-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/Ash Crimson/Combos

From Dream Cancel Wiki
Jump to navigation Jump to search

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 > 2A > 2B 51 Standard low light confirm. By inputting the normals as 1B or 1A, you get to keep charge while also avoiding accidentally canceling into 214B if you want to cancel into 4B.
cl.B > 4B, 2A 99 Ash's strongest confirm from a light low. Doesn't work from the max range of cl.B.
2B > 2B 29 Despite the lower damage of 2B normals universally, it can still be worthwhile to mash this in scrambles due to the short range of 2A.

Heavy Starters

Combo Damage Notes
2C 70 Standard heavy starter. Reliable even at range and can work from jump-ins.
cl.C/far C 70 cl.C is faster but less reliable due to proximity. Far C functionally is the same but is slower so doesn't always work after jump ins or in some punishes.
cl.D 80 Hits low, but doesn't allow Ash to keep charge due to overlap with 4D.
cl.A > cl.C 91 Light link into cl.C. Optimal. Barely gives enough time for Ash to get a full 4 charge.

Other Starters

Combo Damage Notes
CD 75
CD > [4]6A, 2C 186 Only works one backdash away from the corner. Used after stun for optimal damage.

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

Combos

General Notes

  • 236236B/D can be Advanced/Climax Cancelled early, but make sure to cancel after all three kicks to get the most out of the super.

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 135 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 237 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 363 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 455 3 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > [2]8B 116 140 20% Anywhere Meterless light confirm. Can drop if the lights are chained too late or the special cancel is too late. Has good oki after.
Light Starter > [4]6B 102 140 15% Anywhere More consistent light confirm. Can still drop if cancelled to late, but range is usually not an issue. Oki is worse than [2]8B ender.
cl.B > 2A > 4B, [2]8B 163 180 30% Anywhere Optimal light confirm. The 4b, [2]8B is a link. Notice how only 2 light normals are listed. The combo will drop if any more are used due to pushback.
Heavy Starter > [4]6D, [2]8D 248 270 40% Anywhere
CD > [4]6A 130 140 15% Anywhere Safe CD string that happens to combo.
CD > [4]6C 143 140 15% Anywhere Works as well but tends to be less useful on block.
Heavy Starter > [4]6D, 4D, [2]8D 286 310 45% Corner Corner combo. You have just enough time to charge after the 4D to get the [2]8D to combo. Press 8D as Ash touches the ground from the 4D. You can also go for a soft knockdown with 2D. This will apply to most of Ash's corner combos.
CD, [4]6D, 4D, [2]8D 266 340 45% Corner Uncancelled CD confirm. Notice how the combo is the same as the previous combo. These will not be noted in the future, as the optimal combo after CD will always be the same as the [4]6D starter combo.
CD > [4]6A, [4]6D, 4D, [2]8D 309 380 55% Near Corner If [4]6A juggles you can use this combo.
CD > [4]6A, [4]6B 178 220 25% Near Corner If the [4]6A hits standing you can get a small conversion.
CD > [4]6A (whiff), [2]8B 140 180 25% Corner When CD > [4]6A is done directly in the corner, the [4]6A will whiff and this will be all you can get.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > [4]6BD, [2]8D 232 180 30% Anywhere Very consistent combo.
Heavy Starter > 214AC, [4]6D, [2]8D 303 270 40% Anywhere Punish route that doesn't require charge beforehand.
Light Starter > [4]6BD, 4D, [2]8D 264 220 30% Corner
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D 385 350 55% Corner Meter positive combo. Also can work off of stray 214BDs. [4]6A doesn't work at certain spacings, omit if necessary.
Heavy Starter > [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 481 470 70% Corner Strong and meter positive.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6BD, [2]8BD 303 90 1 10% Anywhere The lack of stun or meter build makes this a non-ideal combo. Save your meter.
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, [2]8D 449 400 1 65% Non-Corner This combo doesn't work in the corner. A shortcut for the [2]8D > 236236C cancel is to input the [2]8D as [2]368D, then input 236C for the super.
Heavy Starter > 214AC, [4]6D, [4]6BD, [2]8D 389 270 1 40% Anywhere Delay the [4]6BD to when the opponent is just about to reach the ground.
236CD, [4]6D, [2]8D 262 200 1 80% Anywhere Shatter Strike combo. Delay the [2]8D to get all the hits if this hits as an anti-air.
Light Starter > [4]6B > 236236A/C, 4D, 6D, [2]8B 358 320 1 45% Corner
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 4D, [2]8D 398 370 1 60% Corner 4B > [2]8B starter. This is where the value of learning the 4B, [2]8B link comes; it allows for stronger corner combos. Not recommended unless confident in your execution.
Light Starter > [4]6BD, 4D, [2]8BD 303 130 1 20% Corner
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D 503 480 1 75% Corner You can use [2]8B instead of D for the Super Cancel to give yourself a more time to charge.
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 546 500 1 75% Corner Most damaging combo.
236CD, [4]6D, 4D, [2]8D 304 240 1 80% Corner If Shatter Strike anti-airs in the corner, the side switch that can happen from the wallbounce can be awkward for Ash. Opt for just a [2]8D in those situations.
Light Starter > [4]6BD, 6D > 236236B/D 353 130 1.5 25% Anywhere Input the 6D as 236D to make the Super Cancel easier. Make sure to hold the 6 input longer than you normally would for a regular 236 input.
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, [4]6BD, [2]8D 517 400 1.5 65% Non-Corner
Heavy Starter > 214AC, [4]6D, [2]8D > 236236A/C, [4]6D, [2]8D 493 400 1.5 65% Non-Corner
236CD, [4]6D, [2]8BD 311 80 1.5 60% Anywhere
236CD, [4]6D, [4]6BD, [2]8D 360 200 1.5 80% Anywhere Only works if the Shatter Strike hits airborne.
Light Starter > [4]6B > 236236A/C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 485 480 1.5 70% Corner you can easier to the first 4D as soon as possible or micro dash in order to get the second 4D. You can stick with only one 4D if you don't want to bother.
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 510 520 1.5 80% Corner
Light Starter > [4]6BD, 4D, 6D, [4]6B > 236236A/C, [4]6D, 4D, [2]8D 458 430 1.5 65% Corner
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 615 630 1.5 100% Corner Notice how much more stun and meter these combos are building now.
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D 569 520 1.5 85% Corner
236CD, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 515 390 1.5 60% Corner

