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The King of Fighters XV/Orochi Shermie/Combos
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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 > Far B(1 Hit) | 51 | Standard low light confirm. You can only special cancel off of the first hit of Far B, so make sure you get the timing down. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.D | 146 | Standard jump-in starter. cl.D is your strongest close starter, but cl.C is a couple frames faster while only dealing a little bit less damage. |
cl.D > 6A | 127 | Ideal heavy starter. 6A lets you combo into j236B, your highest damage meterless ender, and j236BC, which has a ground bounce for combo extension. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Combos reliably into 214C, which also combos into your 236236B/D/BD, which can go into 236236A/C/AC and/or climax. This works everywhere on screen, except when your opponent is near the corner. Take note, CD > 214C is also safe on block. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
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 Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214C | 132 | 120 | 0.2 | Anywhere | Low combo. Without meter you won't be able to go very far off of lights alone. |
Heavy Starter > 6A > j236B | 207 | 160 | 0.3 | Anywhere | Heavy combo. In corner you can add a cl.C at the end for a bit more damage and an air reset. Follow that up with 426A for plus frames. |
Heavy Starter > 6A > j236B > cl.C | 276 | 230 | Corner | 0.4 | Similar to the combo above, the cl.C air resets and you can land a 426A. If they don't block the 426A, you can land another heavy starter. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214BD > 214C | 204 | 120 | 0.5 | 0.2 | Anywhere | Knocks the opponent back a good deal. In corner you can follow this up with cl.C > 426A for an air reset into plus frames. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|