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The King of Fighters XV/Blue Mary/Combos

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Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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 > 2B > 2A 80 Standard low light confirm. Blue Mary can get stronger conversions by cancelling her lights into 4B, but this only works at closer ranges.

Heavy Starters

Combo Damage Notes
cl.D > 6A 137 Standard heavy starter consistent after jump ins. cl.C can be used too.
2C > 6A 127 Used primary for long distance confirms.
2B > 2A > 4B 98 Can let Blue Mary do heavy combos from lights, but only at closer ranges.

Other Starters

Combo Damage Notes
CD 75
3D 60 Causes a launch, particularly useful if used as an anti-air.

(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 0 Rush combo ending in a special move
cl.A > A > A > C 1 Rush combo ending in a super
cl.A > A > A > D 2 Rush combo ending in a Max super
cl.A > A > A > A 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6B ~ 623K 180 190 35% Anywhere
Heavy Starter > [4]6D ~ 236K 245 170 30% Anywhere You have enough time during the animation of 6A to get a 4 charge. You have plenty of time if you're using 4B.
CD, [4]6D ~ 236K 177 160 25% Anywhere If your back is to the corner, you can cancel CD into a whiffed 6A to gain the extra space needed for [4]6D to connect.
CD > (6A), 623D ~ 623K 186 200 30% Corner 6A is usually necessary to make sure you're close enough for the 623D.
CD, 3D > 236P, 623D ~ 623K 287 320 50% Corner Must be point blank and directly in the corner. Technically possible, but the likelihood of landing a CD like this is slim.
3D, [4]6B ~ 623K 172 160 30% Anywhere It's possible to connect [4]6D if you connect the 3D high enough.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > [4]6BD ~ 236P, 623D ~ 623K 274 190 35% Anywhere Remember these combos involving [4]6BD in case you ever land them in neutral as well.
Heavy Starter > 236AC, 3D > 623D ~ 623K 378 270 40% Anywhere
Light Starter > [4]6BD ~ 236P, (delay) 3D > 236P, 623D ~ 623K 340 310 50% Corner Delay the 3D to just before your opponent hits the ground.
Heavy Starter > 236AC, 3D > 236P, 623D ~ 623K 431 330 60% Corner No delay necessary.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2/5A > 4B (charge) -> 6B -> 2363214A/C 309 1 Anywhere
2B > 2/5A > 4B (charge) -> 6D -> 2363214A/C 292 1 Anywhere
2B > 2/5A > 4B (charge) -> 6D -> 6321463214B/D 309 1 Anywhere
c.C(1) > 4B (charge) > 6B > 2363214A/C 305 1 Anywhere
c.C(1) > 4B (charge) > 6D > 2363214A/C 287 1 Anywhere
c.C(1) > 4B (charge) > 6D > 6321463214B/D 306 1 Anywhere
j.C > c.C(1) > 4B (charge) > 6B > 2363214A/C 359 1 Anywhere
j.C > c.C(1) > 4B (charge) > 6D > 2363214A/C 342 1 Anywhere
j.C > c.C(1) > 4B (charge) > 6D > 6321463214B/D 359 1 Anywhere
j.D -> 2C -> 4B (charge) -> 6B -> 2363214A/C 392 1 Corner
j.D -> 2C -> 4B (charge) -> 6D -> 2363214A/C 375 1 Corner
j.D -> 2C -> 4B (charge) -> 6D -> 6321463214B/D 392 1 Corner
j.D -> 5A -> 4B (charge) -> 6B -> 2363214A/C 349 1 Corner
j.D -> 5A -> 4B (charge) -> 6D -> 2363214A/C 332 1 Corner
j.D -> 5A -> 4B (charge) -> 6D -> 6321463214B/D 349 1 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2/5A > 4B (charge) > 6B > 2363214AC 434 2 Anywhere
2B > 2/5A > 4B (charge) > 6D > 2363214AC 417 2 Anywhere
2B > 2/5A > 4B (charge) > 6D > 6321463214BD 421 2 Anywhere
c.C(1) > 4B (charge) > 6B > 2363214AC 431 2 Anywhere
c.C(1) > 4B (charge) > 6D > 2363214AC 413 2 Anywhere
c.C(1) > 4B (charge) > 6D > 6321463214BD 425 2 Anywhere
j.C > c.C(1) > 4B (charge) > 6B > 2363214AC 484 2 Anywhere
j.C > c.C(1) > 4B (charge) > 6D > 2363214AC 467 2 Anywhere
j.C > c.C(1) > 4B (charge) > 6D > 6321463214BD 471 2 Anywhere
j.C > 2C > 4B (charge) > 6B > 2363214AC 517 2 Corner
j.C > 2C > 4B (charge) > 6D > 2363214AC 500 2 Corner
j.D > 2C > 4B (charge) > 6D > 6321463214BD 504 2 Corner
j.D > 5A > 4B (charge) > 6B > 2363214AC 474 2 Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2/5A > 4B (charge) > 6B > 2141236CD 512 3 Anywhere
2B > 2/5A > 4B (charge) > 6D > 2141236CD 495 3 Anywhere
c.C(1) > 4B (charge) > 6B > 2141236CD 524 3 Anywhere
c.C(1) > 4B (charge) > 6D > 2141236CD 506 3 Anywhere
j.C > c.C(1) > 4B (charge) > 6B > 2141236CD 562 3 Anywhere
j.C > c.C(1) > 4B (charge) > 6D > 2141236CD 545 3 Anywhere
j.D > 2C > 4B (charge) > 6B > 2141236CD 595 3 Corner
j.D > 2C > 4B (charge) > 6D > 2141236CD 578 3 Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
j.C > c.C(1) > 4B (charge) > 6B > 2363214A/C > 2141236CD 682 4 Anywhere
j.C > c.C(1) > 4B (charge) > 6D > 2363214A/C > 2141236CD 665 4 Anywhere
j.D > 2C > 4B (charge) > 6B > 2363214A/C > 2141236CD 715 4 Corner
j.D > 2C > 4B (charge) > 6D > 2363214A/C > 2141236CD 698 4 Corner
j.D > 5A > 4B (charge) > 6B > 2363214A/C > 2141236CD 672 4 Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Blue Mary Combos by Meno

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