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The King of Fighters XV/Yashiro Nanakase/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Can combo into cl.C from any jump in attack

Rush Auto Combo

Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)

1 Meter: Ends with 236236K. (240 DMG)

2 Meter: Ends with 236236BD. (367 DMG)

3 Meter: Ends with 2141236CD. (439 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214A 151 0 Anywhere Quick and easy meterless BNB off a low starter. Ends in soft knockdown.
cr.B > Rush Autocombo 168 0 Anywhere Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste.
(j.X) > cl.C > 6B > 214C 280 0 Anywhere
(j.X) cl.C > 6B > 214C > 623A 324 0 Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214AC > 41236A ~ 236A 220 0.5 Anywhere Can also end this combo with 41236A ~ 236C if you want slightly more damage in exchange for less corner carry. Ending with 6B and 214D also rewards slightly more damage but same wall carry
(j.X) cl.C > 6B > 214AC > 41236A ~ 236A 326 0.5 Anywhere
cr.B > cr.A > cr.A > 214AC > 6B > 623C > cl.D 269 0.5 Corner
cr.B > cr.A > cr.A > 214AC, 41236A ~ 236C 232 0.5 Corner Corner carry doesn't matter if you're in the corner, so feel free to go into the C ender instead of the A one for the higher damage.
(j.X) cl.C > 6B > 214C > 623AC > cl.D 379 0.5 Corner Excellent damage for just half a bar.

>===1 Bar===

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214A > [SC] 236236D 299 1 Anywhere
(j.X) cl.C > 6B > 214C > [SC] 236236D 410 1 Anywhere
cr.B > cr.A > cr.A > 214A > 41236AC ~ 236C > 41236A ~ 236A 291 1 Anywhere Good corner carry, will take you from corner to midscreen.
(j.X) cl.C > 6B > 214AC > 41236AC ~ 236C > 41236A ~ 236A 378 1 Anywhere Can also end the combo with 6B > 214D for slightly more damage but less wall carry
cr.B > cr.A > cr.A > 214AC > 41236AC ~ 236C > 6B > 623C > cl.D 330 1 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > cr.A > cr.A > 214AC, 41236A ~ 236C > [SC] 236236P 374 1.5 Anywhere
cr.B > cr.A > cr.A > 214+AC, 41236AC ~ 236+C > 214A > 623AC > (delay) 214A > 623A 440 1.5 Corner The second qcb+A can be tough to land, practice the timing
(j.X) cl.C > 6B > 214AC, 41236AC ~ 236C > 214+A > 623+AC > (delay) 214A > 623A 513 1.5 Corner


3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(j.X) cl.C > 6B > 214AC, 41236AC ~ 236C > 214A, 623AC > (delay) 214A > [SC] 236236P > [AC] 236236BD 747 4.5 Corner
(j.X) cl.C > 6B > 214A, 41236AC ~ 236C, 214A > [SC] 236236P > [CC] Climax 770 5 Anywhere

External Links

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Yashiro combos by Kakuge / Fighting Games

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