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The King of Fighters XV/Yashiro Nanakase/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.
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 > 5A 60 Standard low confirm. 5A has further reach than 2A, making this string more consistent than just 2B > 2A > 2A.

Heavy Starters

Combo Damage Notes
cl.D > 6B 127 Damaging low starter.
2A > cl.A, 2C > 6B 143 A link into a heavy from 2B. Leads to a lot of damage, but must be point blank to work.
2C > 6B 117 Can combo from some ranges where close normals wouldn't come out, especially after some jump ins.
cl.C > 6B 117 Slightly faster than 2C, little else of note. Use after a jump-in when near opponent.
f.C 70 Cancelable far normal. Nice to have.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes:

  • Any combo with a super in the corner can be followed up with an OTG 6A. 236236AC needs to connect meaty (e.g. having the opponent fall into the super) in order to be able to hit 6A after.

Rush Auto Combo

Combo Damage Meter cost Notes
cl.A > A > A > B 146 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 439 3 Rush combo ending in a Climax super.

Beginner Combos

Combo Damage Meter cost Location Notes
2B > 2A > 2A > 214A 149 0 Anywhere Standard light combo. Use often.
j.D > cl.C > 6B > 214C 280 0 Anywhere Standard heavy combo. Nearly optimal and does nice damage.
2B > 2A > 2A > 214A > 236236B / 236236BD 299/411 1/2 Anywhere Spend some meter from your light combo. Use either super ender depending on how much meter you have.
j.D > cl.C > 6B > 214C > 236236B / 236236BD 410/507 1/2 Anywhere Spend some meter from your heavy combo. Use either super ender depending on how much meter you have.
2B > 2A > 2A > 214A > 236236B > 236236AC 523 3 Anywhere Spend 3 Bars by cancelling one super into a stronger super.
j.D > cl.C > 6B > 214C > 236236B > 236236AC 602 3 Anywhere More meter, more damage.

Meterless

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214A 134 155 0 20% Anywhere Quick and easy meterless BNB off a light starter. Ends in soft knockdown.
2B > Rush Autocombo 150 125 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. If you have above 1 bar of meter, make sure to end the auto combo in B to prevent a super, which would be a waste of meter.
Heavy Starter > 41236A ~ 236C 240 230 0 30% Anywhere Especially useful confirm from poking with f.C. Make sure to hit confirm the 236C follow up.
Heavy Starter > 214C, 5B 262 240 0 30% Anywhere Optimal damage from a heavy midscreen. Above combo may still be preferred for the soft knockdown.
Heavy Starter > 214C, 623A 308 310 0 45% Corner Good meter gain and damage.
CD, run, 6B > 41236C ~ 236C 225 260 0 30% Anywhere You can even sometimes do this combo if the CD is cancelled into a whiffed 41236, depending on the screen positioning.
CD, 6B > 623C, c.D 251 310 0 30% Corner

0.5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C 296/379 235 0.5 30% Anywhere Max damage ender. Ends in a soft knockdown. Max damage from a heavy starter as well.
Light/Heavy Starter > 214AC, 6B > 214D 286/368 175 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/Heavy Starter > 214AC, 6B > 623C, cl.D 318/403 285 0.5 30% Corner Ends in an air reset, giving Yashiro a lot of room to re-establish an offense.
CD, run, 6B > 41236AC ~ 236C, 41236A ~ 236A 292 260 0.5 25% Anywhere
CD > 41236AC ~ 236C, 6B > 623C, cl.D 336 310 0.5 30% Corner
623AC, 214A 195 80 0.5 15% Corner A small extension after landing 623AC near the corner. If 623AC connects as an anti air, use a f.D instead of 214A. If it connects as an anti air in the corner, can do dl.214A, cl.C.
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/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 214D 364/452 175 1 30% Anywhere Max damage midscreen and ends in a hard knockdown.
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 623C, cl.D 390/481 285 1 30% Corner
Heavy Starter > 214C, 623A (1) > 236236K, 6A 464 260 1 45% Corner Weaker than the above combo, but ends in an OTG 6A which leads to a safe jump.
CD, run, 6B > 41236C ~ 236C > 236236P 351 260 1 30% Anywhere When charging 236236C, release the button as the opponent reaches the apex of the launch.
CD, 41236AC ~ 236C, 6B > 214C, 623AC, cl.D 391 290 1 30% Corner
236CD, 6B > 41236C ~ 236C 254 160 1 75% Anywhere Shatter Strike combo. Yashiro's SS combos will look identical to his CD confirms.
236CD, 6B > 214D 239 100 1 70% Anywhere Hard knockdown ender. Also most consistent after an anti-air Shatter Strike.
623AC, 214AC, 6B > 41236C ~ 236C 333 160 1 20% Corner Consider just ending the combo with a f.D instead of continuing with 214AC if the 623AC lands as an anti air.
214BD, 214AC, 6B > 623C, cl.D 347 210 1 25% Corner
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] 404/496 235 1.5 30% Anywhere When charging 236236C, release the button as the opponent reaches the apex of the launch.
Light/Heavy Starter > 214AC, 6B > 41236A, 623A (1) > 236236K, 6A 425/519 225 1.5 40% Corner
CD > 6B > 41236AC ~ 236C, 41236A ~ 236A > 236236[P] 400 260 1.5 25% Anywhere
CD, 41236AC ~ 236C, 6B > 214C, (delay) 623A (1) > 236236K, 6A 452 270 1.5 40% Corner You can delay the 623A or the 214C right before it.
623AC, 236236C 274 0 1.5 0% Anywhere
623AC, 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A 398 160 1.5 20% Corner
214BD, 623A (1) > 236236K 317 50 1.5 10% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > 623C, cl.D 432 210 1.5 25% Corner

