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The King of Fighters XV/Robert Garcia/Combos
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Combos
Unless stated otherwise, assume cl.D is hitting for both hits.
Rush Auto Combo
Meterless: Ends with 646K. (164 DMG)
1 Meter: Ends with 2363214P. (233 DMG)
2 Meter: Ends with 2363214AC. (335 DMG)
3 Meter: Ends with 2141236CD. (441 DMG)
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B*3 > 214D | 184 | 210 | 0 | 25% | Anywhere | Light confirm. You must cancel the 2B fast for the 214D to connect. |
2B*3 > 214B | 164 | 190 | 0 | 25% | Anywhere | Using 214B as your ender leaves them standing, which can make it easier to threaten with command grab after. |
cl.D > 6B > 214D | 224 | 220 | 0 | 30% | Anywhere | Heavy starter combo. |
cl.D > 6A > j.214B, 623C | 271 | 280 | 0 | 40% | Corner | Corner combo. If you try to confirm this and it's blocked, j.214B is safe barring some command grabs, so it's better to cancel. 6A by itself would leave you at universal throw range. |
CD, run, 6B > 236C | 178 | 190 | 0 | 20% | Anywhere | Uncancelled CD confirm. |
CD > 236A | 130 | 160 | 0 | 20% | Non-Corner | A useful cancel that also confirms. This will lead into supers with meter as well. |
CD, 6B > 236A, 623C | 261 | 290 | 0 | 40% | Corner | Corner CD confirm. CD is safe enough on it's own, so try to avoid cancelling into fireball near the corner so you can get this confirm. The range on 6B is large enough to where this can connect even if you're a bit of a distance from the corner. When cancelling 6B into 236, if you get 623 too often, input 236 as 2369 instead. |
j.214B/D, 623A | 126 | 140 | 0 | 25% | Corner | If the j.214B/D hits very low, you can even get a 623C after. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
(2B*3)/(cl.D > 6B) > 214BD, 6B > 646B/D | 265/310 | 220/230 | 0.5 | 30% | Anywhere | Robert's light and heavy confirms are the same midscreen. The meter build and corner carry is quite nice. You can cancel into 623C at the end instead for just 2 less damage and virtually the same oki and meter build, but could save you on time, since the animation for 646B/D is so long. |
cl.C > 6A > j.214BD, run, 623C | 297 | 200 | 0.5 | 30% | Anywhere | 6A > j.214BD only works midscreen after a close C normal or one hit of cl.D. This combo is not as strong as the 214BD confirm, but will lead to stronger combos with more meter to work with. |
2B*3 > 214BD, 6B > 236A, 623C | 293 | 280 | 0.5 | 45% | Corner | Light corner confirm. Close to refunding the bar used. |
cl.D > 6A > j.214B/D, 214BD, 6B > 236A, 623C | 384 | 370 | 0.5 | 55% | Corner | Meter positive corner combo. |
CD, run, 6B > 214BD, run, 623C | 261 | 230 | 0.5 | 30% | Anywhere | Midscreen CD confirm. |
41236BD, 623A | 138 | 60 | 0.5 | 20% | Anywhere | Some extra damage after an EX command grab. |
j.214BD, 623C | 206 | 100 | 0.5 | 25% | Anywhere | The amount of times you will be blowing meter on j.214BD are rare, but if you do land one, you can always get a 623C after. Sometimes you can get a 6B in there too, but it's height dependent. |
2C anti air > 646BD | 202 | 70 | 0.5 | 10% | Anywhere | If you're quick you can turn anti air normals into extra damage. |
CD, 6B > 236A, 214BD, 646B/D | 308 | 190 | 0.5 | 45% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B*3 > 214BD, run, CD > 646BD | 298 | 190 | 1 | 20% | Anywhere | You can use cl.C instead of CD for a slightly easier combo for 3 less damage. If you end up in the corner you can add on a 623A. |
cl.D > 6B > 623A > 236214A/C | 344 | 160 | 1 | 30% | Anywhere | Simple super confirm. Does more damage than the light confirm combo. |
cl.C > 6A > j.214BD, 6B > 214BD, 646B/D | 380 | 130 | 1 | 35% | Anywhere | Optimal heavy confirm. |
2B*3 > 214BD, 6B > 236A, cl.C > 646BD, 623A | 373 | 310 | 1 | 45% | Corner | |
cl.D > 6A > 214B, 214BD > 6B > 236A, cl.C > 646BD, 623A | 464 | 400 | 1 | 55% | Corner | |
CD > 236A, 641236C | 274 | 160 | 1 | 20% | Non-Corner | CD confirm. Easy to hit confirm. |
CD, run, 6B > 214BD, run, cl.C > 646BD | 323 | 200 | 1 | 25% | Anywhere | CD is inconsistent after a juggled 214BD, so cl.C will suffice. |
CD, 6B > 236A, 214BD, 236A, cl.C > 646BD, 623A | 411 | 380 | 1 | 50% | Corner | |
236CD, 6B > 646B/D | 245 | 30 | 1 | 75% | Anywhere | Shatter Strike confirm. If the Shatter Strike hits airborne, use 623C instead for consistency. |
236CD, 6B > 236A, 623C | 297 | 1 | 80% | Corner | Your corner Shatter Strike combos will match your CD corner combos. | |
41236BD, 623AC | 161 | 0 | 1 | 0% | Anywhere | |
41236BD, 2B > 646BD, 2A | 203 | 60 | 1 | 5% | Corner | For some reason, you cannot juggle 623A after the 646BD here. |
2B*3/cl.D > 6B > 214BD, 6B > 646B/D > 236214A/C | 364/409 | 120/130 | 1.5 | 35% | Anywhere | Cancelling 646B/D into ranbu super has a strange window that's later than expected; manually time as best you can without instead of relying on the button hold buffer. |
cl.C > 6A > j.214BD, 6B > 214BD, run, CD > 646BD | 445 | 230 | 1.5 | 20% | Anywhere | Max midscreen damage. |
2B*3 > 214BD, 6B > 236AC, 236A, cl.C > 646BD, 623A | 407 | 310 | 1 | 45% | Corner | Only a slight gain over the 1 meter combo. |
cl.D > 6A > j.214BD, 236A, 214BD, 6A > 236A, cl.C > 646BD, 623A | 539 | 380 | 1.5 | 55% | Corner | |
CD, run, 6B > 214BD, 646B/D > 236214A/C | 359 | 130 | 1.5 | 30% | Anywhere | |
CD, j.214BD, 236A, 214BD, 6A > 236A, cl.C > 646BD, 623A | 469 | 380 | 1.5 | 50% | Corner | Max damage from a corner CD. The further back your opponent was from the corner when the CD hits, the higher you can do the j.214BD. You may need to do it higher for the extra horizontal range. These combos do not work after a Shatter Strike. |
CD, 6B > 236A, 214BD, 236AC, 236A, cl.C > 646BD, 623A | 440 | 380 | 1.5 | 50% | Corner | Alternate CD route which works from Shatter Strike as well. |
236CD, 6B > 214BD, 646B/D | 299 | 30 | 1.5 | 75% | Anywhere | |
41236BD, 623A > 236214A/C | 258 | 60 | 1.5 | 20% | Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
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 |
---|---|---|---|---|---|---|
Anywhere |
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