Template:ComboLegend-KOFXV
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 |
Low light confirm that combos into rekkas and 236k.
|
Heavy Starters
Combo |
Damage |
Notes
|
cl.C/2C > 6A |
112 |
Standard heavy starter. 2C has improved horizontal range compared to cl.C at the cost of speed.
|
cl.C |
70 |
The only starter that will combo directly in 236C, which is used in certain optimal routes.
|
cl.A, cl.C > 6A |
130 |
Close A link into heavy starter. Also acts as a frame trap.
|
Other Starters
Combo |
Damage |
Notes
|
CD |
75 |
-
|
cl.D |
80 |
Super and Quick Max cancellable overhead.
|
63214AC |
130 |
Command grab starter.
|
(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 |
135 |
0 |
Rush combo ending in a special move. Also builds a dropkick level.
|
cl.A > A > A > C |
238 |
1 |
Rush combo ending in a super
|
cl.A > A > A > D |
367 |
2 |
Rush combo ending in a Max super
|
cl.A > A > A > A |
442 |
3 |
Rush combo ending in a Climax super
|
Meterless (Level 0)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Starter > 236A ~ 6P ~ 6P |
141/215 |
115/180 |
0 |
~25% |
Anywhere |
-
|
Starter > 236K |
108/145 |
45/110 |
0 |
~20% |
Anywhere |
Builds a dropkick level + safe jump.
|
Heavy Starter > 63214P |
229 |
110 |
0 |
~30% |
Anywhere |
Safe jump in the corner.
|
cl.C > 236C, 236A ~ 6P ~ 6P |
279 |
245 |
0 |
~40% |
Corner |
-
|
Meterless (Level 1)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Starter > 236A ~ 6P ~ 6P ~ 214D |
231/305 |
215/280 |
0 |
~40% |
Anywhere |
-
|
Starter > 236A ~ 6P ~ 6P ~ 214D, 236A ~ 6P ~ 6P |
308/382 |
285/350 |
0 |
~55% |
Corner |
-
|
Meterless (Level 2)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Starter > 236A ~ 6P ~ 6P ~ 214D, 236A ~ 6P ~ 6P |
323/397 |
305/370 |
0 |
~60% |
Anywhere |
-
|
Starter > 236A ~ 6P ~ 6P ~ 214D, 236K |
300/374 |
235/300 |
0 |
~55% |
Anywhere |
Builds a dropkick level + safe jump.
|
Meterless (Level 3)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 214B, 236A ~ 6P ~ 6P |
476/550 |
525/590 |
0 |
~85% |
Anywhere |
-
|
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 236C, 236A ~ 6P ~ 6P |
497/571 |
570/635 |
0 |
~90% |
Corner |
-
|
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 236K |
419/493 |
395/460 |
0 |
~75% |
Anywhere |
Builds a dropkick level + safe jump.
|
Starter > 236A ~ 6P ~ 6P ~ 214D, j.AC, 6A > 236C, 236K |
481/555 |
500/565 |
0 |
~85% |
Corner |
Builds a dropkick level + safe jump.
|
EX (Level 0)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Starter > 236BD |
146/220 |
45/110 |
0.5 |
~15% |
Anywhere |
Builds two dropkick levels + safe jump.
|
Heavy Starter > 236AC ~ 6P ~ 6P, j.AC, 6A > 214B, 236A ~ 6P ~ 6P |
396 |
360 |
0.5 |
~55% |
Anywhere |
After EX rekkas, immediately hop and delay j.AC.
Forward hop midscreen, neutral hop in the corner.
|
Heavy Starter > 236AC ~ 6P ~ 6P, j.AC, 6A > 236K |
339 |
230 |
0.5 |
~40% |
Anywhere |
Builds a dropkick level + safe jump.
|
Light Starter > 63214AC, 214B |
203 |
105 |
0.5 |
~20% |
Anywhere |
Point blank only.
|
Starter > 63214AC, 6A > 236C, 236A ~ 6P ~ 6P |
303/377 |
260/325 |
0.5 |
~45% |
Corner |
Use if you wish to keep corner.
|
Starter > 63214AC, 6A > 236K |
234/308 |
85/150 |
0.5 |
~25% |
Corner |
Use if you wish to keep corner.
