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The King of Fighters XV/Goenitz/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 | 38 | Your only reliable light confirm, as far A whiffs on crouchers. You can technically get three lights(e.g. 2B 2A 2A)but the range required is so close it's not realistic. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6A | 112 | Standard heavy and jump-in starter. While 2C isn't subject to proximity like close C, 2C's horizontal range is approximately identical. |
cl.B > cl.C > 6A | 136 | Light-heavy frame trap/link, but as with the three light starter, requires near point-blank range. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
6A > MAX | 60 | Overhead starter. Not an overhead when canceled into. |
far C > 5C > MAX | 108 | Target combo that can only be MAX/Super canceled. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 172 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 242 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 373 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 426 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P | 139 | 155 | 0 | ~17% | Anywhere | Meterless from lights, it's this or autocombo. |
Heavy Starter > 214C ~ 4P ~ 4P | 237 | 220 | 0 | ~27% | Anywhere | Optimal damage and stun, gives a (manually timed)safejump. |
Heavy Starter > 623A | 220 | 210 | 0 | ~25% | Anywhere | Less damage, oki, and metergain, but 623A can be braked to be made safe. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC ~ 4P ~ 4P, 623C | 236 | 145 | 0.5 | ~23% | Anywhere | Sends the opponent fullscreen, but optimal midscreen damage. |
Light Starter > 214AC ~ 4P ~ 4P, cl.D (1), 623B > 214C > 4P > 4P | 283 | 245 | 0.5 | ~36% | Corner | Corner combo, gives a (manually timed)safejump. |
Heavy Starter > 41236AC, 623D > 623C | 385 | 260 | 0.5 | ~40% | Anywhere | Sends the opponent fullscreen, but optimal midscreen damage. |
Heavy Starter > 41236AC, 623D > 214C > 4P > 4P | 382 | 270 | 0.5 | ~40% | Anywhere | Sacrifices damage for oki(gives manual safejump) and slightly more stun. |
Heavy Starter > 41236AC, 623D > 623C (brake), 214A > 4P > 4P | 402 | 330 | 0.5 | ~47% | Corner | Mediocre oki, but better damage and stun. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A ~ 4P ~ 4P > 2363214P | 292 | 155 | 1.0 | ~17% | Anywhere | From lights, you get more from super than any two EX specials(midscreen at least). |
Light Starter > 214AC ~ 4P ~ 4P, cl.D (1) > 623BD > 623C (brake), 214A > 4P > 4P | 335 | 255 | 1.0 | ~36% | Corner | Corner combo. |
Heavy Starter > 623BD > 41236AC, 623D > 623C | 458 | 300 | 1.0 | ~43% | Anywhere | Optimal damage, but no oki. |
Heavy Starter > 623BD > 41236AC, 623D > 214C ~ 4P ~ 4P | 455 | 270 | 1.0 | ~45% | Anywhere | Trades small amount of damage and stun for better oki. |
Heavy Starter > 623BD > 41236AC, run, cl.D (1) > 623D > 623C (brake), 214A > 4P > 4P | 490 | 370 | 1.0 | ~51% | Corner | Optimal corner damage and stun. Note: Close D has to hit while the opponent is fairly high up for 623D to connect. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Placeholder combo | 0 | 0 | 2 | 0% | Anywhere | Placeholder notes |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Placeholder combo | 0 | 0 | 3 | 0% | Anywhere | Placeholder notes |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Placeholder combo | 0 | 0 | 4 | 0% | Anywhere | Placeholder notes |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Placeholder combo | 0 | 0 | 5 | 0% | Anywhere | Placeholder notes |