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236[P] 451/548 235 2 25% Anywhere
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236K 479/579 225 2 40% Corner
(QM) Light/Heavy Starter > BC, cl.D > 214AC, 6B > 41236C > 236236K 373/467 245 2 10% Anywhere 1000 Max gauge combo. The sequence after the Quick Max is a little awkward in order to fit everything in within the timer. Pretty weak compared to his regular combos, but works consistently even after far B.
(QM) Light/Heavy Starter > BC, cl.D > 6B > 214AC, 6B > 41236C ~ 236C > 236236[P] 417/506 345 2 5% Anywhere 1250 Max gauge combo. This is also your best option for 1500 Max gauge.
(QM) Light/Heavy Starter > BC, cl.D > 6B > 41236AC ~ 236C, 214A > 236236[P], 6A 390/475 265 2 10% Anywhere 1000 Max gauge corner combo. At 1250 and 1500 guage, just do the midscreen combo and add an OTG 6A.
CD, run, 6B > 41236C ~ 236C > 236236AC 449 260 2 30% Anywhere Optimal in the corner as well if you add an OTG 6A after. In order to have time for 6A, the super needs to hit very late, so release earlier than you normally would.
623AC, 214AC, 6B > 41236C ~ 236C > 236236[P] > 6A 463 160 2 25% Corner
214BD, 623AC, 236236C 338 0 2 10% Anywhere Possible, but probably better just to do the 1.5 bar variant.
214BD, 214AC, 6B > 41236C ~ 236C > 236236[P], 6A 473 160 2 25% Corner
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C > 236236[AC] 488/587 235 2.5 30% Anywhere
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623AC, 214A (1) > 236236K, 6A 518 205 2.5 40% Corner When 214P has already been used in a combo, the last hit of 214P will whiff but still be able to be cancelled, making this 214 > 236236 cancel much easier than it may appear.
CD, run, 6B > 41236AC ~ 236C, 41236A > 236236BD 487 200 2.5 25% Anywhere
CD, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236BD, 6A 533 250 2.5 35% Corner
623AC, 236236AC 393 0 2.5 0% Anywhere
623AC, 214AC, 41236AC ~ 236C, 6B > 41236C ~ (delay) 236A > 236236K, 6A 516 160 2.5 25% Corner
214BD, 623A (1) > 236236BD 452 50 2.5 10% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236K, 6A 539 150 2.5 30% Corner

