * Kototsuki In - + / (*)

Kuzukaze - + / (*)

311 Shiki * Tsumakushi - + / (*)

Super Special Moves

Kin 1211 Shiki * Yaotome - + / (!)

┗Ura 316 Shiki * Saika - +

Ura 1018 Shiki * Yashiori - + / (!)

Climax Super Special Moves

Ura 1018 Shiki * Hozuki - +

Quick Combo Reference

Notation

0 Meter

Placeholder
Placeholder

( = dmg
( = dmg

1 Meter

Placeholder
Placeholder

( = dmg
( = dmg

2 Meters

Placeholder
Placeholder

( = dmg
( = dmg

Gameplay Overview

Normals

Far Standing Normals

Far A

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NO IMAGE FOUND

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Far B

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NO IMAGE FOUND

No results
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Far C

No results
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NO IMAGE FOUND

No results
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Far D

No results
No results
No results


NO IMAGE FOUND

No results
  • Placeholder


Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 mid command 4 3 8 +4 +2 - 30 60
  • Placeholder

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 low command 5 4 7 +4 +2 - 30 60
  • Placeholder

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 mid command 4 6 18 -3 -5 - 70 120
  • Placeholder

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 mid command 7 5 15 +1 -1 - 70 120
  • Placeholder

Crouch Normals

Crouch A

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NO IMAGE FOUND

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Crouch B

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NO IMAGE FOUND

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Crouch C

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NO IMAGE FOUND

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Crouch D

No results
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NO IMAGE FOUND

No results
  • Placeholder

Jump Normals

Jump A

jump A
j.A
j.A


NO IMAGE FOUND

No results

jump A jump A

45 High - 4 8 1 on ground - - - 30 60
  • Placeholder

Jump B

jump B
j.B
j.B


NO IMAGE FOUND

No results

jump B jump B

35 High - 5 7 1 on ground - - - 30 60
  • Placeholder

Jump C

jump C
j.C
j.C


NO IMAGE FOUND

No results

jump C jump C

70 High - 11 4 1 on ground - - - 70 120
  • Placeholder

Jump D

jump D
j.D
j.D


NO IMAGE FOUND

No results

jump D jump D

70 High - 6 5 1 on ground - - - 70 120
  • Placeholder

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 12 7 18 Wall Spalt (Ground hit) / Soft Knockdown (Air hit) -2 - 100 160
  • Placeholder

ShatterStrike

ShatterStrike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 6 27 Crumple (Ground Hit) / Wall Bounce (Air hit) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

jump CD

jump CD
j.CD
j.CD


NO IMAGE FOUND

No results

jump CD jump CD

90 Mid - 12 7 1 on ground Soft Knockdown - - 80 140
  • Placeholder

Throws

Sakahagi
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Kanyarai
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Command Moves

6A
6A(6A)
6A(6A)


NO IMAGE FOUND

No resultsNo results
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NO IMAGE FOUND

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NO IMAGE FOUND

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Special Moves

108 Shiki • Yami Barai
236A/C
Version Damage Stun Startup Active Recovery Hit Adv Block Adv
A - - - - - - -
  • Enter move description here.
C - - - - - - -
  • Enter move description here.
EX - - - - - - -
  • Enter move description here.


100 Shiki • Oniyaki
623A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


127 Shiki • Aoibana (1)
214A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Rekka starter
127 Shiki • Aoibana (2)
214A/C after Aoibana (1)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Rekka followup
127 Shiki • Aoibana (3)
214A/C after Aoibana (2)
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Rekka ender


212 Shiki • Kototsuki In
63214B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Kuzukaze
632146A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


311 Shiki • Tsumakushi
623B/D
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Super Special Moves

Kin 1211 Shiki • Ya Otome
2363214A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.
Ura 316 Shiki • Saika
236236AC after A or C Ya Otome
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ura 1018 Shiki • Yashiori
2141236A/C
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.


Ura 1131 Shiki • Hozuki
2141236CD
Damage Stun Startup Active Recovery Hit Adv Block Adv
- - - - - - -
  • Enter move description here.