Sans-Culotte Combos

Combo Damage Stun Meter Gain Location notes
Sans-Culotte, (6D > 46D)*5, [2]8D 396 200 25% Anywhere Optimal Sans combo if you aren't able to reach the corner.
Sans-Culotte, 28D > 4/6D > 46D > (whiff) 4D, (46D > 4/6D > 46D > (whiff) 4D)*2, 46D > 4/6D > 46D > (whiff) 4B, [4]6C, 4D, [2]8D 423 240 40% Corner Simple corner combo. You may need to delay the initial 28D to hit low enough for the combo to work.
Sans-Culotte, 6D > 46D, 28D > 4/6D > 46D > (whiff) 4B, 46C, 4D > 46A, 4D > 46C, [4]6C, [4]6C, run, 4D, [2]8D 433 360 60% Corner Stronger, universal corner combo. The [4]6C loops near the end have a tendency to drop if your cancels during the loop were delayed or if you accidentally walk forward or back while using the [4]6Cs. However these loops are often critical to Ash's stun combos. The run into 4D is optional, and the combo will do 423 dmg, 320 stun, and build 55% meter if ommited.
Sans-Culotte, 28D > 4/6D > 46D > (whiff) 4D, 46D > 4/6D > 46D > (whiff) 4D, 46D > (whiff) 4B, 46B > 4D > 46A > 4D > 46C, [4]6C, [4]6C, run, 4D, [2]8D 453 360 60% Corner Optimal corner combo. Unlike the previous combo, this combo can transition more easily from a midscreen combo. However, this combo is very tight, and thus doesn't work on a variety of charactersShun'ei, Heidern, Dolores, Kyo, Iori, Ash, Kukri, Krohnen, Yashiro, Shermie, K', Maxima, Antonov, KoD, Terry, Robert, Vanessa, Luong, Rock, Gato, Geese, Yamazaki, Rugal.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6B > A~B~C~D, 28D > 6D > 46D > (4D), {46B > 4D > 46D > (4D)} * 3, [2]8D 462 290 2 40% Anywhere Standard Sans-Culotte loop. A~B~C~D can drop if cancelled too late. Time the first 28D as late as possible. You can cancel 46D into 6B to side switch. If you side switch, repeat the loop from the beginning with 28D. For brevity, future combos featuring this loop highlight in bold will just say "Midscreen Sans Loop".
Light Starter > [4]6B > A~B~C~D, {28D > 6D > 46D > (4D)} * 4, [2]8D 456 290 2 40% Anywhere Alternate Sand-Culotte loop. Only slightly less damage and corner carry, but can be easier for some players. The whiffed 4D is technically unnecessary, but it causes the combo to be slightly faster which gives you just enough more install timer to cancel the last 46D, which can be useful for converting to a corner combo.
Light Starter > [4]6B > A~B~C~D, {4D or 6D > 46D} * 5, [2]8D 452 270 2 45% Anywhere Easier A~B~C~D loop. Somewhat harder to convert into corner combos.
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, [4]6BD, [2]8BD 544 380 2 45% Non-Corner
Heavy Starter > 214AC, [4]6D, [2]8D > 236236A/C, [4]6D, [4]6BD, [2]8D 555 400 2 65% Non-Corner
Light Starter > 4B > MAX, c.D > 214AC, [4]6D, [2]8D > 236236A/C, [4]6D, [2]8D 445 530 2 45% Non-Corner 1000 Max Guage combo. c.C can be used if spacing is an issue, since it's faster than c.D.
Light Starter > 4B > MAX, c.D > 214AC, [4]6D, [4]6BD, [2]8D > 236236A/C, [4]6D, [2]8D 485 530 2 45% 1500 Max Guage combo.
Light Starter > [4]6B > A~B~C~D, 28D > 6D > 46D > (6D), {46D > 4D > 46D > (4D)} * 2, 46D > 4D > 46D > (4B), [4]6C, 4D, [2]8D 508 410 2 60% Corner [4]6B > A~B~C~D is much more consistent in the corner. Midscreen combos can easily transition into this combo. For brevity, future combos feature this loop in bold will say "Corner Sans Loop".
Light Starter > 4B > BC, c.D > 214AC, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D 472 610 2 55% Corner 1000 Max gauge combo.
Light Starter > 4B > BC, c.D > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D 493 650 2 60% Corner 1250 Max gauge combo.