Builds a dropkick level + safe jump.
|
cl.C > 236C, 2C > 236BD |
303 |
245 |
0.5 |
~35% |
Corner |
Builds two dropkick levels + safe jump.
|
CD, 236AC ~ 6P ~ 6P, j.AC, 6A > 214B, 236A ~ 6P ~ 6P |
271 |
350 |
0.5 |
~50% |
Anywhere |
Requires either a run or cancelling CD into 214B midscreen.
Forward hyper hop midscreen, forward hop in the corner.
|
CD, 6A > 236C, 2D > 236BD |
263 |
315 |
0.5 |
~40% |
Corner |
Builds two dropkick levels + safe jump.
|
EX (Level 1)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Heavy Starter > 236AC ~ 6P ~ 6P, j.AC, 6A > 236C ~ 214D |
423 |
435 |
0.5 |
~60% |
Anywhere |
After EX rekkas, immediately hop and delay j.AC.
Forward hop midscreen, neutral hop in the corner.
|
Starter > 236A ~ 6P ~ 6P ~ 214D, 2C > 236BD |
322/396 |
285/350 |
0.5 |
~50% |
Corner |
Builds two dropkick levels + safe jump.
|
Starter > 63214AC, 6A > 236C, 236A ~ 6P ~ 6P ~ 214D, 2D |
359/433 |
430/495 |
0.5 |
~70% |
Corner |
-
|
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 2D > 236BD |
451 |
415 |
0.5 |
~60% |
Corner |
Builds two dropkick levels + safe jump.
|
EX (Level 2)
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Starter > 236A ~ 6P ~ 6P ~ 214D, 236AC ~ 6P ~ 6P, j.AC, 6A > 236C |
424/498 |
460/525 |
0.5 |
~75% |
Anywhere |
After EX rekkas, immediately hop and delay j.AC.
Forward hyper hop midscreen, forward hop in the corner.
|
Starter > 236A ~ 6P ~ 6P ~ 214D, 2D > 236BD |
344/418 |
305/370 |
0.5 |
~50% |
Anywhere |
Builds two dropkick levels + safe jump.
|
Starter > 63214AC, j.AC > j.214C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236C, 2D |
403/477 |
590/655 |
0.5 |
~90% |
Corner |
Use if you wish to keep corner.
Immediately hop + j.AC after EX grab.
Delay cancel into j.214C as late as possible.
|
Heavy Starter > 236AC ~ 6P ~ 6P, j.AC > j.214C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236C, 2D |
505 |
655 |
0.5 |
~90% |
Corner |
Harder, but more damaging version of the above route.
Requires a run to cross under after EX rekkas.
|
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236BD |
488 |
405 |
0.5 |
~65% |
Corner |
Builds two dropkick levels + safe jump.
|
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 236AC ~ 6P ~ 6P, j.AC, 6A > 236K |
522 |
485 |
0.5 |
~85% |
Corner |
Builds a dropkick level + safe jump.
|
cl.C > 236C, 236A ~ 6P ~ 6P ~ 214D, 6A > 236AC ~ 6P ~ 6P, j.AC > j.214A |
537 |
585 |
0.5 |
~85% |
Corner |
-
|
1 Bar
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Placeholder |
- |
- |
- |
- |
- |
-
|
2 Bars
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Placeholder |
- |
- |
- |
- |
- |
-
|
3 Bars
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Placeholder |
- |
- |
- |
- |
- |
-
|
4 Bars
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Placeholder |
- |
- |
- |
- |
- |
-
|
5 Bars
Combo |
Damage |
Stun |
Meter Cost |
Meter Gain |
Location |
Notes
|
Placeholder |
- |
- |
- |
- |
- |
-
|
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