3 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236C ~ 236A > 236236AC 521 235 3 25% Anywhere No need to charge the super.
Heavy Starter > 41236A ~ 236C > 236236[P] > 236236BD 646 230 3 30% Anywhere
Light Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236BD, 6A 554 225 3 40% Corner
Heavy Starter > 214C, 623A (1) > 236236BD, 6A 692 260 3 45% Corner
(QM) Light/Heavy Starter > BC, cl.D > 214AC, 6B > 41236C > 214236CD 549/638 245 3 10% Anywhere 1000 Max gauge combo.
(QM) Light/Heavy Starter > BC, c.D > 41236A ~ 236C > 236236K > 214236CD 608/701 265 3 10% Anywhere 1250 Max gauge combo. At 1500 Max Guage simply add a 6B after the cl.D.
CD, run, 6B > 41236C ~ 236C > 236236[P] > 236236BD 578 260 3 30% Anywhere Optimal in the corner as well.
623AC, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A 547 160 3 25% Corner
214BD, 214AC, 6B > 41236C ~ 236C > 236236AC, 6A 571 160 3 25% Corner
Light/Heavy Starter > 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A 616/728 235 3.5 30% Anywhere Carries corner to corner, so the 6A is guaranteed. You may need to microdash before the 6A.
Light/Heavy Starter > 214AC, 6B > BC, 41236A, 623A (1) > 236236K > 214236CD 647/739 225 3.5 15% Corner Uses Quick Max mid juggle for an optimal corner combo. This is strong, but the oki is significantly worse. Try to only use to close out a round.
CD > 6B > 41236AC ~ 236C, 41236A ~ 236C > 236236[P] > 236236BD, 6A 612 260 3.5 30% Midscreen This will drop if Yashiro's back is too close to the corner.
CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236K > 214236CD 665 250 3.5 15% Corner
623AC, 236236P > 236236BD 554 0 3.5 0 Anywhere
623AC, 214A > 236236[P] > 236236BD, 6A 601 80 3.5 20% Corner
214BD, 623A (1) > 236236P > 236236BD 596 50 3.5 15% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236BD, 6A 629 150 3.5 25% Corner

4 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236C > 236236P > 236236BD, 6A 626/739 175 4 25% Anywhere Carries corner to corner.
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > 41236A, 623A (1) > 236236P > 236236BD, 6A 642/741 225 4 40% Corner
Light/Heavy Starter > BC, cl.D > 41236A ~ 236C > 236236BD > 214236CD 698/798 265 4 10% Anywhere 1250 Max gauge combo. Very efficient.
CD > run, 6B > BC, 41236A ~ 236C > 236236[AC] > 214236CD 677 260 4 10% Anywhere Delaying the 236C can make landing the super easier, but it is not required. Note that if you end up in the corner, 236236AC must be hit very low to the ground for the Climax to hit.
CD, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD 689 250 4 10% Corner
623AC, 214AC, 6B > BC, 41236C ~ (delay) 236A > 236236K > 214236CD 684 160 4 10% Corner
214BD, 214AC, 6B > 41236C ~ 236C > 236236[P] > 236236BD, 6A 698 160 4 25% Corner
Light/Heavy Starter > 214AC, 6B > BC, 41236A ~ (delay) 236A > 236236AC > 214236CD 701/799 235 4.5 15% Anywhere Possible 4.5 bar combo, but only does a few points more damage than your regular 4 bar Quick Max combo. You can omit the 236A if the timing is diffcult, and use the K super instead.
Light/Heavy Starter > 214AC, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD 722/821 225 4.5 15% Corner Slightly better efficiency.
CD, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD 740 250 4.5 10% Corner
623AC, 214AC, 41236AC ~ 236C, 6B > BC, (delay) 41236A ~ (delay) 236A > 236236K > 214236CD 757 160 4.5 5% Corner
214BD, 623A (1) > 236236K > 214236CD 686 50 4.5 15% Anywhere
214BD, 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236K > 214236CD 761 150 4.5 5% Corner

5 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A ~ (delay) 236A > 236236AC > 214236CD 780/868 235 5 10% Anywhere Once again, you can omit the 236A if the timing is diffcult, and use the BD super instead.
Light/Heavy Starter > 214AC, 41236AC ~ 236C, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD 800/888 225 5 10% Anywhere
CD, 41236AC ~ 236C, 214AC, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD 794 250 5 10% Corner
623AC, 214AC, 6B > BC, 41236C ~ 236C > 236236[AC] > 214236CD 755 160 5 5% Corner Make sure you delay 236236AC enough so the Climax can hit.
214BD, 214AC, 6B > BC, 41236A, 623A (1) > 236236BD > 214236CD 785 150 5 5% Corner

External Links

Yashiro Combos by Meno
Yashiro combos by Pak of Warriors
Yashiro combos by Kakuge / Fighting Games

Navigation

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