Heavy Starter > [4]6D, 4D, [2]8D > 236236AC, [4]6D, [4]6C, 4D, [2]8D 617 560 2 85% Corner
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 657 670 2 110% Corner
Light Starter > 4B > BC, CD > [4]6A, 2C > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D 447 750 2 55% Corner Stun focused combo for 1000 Max gauge. Delay the [4]6A slightly.
Light Starter > 4B > BC, CD > [4]6A, 2C > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, [2]8D 486 790 2 55% Corner Stun focused combo for 1250 Max gauge.
Light Starter > [4]6BD, [2]8D > A~B~C~D, Midscreen Sans Loop, [2]8D 544 260 2.5 45% Anywhere More consistent than the 2 bar combo. You can input the [2]8D by buffering 2A~2B during the recovery of the [4]6BD, then press 8D~C~D. If you have a CD macro, you can do 2A~2B~CD macro x2.
Heavy Starter > [4]6D, [2]8D > 236236AC, [4]6D, [4]6BD, [2]8D 596 400 2.5 65% Non-Corner
Heavy Starter > 214AC, [4]6D, [2]8D > 236236A/C > [4]6D, [4]6BD, [2]8BD 580 380 2.5 45% Non-Corner
Light Starter > [4]6BD, 6D, [2]8B > A~B~C~D, Corner sans Loop, [4]6C, 4D, [2]8D 606 390 2.5 65% Corner You can input 2A during the recovery of 6D, then input 8B~C~D to get the Sans-Culotte cancel. After using [4]6BD, 6D, [2]8B > A~B~C~D, you can start the Sans-Culotte loop with 46B instead, which is more consistent than 28D.
Light Starter > [4]6B > 236236AC, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 589 560 2.5 80% Corner
2B > 2B > 4B, [2]8B > 236236AC, [4]6D, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 592 600 2.5 90% Corner
Heavy Starter > [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 809 610 2.5 90% Corner 46B to start the Sans-Culotte loop works here too. In general, it's possible if you are comboing from [4]6BD.
Heavy Starter > 214AC, [4]6A, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 687 490 2.5 80% Corner
Light Starter > 4B > BC, CD > [4]6A, 2C > [4]6D, 4D, [2]8D > 236236A/C , [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 515 900 2.5 75% Corner Stun focused combo for 1000 Max gauge.
Light Starter > 4B > BC, CD > [4]6A, 2C > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 554 940 2.5 75% Corner Stun focused combo for 1250 Max gauge.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6B > 236236B/D, A~B~C~D, Midscreen Sans Loop, [2]8D 598 290 3 45% Anywhere Massive corner carry. Can easily transition to corner combo enders. The later you Advanced Cancel into A~B~C~D, the more consistent the standard midscreen loop is. The [2]8D loop can be more consistent after an Advanced cancel.
Heavy Starter > [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop, [2]8D 676 310 3 45% Anywhere When cancelling 236236B/D, make sure to cancel after all three kicks, when Ash lands back on the ground for max damage.
Heavy Starter > [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, [2]8D 765 540 3 60% Anywhere Guaranteed corner carry. Delay the first 6D as much as possible. Only works at 1250-1500 Max Gauge. If you do the [2]8D loop instead, the corner carry isn't perfect, and if you started fullscreen, you won't properly be in the corner for the corner ender. Adjust as necessary.
Heavy Starter > 214AC > [4]6D > [4]6BD > [2]8D > A~B~C~D, Midscreen Sans Loop, [2]8D 667 310 3 45% Anywhere
Light Starter > 4B > BC > c.D > 214AC > [4]6D > [2]8D > A~B~C~D, Midscreen Sans Loop, [2]8D 627 450 3 35% Anywhere 1000 Max Gauge combo.
Light Starter > 4B > BC, c.D > 4B > 236236B/D > A~B~C~D, Midscreen Sans Loop, [2]8D 659 360 3 35% Anywhere 1250 Max Gauge combo.