Combos

Notation Guide (placeholder XIV page for now, replace w/ XV page when available)

General Notes

  • Iori can add an EX 63214+K after his 214+A rekka chain to OTG the opponent for a damage increase if you have at least 0.5 bars.
  • You can add both parts of Iori's 6A after crouching lows at point blank range.
  • Using two EX moves in a combo will result in more damage than a super for the same cost. Comboing into super is more worth it if you plan on cancelling into another super afterwards for more damage.
  • If you are spending more than 1 meter, use the EX version of 632146+P as it has less damage scaling and will result in more damage than using the regular command grab and adding another EX move.

Rush Auto Combo

  • 5A > A > A > Bx3 (164 DMG)
(Rush combo ending in a special move, costs 0 meter)
  • 5A > A > A > C (223 DMG)
(Rush combo ending in a super, costs 1 meter)
  • 5A > A > A > D (337 DMG)
(Rush combo ending in a Max super, costs 2 meters)
  • 5A > A > A > A (427 DMG)
(Rush combo ending in a Climax super, costs 3 meters)

0 Meter

Anywhere

  • 2B, 2A, 6A, 214+Px3 (185 DMG)
(Bread n' butter Iori combo starting from lows.)
  • 2B, 2A, 6A > A, 214+Px3 (238 DMG)
(More damaging low combo if you are at point blank range.)
  • 2Bx2, 2A, 214+Ax3 (174 DMG)
(Low combo with slightly easier confirm but does less damage.)
  • j.X, cl.5C, 6B/6A, 214+Px3 (268 DMG)
(Bread n' butter Iori combo from a heavy starter.)
  • j.X, cl.5C, 63214+D (273 DMG)
(Slightly more damage, but less hits to confirm with.)
  • 632146+P, 2C/(66, cl.5C, 6B/6A), 214+Px3 (127-140 DMG)
(Command grab combo, using 2C after 632146+P is easier, while using cl.5C does more damage, but you will need to run slightly forward for it to connect.)

0.5 Meters

Anywhere

  • 2B, 2A, 6A, 214+ACx3, 214+Ax3 (274 DMG)
  • 2B, 2A, 6A > A, 214+ACx3, 214+Ax3 (318 DMG)
(More damaging low combo if you are at point blank range.)
  • 2B, 2A, 6A > A, 214+Ax3, 63214+BD (306 DMG)
(Low starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
(If not at point blank range, omit the follow-up of 6A, as it will whiff.)
  • 2Bx2, 2A, 214+Ax3, 63214+BD (258 DMG)
  • 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (247 DMG)
(Shatter strike combo from a low starter. Less damage than previous combos but more meter recovery.)
  • j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (357 DMG)
  • j.X, cl.5C, 6B/6A, 214+Ax3, 63214+BD (341 DMG)
(Heavy starter 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)
  • j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+Cx3 (330 DMG)
(Shatter strike combo from a heavy starter. Less damage than previous combo but more meter recovery.)
  • 632146+P, 2C, 214+Ax3, 63214+BD (177 DMG)
(Command grab 0.5 bar damage increase using EX 63214+K. The OTG will not connect if you use 214+C.)

1 Meter

Anywhere

  • 2B, 2A, 6A, 214+ACx3, 214+Ax3, 63214+BD (339 DMG)
(1 meter low combo using two EX moves.)
  • 2B, 2A, 6A > A, 214+ACx3, 214+Ax3, 63214+BD (376 DMG)
(More damaging low combo if you are at point blank range.)
  • 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (282 DMG)
(Shatter strike low combo. Less damage than previous combo but more meter recovery)
  • j.X, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (422 DMG)
(1 meter heavy combo using two EX moves.)
  • j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3 (365 DMG)
(Shatter strike combo. Less damage than previous combo but more meter recovery)
  • 632146+P, 2C, 214+ACx3, 214+Ax3, 63214+BD (228 DMG)
(1 meter command grab combo using 2 EX moves.)

