-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Kim Kaphwan/Combos
Jump to navigation
Jump to search
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 "{}". |
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 > 2A | 60 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6B | 127 | Standard heavy starter, works from a jump-in and crossup. cl.C deals slightly less damage, but also works fine. |
cl.A , cl.C > 6B | 136 | Light linking into heavy, allows for heavy starter combos. Nice to have |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD , 66A | 103 | Works with opponent close to or in corner. Puts you airborne, letting you combo into j.214K or j.236KK. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
- Kim gets hard knockdowns with relative ease, but they don't always lead to a safejump. [2]8D > j2D is a better damage ender resulting in HKD, but moves like j.214D and 214P > 6K > 2K give more reliable safejumps.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 272 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 236 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 366 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 453 | 3 | Rush combo ending in a Climax super |
Beginner Combos
Combo | Damage | Meter Cost | Location | Notes |
---|---|---|---|---|
2B > 2A > 2A > 214A ~ 6K ~ 2K | 167 | 0 | Anywhere | Building block confirm. Get comfortable with this, as it'll be a basis for future combos. |
j.D > cl.D > 6B > 214C ~ 6K ~ 2K | 298 | 0 | Anywhere | Basic heavy hitter combo from close up or a jump in. |
Starter > 214AC ~ 4P ~ 4P , ... | ~ | 0.5 | Anywhere | This EX confirm works from any starter and can start many combos, notably leading back into a 214P series with the K enders. Get comfortable with this. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > [2]8D ~ 2D | 176 | 225 | 0.5 | Anywhere | Strongest ender off of a light. You'll get less hits in the further you push the opponent away, which will mean less damage and meter build. |
Light Starter > 214A ~ 6K ~ 2K | 167 | 195 | 0.25 | Anywhere | Slightly worse combo, but travels further. |
Heavy Starter > 214C ~ 4P ~ 4P | 265 | 240 | 0.4 | Anywhere | Most damaging meterless combo, not much else to really say. |
EX
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Starter > 214AC ~ 4P ~ 4P , [2]8D ~ 2D | 270/351 | 225/290 | -0.2 | Anywhere | Damage combo. |
Starter > 214AC ~ 4P ~ 4P , 214A ~ 6K ~ 2K | 262/342 | 195/260 | -0.25 | Anywhere | Safejump combo, very nice for the amount of meter spent. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC ~ 4P ~ 4P , 214AC ~ 6K ~ 2K , [2]8D ~ 2D | 336/423 | 225/290 | -0.75 | 15% | Anywhere | Damage combo. |
Heavy Starter > 214D > 236236B , 66A > j.214D | 470 | 360 | 1 | -0.6 | Anywhere | Safejump ender, whiff a st.B to make it easier to time the safejump. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > | ~ | ~ | ~ | ~ | ~ | |
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |