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The King of Fighters XV/Darli Dagger/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
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A/5A > ... | Standard low light confirm. You can tack on additional 5A from point blank, but 236AC can fall out if you do so. | |
j.X > 2A/5A > ... | It's difficult to get more than one light normal in after a jump-in, so be prepared for short confirms. | |
cl.D, 2A > ... | While technically not starting from a light normal, this starter results in the same enders as a "Light Starter", and so it will be counted as one for the purposes of not cluttering this page with unique cl.D > 2A routes in every category. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C > ... | cl.C is the ideal heavy starter. It's her fastest heavy normal, has a long confirm window, and leads to better juggles out of 214AC when used at point blank. | |
cl.D > ... | cl.D has its merits. It's a low, it has a long cancel window, and it does the most damage of any of Darli's cancellable normals. Additionally, if uncancelled, it can be linked out of for a "Light Starter" ender. See "Light Starters". |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move. | |
cl.A > A > A > C | 1 | Rush combo ending in a super. | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super. | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter xx 236A | 146 | 145 | 0 | Anywhere | 236A is a reliable ender, albeit low damage and with lackluster oki outside of the corner. | |
2A > cl.A > A > A > B | 177 | 150 | 0 | Anywhere | Technically optimal, requires point blank. | |
Light Starter xx 63214K | 175 | 50 | 0 | Anywhere | More damage and meterbuild than 236A, but little stun, less reliable range and a stricter cancel window. | |
Heavy Starter xx 63214K | 210 | 70 | 0 | Anywhere | Optimal damage ender. 214A does no damage and has no knockdown, and 236A is faster but does low damage. 236A/D can be an alternative, but it does similarly low damage to 236A, and is slower, making it less reliable in raw confirms. Note that Darli cannot do Heavy > Command Normal xx Special to confirm, lowering her meterless damage by quite a bit. However, her cl.C and cl.D do have generous cancel windows, meaning you can use them to confirm raw, if you've got the reaction time. | |
2C xx 236D | 184 | 70 | 0 | Anywhere | Reliable ranged punish. 236A can fall out at range. | |
cl.C, cl.C(1) xx 623C | 302 | 180 | 0 | Corner | 623A/C leads to a safejump. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter xx 236AC, 623C | 255 | 45 | 0.5 | Midscreen | 623C must be done immediately, otherwise it will fall out. | |
Light Starter xx 236AC, cl.C, 623C | 336 | 155 | 0.5 | Corner | Make sure to hit the cl.C high enough to land 623C. When in doubt, use 623A instead. | |
cl.C xx 214AC, cl.C(1) xx 623C | 375 | 140 | 0.5 | Midscreen | Ideal EX route, but requires point blank cl.C. The only way to set this up is after a crossup j.D, in a point-blank punish, or after mid-combo Shatter Strike (more on that later). | |
Heavy Starter xx 214AC, 623C | 319 | 70 | 0.5 | Midscreen | What to do if you're not close enough for cl.C. (AKA, the same combo, but without cl.C. Revolutionary!) | |
Heavy Starter xx 214AC, cl.C, 623A | 394 | 180 | 0.5 | Corner | Hitting cl.C after 214AC is much more generous in the corner, and can be done after a jump normal. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter xx 236A xx 236236K | 299 | 145 | 1 | 20% | Midscreen | Must use K super. This cancel has a weird timing to it. |
Light Starter xx 236AC, 214AC, cl.C, 623A | 413 | 155 | 1 | 40% | Corner | Stellar damage for 1 bar. |
cl.C xx 214AC, cl.C(1) xx 236AC, 623C | 441 | 140 | 1 | 40% | Midscreen | Ideal, but once again, hard to set up. |
Heavy Starter xx Shatter Strike, (Dashup) cl.C xx 214AC, cl.C xx 623C | 382 | 210 | 1 | 45% | Midscreen | Uses Shatter Strike to set up the ideal EX route when you're not doing a point-blank cl.C. Does less damage than the alternative, but builds nearly half a bar back. |
Heavy Starter xx 214AC, 236AC, 623C | 419 | 70 | 1 | 30% | Midscreen | The other non-point-blank-cl.C route. More damage, less metergain. |
Heavy Starter xx 214AC, cl.C, 236AC, 623C | 501 | 180 | 1 | 45% | Corner | 50% for 1 bar, and building nearly half of it back. |
1.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter xx 236AC, 623C xx 236236K | 390 | 45 | 1.5 | 26% | Midscreen | |
Light Starter xx 236AC, cl.C(3), 623C xx 236236P | 462 | 155 | 1.5 | 40% | Corner | Punch Super only really works in the corner in most cases, and does better damage than Kick Super. |
Heavy Starter xx 236AC, 623C xx 236236K | 450 | 70 | 1.5 | 30% | Midscreen | Damage Route. |
Heavy Starter xx Shatter Strike, (Dashup) cl.C xx 214AC, cl.C xx 236AC, 623C | 400 | 210 | 1.5 | 45% | Midscreen | Metergain Route. |
cl.C xx 214AC, cl.C xx 623C xx 236236K | 519 | 140 | 1.5 | 35% | Midscreen | Point-blank cl.C Route. |
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P | 570 | 180 | 1.5 | 40% | Corner | Big ol' corner route. A note about these Heavy Starter corner routes, if you're relatively close to the corner, using 236AC can be a good alternative, as it will likely carry you to the corner and will only do slightly less damage than a 214AC route. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter xx 236A xx 236236KK | 443 | 145 | 2 | 24% | Anywhere | Use 236236PP in the corner. |
Light Starter, 2B xx Quick, cl.C xx 214AC, (Microdash) cl.C xx 623C xx 236236K``` | 422 | 200 | 2 | 5% | Midscreen | 1250 MAX required. Requires a very precise cl.C into a microdash cl.C. Not as much damage as a regular 2 bar route, but it's nice to know this is an option, especially from cl.D, 2B confirms. |
Heavy Starter xx 214AC, 236AC, 623C xx 236236K | 554 | 70 | 2 | 26% | Midscreen | Not really worth using Shatter Strike routes when spending this much meter. If you're going to spend it, spend it hard. |
cl.C xx 214AC, cl.C(1) xx 236AC, 623C xx 236236K | 583 | 140 | 2 | 40% | Midscreen | We're reaching the point where getting the point-blank cl.C starter starts to have some diminishing returns. Not as important to land with larger meter use, but still better if available. |
cl.C(3), cl.C(1) xx 214AC, 236AC, 623C xx 236236P | 656 | 180 | 2 | 42% | Corner | Can also do Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P for 1 less damage. Whatever suits your fancy. |
2.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4.5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
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