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The King of Fighters XV/Terry Bogard/Combos
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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 and Enders
Keep in mind: The combos in the "Combos" section have been tested using both of the starters in bold.
The other starters in each table should also work in each case, but may not.
Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6A | 199 | Primary jump-in combo for consistency thanks to cl.C's speed. cl.C on its own is good for quick punishes. |
2B > 2B > 3C | 112 | Primary low light confirm. Rarely works after a jump-in, not where you'd really use it anyway. |
cl.D > 6A | 146 | Most damaging combo starter. Slower than cl.C, best used after a deep jump-in or as a max damage punish. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Goes over most low projectiles in the game and has huge range, but relatively slow start-up. |
2C / f.C / 6A | X | Single-hit-confirmable into Super and Quick Max. 6A has good range but slower start-up, 2C has ok range and good start-up, f.C is a happy middle. 2C being special cancelable has a larger confirm window for super. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Enders
Number | Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|---|
1 | 214B | 78 | 80 | 0 | ? | Anywhere | Advantageous on hit. Best used for continued pressure. |
2 | 214A | 90 | 60 | 0 | ? | Anywhere | Provides less stun than the above and the opponent can recover on hit but does more damage. |
3 | 41236B~623B | 154 | 120 | 0 | ? | Anywhere | Ending in Power Dunk does less damage, the oki is more rewarding on hit. |
4 | 41236B~623C | 172 | 140 | 0 | ? | Anywhere | Most damaging meterless midscreen combo ender. Opponent can recover safely on hit unless if canceled into 2141236P. |
5 | 41236B~623D | 183 | 140 | 0 | ? | Anywhere | Most damaging meterless combo ender, but only works in the corner. |
6 | 41236BD > 623BD > 41236B~623C | 328 | 140 | 1 | 33% | Anywhere | Got meter to burn? No problem! |
7 | 2141236P | 200 | 0 | 1 | 0 | Anywhere | Most damaging Level 1 Super ender. Can be canceled into after 623C to prevent the opponent from recovering safely (best to use the 632146P~236P method for this). |
8 | 236236K | 190 | 0 | 1 | 0 | Anywhere | Slightly less damaging, but has better range. Are you OK? |
9 | 2141236AC | 355 | 0 | 2 | 0 | Anywhere | Most damaging Level 2 Super if you have the time to spare. |
10 | 236236BD | 343 | 0 | 2 | 0 | Anywhere | If you'd rather not bother with the extra dexterity, this is for you. Buster Wolf! |
11 | 2141236CD | 450 | 0 | 3 | 0 | Anywhere | Buster... LAUNCHER!!! |
Combos
General Notes:
- Since Terry's combos rarely differ from starter to starter, "Starters" will refer to using either his jump-in combo or low light combo from the 'Starters' section above.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 146 | 0 | Rush combo ending in a special move. |
cl.A > A > A > C | 231 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 356 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 452 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Starters > 41236B > 623B | 238/330 | 240/340 | Anywhere | Great oki and damage. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki. | |
Starters > 41236B > 623D | 262/354 | 260/360 | Corner | Slight alteration to the basic combo for a pretty decent increase in damage in the corner. | |
2B > 2A > 623C | 149 | 130 | 0.25 | Anywhere | Low light confirm for when you're too far to connect 2B > 2A > 3C. |
2C > 214A | 155 | 130 | 0.2 | Anywhere | Decent whiff punish. Single-hit-confirms from close range. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starters > 41236BD, 41236B > 623B | 297/389 | 240/340 | Anywhere | Great oki and damage and decent use of half a bar. 41236B can be cancelled into 623C for more damage, but rarely worth the loss in Oki. | ||
Starters > 41236BD, 41236B > 623D | 320/412 | 260/360 | Corner | Change the ender for a small damage and stun increase in the corner. | ||
2B > 2A > 623AC | 209 | 60 | Anywhere | Low light confirm for when you're too far to connect 2B > 2A > 3C, and you want to spend a bit of bar. | ||
2C > 214AC | 222 | 70 | Anywhere | Decent metered whiff punish. Single-hit-confirms from close range. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starters > 236CD, cl.D > 6A > 41236B > 623B | 316/408 | 390/490 | 1 | 1.1 | Anywhere | Always a little meter positive, and good damage to boot. |
Starters > 236CD, cl.D > 6A > 41236B > 623D | 328/420 | 410/510 | 1 | 1.3 | Corner | Bit more damage and a bit more stun in the corner, good to keep on the mind. |
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 |