1.5 Meters

Anywhere

  • 2Bx1~2, 2A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (360-364 DMG)
  • 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, 63214+BD (399 DMG)
(More damaging low combo if you are at point blank range.)
  • 2B, 2A, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (308 DMG)
(Shatter strike 1.5 bar combo from a low starter. Less damage than the previous combos but more meter recovery.)
  • j.X, cl.5C, 6A, 236+AC, 214+ACx3, 214+Ax3, 63214+BD (447 DMG)
(1.5 meter combo with three EX moves from a heavy starter.)
(Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
  • j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, 63214+BD (440 DMG)
(Super cancel 1.5 meter combo.)
  • j.X, cl.5C, 6A, 236+CD, 66, cl.5C, 6B/6A, 214+ACx3, 214+Ax3, 63214+BD (391 DMG)
(Shatter strike 1.5 bar combo from a heavy starter. Less damage than previous combo but more meter recovery.)
  • 632146+AC, 2C, 214+ACx3, 214+Ax3, 63214+BD (274 DMG)
(EX command grab combo. More damage than using regular command grab then three EX moves, due to lesser damage scaling on EX command grab.)

2 Meters

Anywhere

  • 2B, 2A, 6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (385 DMG)
(2 meter super cancel combo starting from lows.)
  • 2B, 2A, 6A > A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (431 DMG)
(More damaging low super cancel combo if you are at point blank range.)
  • j.X, cl.5C, 6B/6A, 214+Cx2, (SC) 2363214+P, (SC) 236x2+AC (468 DMG)
(2 meter super cancel combo starting from heavy.)

Max Mode Combos (Quick)

Point

Anywhere

  • 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (360-371 DMG)
  • j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (411 DMG)
(Quick max combos to confirm off multiple 2Bs.)
  • j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P (449 DMG)
(Quick max combo off a heavy starter.)

Mid

Anywhere

  • (Any Point Combo)

Anchor

Anywhere

  • 2Bx2~3, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (391-398 DMG)
(Tip: you can input 236+AC as 2369+AC to avoid getting 623+AC after 6A.)
(Tip: delay the 623+A a little bit so it hits low enough for the super cancel to connect)
  • j.X, 2Bx2, (BC) cl.5C, 6A, 236+AC, 214+ACx3, 623+A(1), (SC) 2363214+P (438 DMG)

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

2.5 Meters

Anywhere

  • 2B, 2A, 6A > A, 214+ACx3, 2363214+P, (SC) 236x2+AC (474 DMG)
  • j.X, cl.5C, 6B/6A, 214+ACx3, 2363214+P, (SC) 236x2+AC (518 DMG)

3 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Point

Anywhere

  • 2Bx2~3, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (470-481 DMG)
  • j.X, 2Bx2, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (521 DMG)
(Quick max combos to confirm off multiple 2Bs.)
  • j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 214+ACx3, 623+A(1), (SC) 2363214+P, (SC) 236x2+AC (559 DMG)


Mid

Anywhere

  • 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (532-535 DMG)
  • j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (572 DMG)
  • j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+P, (SC) 2141236+CD (610 DMG)

Anchor

Anywhere

  • (Any Mid Combo)

Max Mode Combos (Raw)

Point

Anywhere

  • ...

Corner Only

  • ...

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

4 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Mid

Anywhere

  • 2Bx2~3, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (619-627 DMG)
  • j.X, 2Bx2, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (659 DMG)
  • j.X, cl.5C, 6B/6A, (BC) cl.5C, 6B/6A, 2363214+AC, (SC) 2141236+CD (697 DMG)

Anchor

Anywhere

  • (Any Mid Combo)

Max Mode Combos (Raw)

Mid

Anywhere

  • ...

Corner Only

  • ...

Anchor

Anywhere

  • ...

Corner Only

  • ...

5 Meters

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Quick)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Max Mode Combos (Raw)

Anchor

Anywhere

  • ...

Corner Only

  • ...

Misc

Videos

Iori Yagami Reveal Trailer

Navigation

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The King of Fighters XV
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