Light Starter > 4B > BC > c.D > 214AC, [4]6D, [4]6BD, [2]8D > A~B~C~D > Midscreen Sans Loop, [2]8D 684 450 3 35% Anywhere 1500 Max Gauge combo. Technically stronger than the 1250 gauge combo, but since this uses up your [4]6BD juggle with less reward than it would in the corner, and this carries to corner so far, it might be worth using the 1250 combo instead.
Light Starter > [4]6B > 236236A/C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 670 470 3 75% Corner
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 714 510 3 90% Corner
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 819 620 3 110% Corner With many of Ash's extended combos, you will gain enough meter to turn the combo into one of higher meter cost even if you started with exactly the right amount of meter. Ash has a lot of flexibility this way.
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 884 650 3 105% Corner
Light Starter > 4B > BC, c.D > 214AC, [4]6A, [4]6D, 6D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 706 600 3 55% Corner 1000 Max Gauge combo. Simply a [2]8B after the 6D for your 1250 Max Gauge version.
Light Starter > [4]6BD, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, [2]8D 748 490 3.5 55% Anywhere Guaranteed corner carry.
Heavy Starter > [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 833 700 3.5 80% Anywhere Guaranteed corner carry.
Heavy Starter > 214AC, [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > 4B, [4]6C, 4D, [2]8D 810 550 3.5 65% Anywhere
Light Starter > [4]6B > 236236A/C, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 833 630 3.5 90% Corner
Light Starter > [4]6BD, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 789 530 3.5 60% Corner At 1500 Max gauge, you can add the 4D.
2B > 2B > 4B, [2]8B > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 861 670 3.5 120% Corner
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 4D, [4]6BD, [4]6C, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 966 780 3.5 125% Corner Convert to a 236236B/D at the end with the meter you gained for a touch of death.
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 6D, [2]8B > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 895 660 3.5 115% Corner
Light Starter > 4B > BC, CD > [4]6A, 2C > 214AC, [4]6A, [4]6D, 4D, [2]8D > 236236AC, [4]6D, [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 623 1000 3.5 85% Corner Stun combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > [4]6B > 236236B/D > A~B~C~D, Midscreen Sans Loop, 6D > 236236B/D 678 210 4 25% Anywhere
Heavy Starter > [4]6D, [2]8D > 236236A/C, [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > (4B), [4]6C, 4D, [2]8D 928 680 4 90% Non-Corner
Heavy Starter > 214AC, [4]6D, 6D > BC, [4]6D, 6D > 236236B/D > A~B~C~D, Midscreen Sans Loop > (4B), [4]6C, 4D, 4D, [4]6BD, [4]6C, 4D, 6D, [2]8B 878 700 4 80% Non-Corner
Light Starter > 4B > BC, cl.D > 4B > 236236B/D > A~B~C~D, Midscreen Sans Loop, [4]6D > 236236A/C, [4]6D, 4D, [2]8D 770 530 4 70% Back to Corner Make sure to convert to a corner ender if you reach the corner by the end of your Sans-Culotte loop.
Light Starter > [4]6B > 236236A/C, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 846 610 4 70% Corner Add the 4D at 1500 Max Gauge.
Heavy Starter > [4]6D, 4D, [2]8D > 236236A/C, [4]6D, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 988 760 4 100% Corner Replace the [2]8D at the end with a [2]8BD for exactly 1000 damage.
Heavy Starter > 214AC, [4]6A, [4]6D, 4D, 4D, [4]6BD, [4]6C, 4D, 6D > BC, [4]6D, 4D, 6D > 236236B/D > A~B~C~D, Corner Sans Loop, [4]6C, 4D, [2]8D 1019 790 4 95% Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

