-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/Dolores/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. |
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 > 6A | 78 | Standard low light confirm. |
2B > 2B > 6A | 69 | Less damage, but 2B 2A can whiff at farther ranges, and 2B 2B gives you a bigger range to confirm your low poke. |
cl.A > cl.C > 6A | 131 | Point-blank light starter. Does far more damage than the other light starters, but is much harder to confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C > 6A | 112 | Standard heavy starter. |
cl.D > C | 127 | Target combo starter. Goes into juggle combos. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(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 | 125 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 240 | 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 | 470 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter/Heavy Starter > 63214P | 180/220 | 85/120 | - | ~25% | Anywhere | Preferred light confirm, also gives a 4f safe jump after with 2B -> jump. Note that since both Dolores' light and heavy starters route into 6A, you can often get the same confirms for both. Damage/stun will be listed for light starter first, and then heavy. |
Light Starter/Heavy Starter > 236A, 4214D | 230/273 | 165/200 | - | ~30% | Corner | First hit of 4214D can whiff at far ranges. |
cl.D > C > 236B, 4214D | 274 | 190 | - | ~35% | Midscreen | Dolores' Target Combo puts the opponent in a juggle state, allowing her to link after 236B. |
cl.D > C > 236B, 236A, 5D | 317 | 340 | - | ~35% | Midscreen | Higher damage than the above, but worse oki. |
cl.D > C > delayed 236A, 4214D | 288 | 190 | - | ~35% | Corner | In the corner, Target Combo > 236B does not work, but 236A does if you delay it slightly. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter/Heavy Starter > 63214AC, j.C, 4214D | 300/349 | 155/190 | .5 | ~30% | Anywhere | - |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC, 236A x 236BD, 4214B | 341 | 150 | 1 bar | ~20% | Anywhere outside the corner | This combo will whiff if the opponent is too close to the corner. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > BC, Heavy Starter > 236A x 236236A > 214236CD | 657 | 240 | 3 | ~10% | Anywhere | Basic Climax combo to use bar and get good damage(Works for mid/anchor). |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |