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The King of Fighters XV/Heidern/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 | 38 | Standard low light confirm. |
cl.B > cl. B | 58 | Mash low 5f |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6B(1) | Standard jump-in starter. | |
cl.D > 6B(1) | Most damaging starter, but slow. Use after a deep jump-in or punish. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(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 | 144 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 227 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 358 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 434 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > [2]8C | 134 | 140 | 0.0 | 0.2 | Anywhere | An Extra 2A can be added if the 2B hits close. |
Cl. D > 6B (1) > 63214P | 204 (229) | 110 | 0.0 | 0.20 | Anywhere | Whiffs on Standing opponents. |
j. C > cl. C (1) > 63214P | 189 (214) | 105 | 0.0 | 0.25 | Anywhere | |
j. C > cl. C > 6B (1) > 623A | 240 | 240 | 0.0 | 0.3 | Anywhere | |
j. C > cl. C > 6B (1) > [2]8C | 248 | 260 | 0.0 | 0.3 | Anywhere | The 6B cancel into [2]8C is extremely tight. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > 63214AC | 190 (213) | 60 | 0.5 | 0.05 | Anywhere | An extra 2A can be added if the 2B is hit close, but this adds only 30 Damage specifically if Moon Slasher has been whiffed. |
2B > 2A > 623AC > 623C | 195 | 80 | 0.5 | 0.03 | Anywhere | Harder to hit confirm but gives HKD and good corner carry |
j. C > 5C > 6B (1) > 63214AC | 285 (331) | 180 | 0.5 | 0.2 | Anywhere | |
j.C > Cl. D > 6B (1) > 623AC > 623C | 2275 | 150 | 0.5 | 0.5 | Mid-Screen | Good corner carry, and leads to a safe jump setup |
cl.5B > cl.5B > 623AC > 623C | 215 | 140 | 0.5 | 0.2 | Mid-Screen |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > [2]8C > 214236K | 291 | 140 | 1.0 | 0.2 | Anywhere | 2147C>236K How to execute the C Moon Slasher into the Heidern End |
Cl. C > 6B (1) > 623A > 2141236D | 337 | 170 | 1.0 | 0.25 | Anywhere | 632146A>236D |
j. C > Cl. C > 6B (1) > [2]8C > 2141236K | 396 | 260 | 1.0 | 0.3 | Anywhere | You can give yourself slightly more time to charge the [2]8C by cancelling the second hit of 5C into the 6B as early as possible. Still a tight window |
cl. B > cl. B > 623AC > 63214AC | 258 | 60 | 1.0 | 0.05 | Mid-Screen | |
Cl. D > 6B (1) > 623AC > 63214AC | 318 | 110 | 1.0 | 0.15 | Mid-Screen | |
j. C > 5C > 6B (1) > 623AC > 63214AC | 344 | 180 | 1.0 | 0.2 | Mid-Screen | |
CD > 214D > 214214P > 623A > [2]8C | 249 | 260 | 1.0 | 0.45 | Mid-Screen | Blowback Combo. Super Specific Distance between you and the Opponent. |
1.5 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl. B > cl. B > 623AC > 623C > 2141236D | 344 | 140 | 1.5 | 0.2 | Mid-Screen | |
cl. B > cl. B > 623AC > [4]6A > 214214A > 623A > 623A | 352 | 220 | 1.5 | 0.4 | Mid-Screen | Hard Knock-Down. Window to charge [4] after 623AC is extremely tight. |
j. C > 5D > 6B (1) > 623AC > 623C > 214214C > dash > 623A > 623A | 473 | 60 | 1.5 | 0.6 | Mid-Screen | General 1.5 meter BNB |
j. C > c. D > 6B (1) > 623AC > [4]6A > 214214C > 623C > CD | 455 | 400 | 1.5 | 0.45 | Mid-Screen | Cancel the CD into [4]6A for a meaty set-up |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
6B > MAX > cl. D > 6B (1) > 623AC > [2]8C > 2141236k | 306 | 230 | 2.0 | 0.05 | Mid-Screen | Overhead confirm into Max Mode |
Cl. D > 6B > MAX > Cl. D > 6B (1) > 623AC > 2D | 326 | 290 | 2.0 | 0.1 | Mid-Screen | The 2D can be cancelled into 214214C for locking your opponent down on quick wake-up. |
Cl. C > 6B (1) > [2]8C > 214214AC > 623A > 623A > 623C | 450 | 390 | 2.0 | 0.6 | Anywhere | |
j. C > 5C > 6B (1) > [2]8C > 214236BD | 520 | 260 | 2.0 | 0.3 | Anywhere | |
214D > 214214C > 623C > [2]8C > 2141236K | 322 | 180 | 2.0 | 0.4 | Anywhere | Assault Saber Follow-up |
2B > 2A > 2A > [2]8C > 214214AC[4] > 623C > 623C > 623C > [2]8C | 415 | 450 | 2.0 | 0.75 | Corner | Hold 4 during the super start-up to get the right version. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Cl. B > Cl. B > MAX > cl. D > 6B (1) > [2]8C > 2141236K > CLIMAX | 584 | 250 | 3.0 | 0.05 | Anywhere | 1250 MAX (2147C>236D) Confirm off a standing low. |
j. C > 5C > 6B > MAX > Cl. D > 6B (1) > 623AC > [2]8C > CLIMAX | 618 | 390 | 3.0 | 0.2 | Anywhere | (2147C>236CD) |
j. C > 5C > 6B > MAX > cl. D > 6B (1) > [2]8C > 2141236K > CLIMAX | 684 | 390 | 3.0 | 0.2 | Anywhere | (2147C>236D) 1250 MAX. Higher Damage, but more difficult. |
j. C > 5C > 6B (1) > [2]8C > 2141236K > 214214AC > 623A > 623A > 623C > [2]8C | 638 | 540 | 3.0 | 0.8 | Anywhere | (2147C>236D) Highest Stun and Meter Gain Combo. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Cl. B (> Cl. B) > MAX > cl. D > 6B (1) > [2]8C > 2141236BD > CLIMAX | 689 | 250 | 4.0 | 0.05 | Anywhere | Confirm off of a Standing Low |
MAX > j. C > cl. D > 6B (1) > [2]8C > 2141236K > 214214AC[4] > 623C > 623C > 623C > [2]8C > CLIMAX | 980 | 580 | 4.0 | 0.0 | Corner | Raw Max Punish. The 2[8]C may be omitted due to the higher difficulty. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Cl. C > 6B (1) > [2]8C > 2141236D > 214214AC > 623A > 623A > 623C > [2]8C > 2141236BD | 812 | 470 | 5.0 | 0.5 (0.7) | Mid-Screen | The Meter Gain would be 0.7 if you start the combo under 5 Meters. |
MAX > 2C > [2]8C > 214214AC > 623C > 623C > [2]8C > 2141236BD > Climax | 963 | 390 | 5.0 | 0.0 | Mid-Screen | Raw Max Punish |