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The King of Fighters XV/King of Dinosaurs/Combos

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Revision as of 21:06, 17 March 2022 by Candel (talk | contribs) (→‎Combos: 5B xx 236A(1) ranged confirm metergain)
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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combos

General Notes

  • Light Starter will denote a 2B, 2A starter. Assume any combos with this starter will also work off of heavy starters. Other light starters include, but not limited to:
    • 2A x2
    • 5B
  • Heavy Starter will denote a 2C > 4A starter. 2C has the most range of Dinosaur's cancellable heavies, advances him forward in cancels, and forces stand so that 4A consistently combos. Other heavy starters include, but not limited to:
    • c.D/c.C > 4A
    • 2C/c.D/c.C > 6A
    • (cancel) 236CD, 2C > 4A
  • Any combo using aforementioned starters can be used after a jump in.

Rush Auto Combo

Meterless: Ends with 63214A. (206 DMG)

1 Meter: Ends with 236236K. Can be followed up with a 214A. (230 DMG, 294 when using 214A followup.)

2 Meter: Ends with 236236BD. (359 DMG)

3 Meter: Ends with 2141236CD. (441 DMG)

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 63214A 197 60 0 26% Anywhere Will only work from near point-blank.
2B > Rush Autocombo (B Ender) 227 60 0 32% Anywhere Technically optimal, but has even more limited range than the above combo.
Light Starter > 236A 149 140 0 19% Anywhere Works from slightly further than 63214A.
Light Starter > 2A > 236A(1) > AB 117 220 0 16% Anywhere If too far, must cancel 236A early, otherwise the second hit will whiff and you will be punishable.
Heavy Starter > 63214A 271 170 0 35% Anywhere Works consistently from all ranges if using 2C > 4A or 2C.
Heavy Starter > 236C 259 270 0 33% Anywhere More consistent when using non-2C starters.
Heavy Starter > 236C(2), 5D > 4214D 421 300 0 55% Corner Big meterless damage.
CD > 236B (whiff), 236C 165 170 0 Anywhere The 236B must be a cancel, and whiffs on block. Comboing from a midscreen CD is very difficult without this cancel, unfortunately.
CD > 5D > 236C(2) > AB, c.D 292 320 0 Corner Only works if spaced far enough for far D.
Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 4A > 4214D 294 160 0.5 32% Midscreen 236AC connects from max range 2A, making it a great confirming option midscreen. Will not work at all if near the corner, unfortunately.
Light Starter > 236AC, 214B 195 60 0.5 18% Corner Strictly not recommended. Use this if you accidentally autopilot 236AC and want to keep the corner. In general, spending 0.5 Bar in the corner isn't worth it when using a light starter.
Light Starter > 214BD 179 60 0.5 5% Anywhere Quick sideswap. Not recommended if the opponent is cornered.
Heavy Starter > 236C, 214BD 371 270 0.5 33% Anywhere Quick sideswap as well as some extra damage. Not recommended if the opponent is cornered.
Heavy Starter > 236AC, 4A > 4214D 368 270 0.5 40% Midscreen
Heavy Starter > 236BD, 2C > 5A > 236C(2) > AB, 5D > 4214D 423 470 0.5 70% Corner Similar damage to the meterless variant, albeit with more stun. Might be worth the bar?

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236A(1) > 236236B, 214B 322 100 1 27% Anywhere Avoid using the 214B if you have the opponent cornered, otherwise you will lose the corner and your oki.
5B > 236A(1) > 236236B, 214B 314 70 1 23% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > 236C(2) > 236236B, 214B 407 230 1 39% Midscreen
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214B 503 300 1 50% Corner Loses all momentum. Only worth if it'll close the round, otherwise do the meterless route.

1.5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
5B > 236A(1) > 236236B > 214BD 367 70 1.5 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Light Starter > 236AC, 236C(2) > 236236B, 214B 387 140 1.5 32% Midscreen
Light Starter > 236AC, 236C(2) > 236236B, 214B 357 90 1.5 27% Corner Inferior version of the above combo. Sends the opponent back towards the corner, but lacks oki.
Light Starter > 236A(1) > 236236B, 214BD 370 100 1.5 13% Corner Highest corner damage from a light for 1.5 bars. Loses the corner.
Heavy Starter > 236AC, 236C(2) > 236236B, 214B 461 250 1.5 39% Midscreen
Heavy Starter > 236CD, 2C > 4A >236C(2) > AB, 5D > 236236B 454 470 1.5 50% Corner Comparable damage to midscreen, with tons of stun to boot.
Heavy Starter > 236C(2) > AB, 5D > 236236B, 214BD 550 300 1.5 37% Corner Gives up the corner in exchange for much more damage.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 236C(2) > 236236B, 214BD 428 140 2 32% Midscreen
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B 396 310 2, 1250 MAX 18% Midscreen Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B 396 360 2, 1000 MAX 5% Corner
Light Starter > 236AC, 236C(2) > 236236B, 214BD 398 90 2 16% Corner Slightly more damage and better metergain, much worse oki.
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD 502 250 2 27% Midscreen
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B 470 420 2, 1250 MAX 13% Midscreen Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B 470 530 2, 1000 MAX 13% Corner
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD 472 200 2 24% Corner Slightly more damage and metergain, much worse oki.
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B 316 230 2, 1250 MAX 20% Midscreen Sample overhead confirm. Any Quick Mode combos can be applied to 6A.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 528 270 3, 1000 MAX 5% Anywhere 1000 MAX gauge variant.
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 583 270 3, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 570 410 3, 1000 MAX 5% Corner
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 654 360 3, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 6321463214AC 500 70 3 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD 602 440 3, 1000 MAX 13% Anywhere 1000 MAX gauge variant.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 657 380 3, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 644 480 3, 1000 MAX 13% Corner
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 728 470 3, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 682 270 4, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 744 360 4, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 2141235CD 619 70 4 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 756 380 4, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 818 470 4, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD 848 250 4 0% Midscreen
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD 962 300 4 0% Corner ToD if started with j.C c.D 4A.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

Dino Combos by Meno

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