Combo Theory

Ash's combo game has an incredible amount of flexibility. Not all of his possible combos are listed above; not even close, so this section will be geared in helping you build your own. This will primarily discuss corner combo options as that is where Ash's combos vary the most.

Combos generally start with some sort of launcher that he can connect into further juggles. These launchers include:

  • [4]6D (From heavy normals, CD, and Shatter Strike, requires charge)
  • 214AC (From heavy normals, requires 0.5 meter, no charge)
  • [4]6BD (From light normals, requires 0.5 meter, requires charge)
  • 236236A/C or AC (Requires meter)

Once the opponent has been launched, you want to prioritize connecting two moves: [4]6C and [4]6D. These are Ash's most damaging specials and allow him to continue the combo. Think of burning meter as Ash almost as a way to get as many of these moves as possible. You also have his sobat normals, 4D and 6D, as filler to increase your damage. Let's examine each of his moves to see what we can get.

[4]6D

Once this connects, whether on the ground at the start of a combo, or in the air during a combo, Ash can always link a 4D, [2]8D, with the perfect range to get the cancellable portion of the move to connect, as well as connect all three hits of the flash kick if you decide to end your combo there. 4D, 6D, [2]8B is also possible here, but not only is that juggle generally harder, it actually ends up doing the same damage as 4D, [2]8D.

214AC

This is the only launcher that cannot be used mid combo; it only works on the ground. Because of that, think of starting combos with this as free, as you don't need to save it for later on in the combo.

[4]6BD

This launcher can only be used once per combo. It is also one of Ash's most reliable combo options from lights. This means if you start a light combo with this, you must remember you cannot use it again in the combo. If you do, you get a very limited juggle state that can only juggle into [2]8B. To use it in a juggle combo, connect two 4Ds, then go into [4]6BD. If you land this as a juggle, Ash can always connect a [4]6C after. One subtle detail is that landing this move pushes Ash slightly back. This moves him too far for 4D, [2]8D to properly connect, so you must use the 4D, 6D, [2]8B combo.

236236A/C

You can start combos with this by cancelling it from [4]6B or [2]8B/D (slightly away from corner). Only after [2]8B/D can you get a [4]6D after, otherwise you must go straight into sobat normals. Using this mid combo is finicky, as it requires precise spacing for the opponent to fall into the projectile late so Ash can recover in time to land a [4]6D. Thankfully a 4D, [2]8D or 4D, 6D, [2]8B sets up this spacing perfectly. This super adds more damage to your combo the earlier you use it, so prioritize it early in your combos. The AC version launches higher, allowing Ash to get a [4]6D, [4]6C after when used in juggles.

Quick Max

4D and 6D cause juggle states on air hit and are command normals, meaning they can be Quick Max cancelled. Since Quick Max cancelling adds a fair amount of scaling, being able to use them after your big hits, such as 236236P, allows for high damage combos. After juggling a sobat and then Quick Max Cancelling, input [4]6D immediately, and then continue the combo as you would (likely into 236236B/D > Sans-Culotte).

Damage Scaling

As stated above, using 236236P as early as possible has it contribute the most damage to your combo. On the other hand, Sans-Culotte loops deal so many hits that they contribute more damage overall the later in your combo they are fit in. Similarly, Quick Max cancelling contributes a fair amount of damage scaling, so using that as late as possible will also help your damage. With that in mind, this is your priority in how early you want to fit your extenders:

  • 236236P
  • [4]6BD
  • Quick Max
  • Sans-Culotte

[4]6C Theory

It is possible to space Ash in a way that causes the projectile of [4]6C to hit later than normal. This gives Ash more time to combo, so much so that he can loop up to three [4]6Cs in one launch. Generally, this spacing is acquired from specific Sans-Culotte combos. It is also possible to walk slightly forward before [4]6C by holding the 6 input and delaying the C input slightly. Finally, you can also whiff cancel 2D to get slight forward movement. [4]6C generates a high amount of stun and thus, you will frequently see these kinds of combos in advanced stun combos. The timing tends to be very tight however, and shouldn't be attempted if you are still learning Ash, but can be worth exploring if you're looking to get even more out of your confirms.

External Links

Ash Combos by Meno
Ash Combos by Renato Ramos

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters