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The King of Fighters XV/Yashiro Nanakase/Combos
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Combos
General Notes
- Light will denote a 2B, 2A, 2A starter. Assume any combos with this starter will also work off of heavy starters.
- Heavy will denote a c.D > 6B starter.
- Any combo using aforementioned starters can be used after a jump in.
- Any combo with a super in the corner can be followed up with an OTG 6A.
Rush Auto Combo
Meterless: Backhand, turn punch, knee in the stomach. Ends with qcb+A. (146 DMG)
1 Meter: Ends with 236236K. (240 DMG)
2 Meter: Ends with 236236BD. (367 DMG)
3 Meter: Ends with 2141236CD. (439 DMG)
Meterless
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214A | 151 | 170 | 0 | 20% | Anywhere | Quick and easy meterless BNB off a light starter. Ends in soft knockdown. |
2B > Rush Autocombo | 165 | 140 | 0 | 25% | Anywhere | Might actually be better to go into Rush Autocombo if you don't even have enough meter for an EX special. It does more damage and builds a bit more meter than the above. Absolutely do not use this combo if you have 1 bar or more, as it will go to waste. |
Heavy > 41236A ~ 236C | 240 | 230 | 0 | 35% | Anywhere | Especially useful confirm from poking with f.C. Make sure to hit confirm the 236 C follow up. |
Heavy > 214C > 623A | 280 | 310 | 0 | 40% | Corner | |
CD > 41236 C (whiff) > 41236A ~ 236C | 182 | 220 | 0 | 30% | Midscreen | In the corner, CD > 41236 C will combo, so just input the 236 C follow up there. |
CD > run > 2D | 182 | 170 | 0 | 15% | Anywhere | An option for uncancelled CD. |
CD > 6B > 623C > c.D | 235 | 310 | 0 | 30% | Corner | If slightly away from corner, cancel CD into a whiffed 41236A. |
0.5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214AC > 6B > 41236C ~ 236C | 263 | 250 | 0.5 | 30% | Anywhere | Max damage ender. If the opponent quick recovers, Yashiro is too far to be able to establish oki however. |
Light > 214AC > 6B > 214D | 255 | 190 | 0.5 | 30% | Anywhere | Hard knockdown ender. End your combo in this to keep an offensive up at the cost of some small damage. |
Light > 214AC > 6B > 623C > c.D | 269 | 300 | 0.5 | 30% | Corner | Ends in an air reset, giving Yashiro a lot of room to re-establish an offense. |
Heavy > 214C > 623AC > c.D | 341 | 280 | 0.5 | 40% | Corner | Excellent damage for just half a bar while building most of the bar back. Slightly more damage than the above combo. |
CD > 41236C (whiff) > 41236AC ~ 236C > 6B > 214D | 304 | 200 | 0.5 | 35% | Midscreen | Note that when 41236 AC > 236 C is used in a combo, any further 41236 P ~ 236 C will not connect, so the 214D is optimal here. |
CD > 41236AC ~ 236C > 6B > 623C > c.D | 322 | 310 | 0.5 | 30% | Corner | |
623AC > 214A | 168 | 80 | 0.5 | 15% | Corner | A small extension after landing 623 AC near the corner. |
623AC (anti air) > 41236A ~ 236C | 201 | 120 | 0.5 | 20% | Anywhere | The 623AC needs to hit high in order for this combo to work. If 41236A misses, you will recover in time to avoid being punished, so it's ok to go for even if you are not sure you hit the 623AC high enough. |
214BD > c.D | 156 | 70 | 0.5 | 10% | Anywhere | Extension after landing 214BD. |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214A > [SC] 236236D | 299 | 170 | 1 | 20% | Anywhere | |
Light > 214AC > 41236AC ~ 236C > 6B > 214D | 320 | 190 | 1 | 30% | Anywhere | Max damage midscreen and ends in a hard knockdown. |
Light > 214AC > 41236AC ~ 236C > 6B > 623C > cl.D | 330 | 300 | 1 | 30% | Corner | |
Heavy > 41236A ~ 236C > [SC] 236236D | 400 | 230 | 1 | 30% | Anywhere | In the corner, if you follow up with an OTG 6A, this will be the optimal corner 1 bar combo. |
Heavy > 41236AC ~ 236C > 214AC > 6B > 623C > c.D | 418 | 320 | 1 | 40% | Corner | Against some characters, a delay on the 623C will be necessary. Works after a CD in the corner too. |
236CD > 6B > 41236C ~ 236C | 254 | 160 | 1 | 75% | Anywhere | Shatter Strike combo. |
236CD > 6B > 214D | 239 | 100 | 1 | 70% | Anywhere | Hard knockdown ender. Also most consistent after an anti-air Shatter Strike. |
236CD > 6B > 623C > c. D | 254 | 210 | 1 | 75% | Corner | |
236CD > 41236AC ~ 236C > 6B > 214D | 349 | 100 | 1 | 25% | Anywhere | On anti-air hit, you will have to delay the 236C slightly. |
236CD > 41236AC ~ 236C > 6B > 623C > c.D | 373 | 210 | 1 | 25% | Corner | |
623AC > 214AC > 6B > 41236C ~ 236C | 279 | 160 | 1 | 20% | Corner | The timing for the 214AC is awkward as an anti air, but doable. |
214BD > 623AC > 214A | 238 | 80 | 1 | 15% | Corner | When midscreen, omit the 214A. |
1.5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light > 214 AC > 6B > 41236C ~ 236C > [SC] 236236C (hold) | 353 | 60 | 1.5 | 30% | Anywhere | When charging 236236C, release the button as the opponent reaches the apex of the launch. |
Heavy > 41236AC ~ 236C > 214 A > [SC] 236236C (hold) > 6A | 462 | 60 | 1.5 | 30% | Anywhere | When charging 236236C, release the button as the opponent reaches the apex of the launch. |
2 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Heavy > 214C > [SC] 236236BD | 399 | 2 | Anywhere |
3 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Corner | ||||||
Anywhere |
External Links
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