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The King of Fighters XV/King of Dinosaurs/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 38 Standard two-hit low light confirm. Can add up to two additional 2A for 60 and 81 damage.
5B 30 Special cancellable midrange poke. Does not whiff cancel, making it an excellent empty cancel button. Shifts forward during the animation, allowing for consistent conversions (e.g., 236AC).

Heavy Starters

Note: A Heavy Starter can access any Light Starter combo and it may be more optimal in some situations. A Heavy Starter combo will do 89 more damage and generate .09 more meter than a Light Starter.

Combo Damage Notes
2C > 4A 127 4A shifts forward significantly, providing combo stability. However, 4A will whiff on crouching opponents if 2C is blocked, effectively requiring a jump-in to confirm the string.
2C > 6A 117 6A is generally worse than 4A (less damage and forward movement). However, 6A will hit crouching opponents even if 2C is blocked, making it confirmable. Though the string can drop after a jump-in.

Other Starters

Combo Damage Notes
CD 75
CD > roll forward, 236C 165 170 0 Anywhere Doesn't work in the corner, but there are significantly better combos anyway.
CD > 5D > 236C(2) > AB, c.D 292 320 0 Corner Easy to space. After max range CD, have to walk forward a bit to reach with far D. If too close, getting far D isn't possible.

(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 206 0 Rush combo ending in a special move. This is Dinosaur's highest meterless damage off of point blank cr.B
cl.A > A > A > C 230 1 Rush combo ending in a super. 294 damage when using 214A follow-up.
cl.A > A > A > D 359 2 Rush combo ending in a Max super.
cl.A > A > A > A 441 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
2B > cl.A > A > A > B 209 45 0 .3 Anywhere Optimal from a 2B starter, but requires nearly point blank spacing. Grants a safe jump.
Light Starter > 63214A 182 45 0 .25 Anywhere Max damage, short range midscreen ender. Cannot fit extra lights from a Light Starter. Extremely reliable after a Heavy Starter. Grants a safe jump.
Light Starter > 236A 134 125 0 .18 Anywhere Long range light-confirm ender. Can fit an extra 2A, but must be point blank with clean chains/cancels.
Light Starter > 236A~AB 83 85 0 .12 Anywhere Longest range light-confirm ender. Can fit an extra 2A reliably.
Heavy Starter > 236C 259 270 0 .33 Anywhere Simple ender with decent corner carry. Can grant an autotimed safejump but will often fail outside of the corner.
Heavy Starter > 236C~AB, CD 271 330 0 .345 Anywhere Massive corner carry. Tied with 63214A in damage but no midscreen oki. Can cancel CD with 236D to close the gap at -1 (a 236B cancel is +4 but further away).
Heavy Starter > 236C~AB, f.D > 4214D 421 300 0 .58 Corner Huge meterless damage. Works at a surprising distance from the corner.
cl.D > 4A, 236C~AB, f.D > 4124D 431 320 0 .59 Near corner If you can somehow land a cl.D > 4A and are spaced just far enough away from the corner, this is absolute max damage.

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 2A > 2A > 62134AC 225 105 .5 .09 Anywhere 62134AC combos off of max range 2A. Grants a safe jump.
Light Starter > 236AC, 4A > 4214D 279 145 .5 .31 Midscreen 236AC combos off 2A at most ranges, allowing for extra 2A chains.
Light Starter > 236AC, 236C~AB, f.D > 4214D 333 145 .5 .45 Midscreen Just past center stage, 236AC pushes far enough to combo into 4214D meterlessly for incredible damage.
Light Starter > 236AC, f.D > 236C~AB, c.D > 4A, 4214D 436 365 .5 .63 Midscreen At just the right distance from the corner, f.D > 236C~AB links after 236AC for unparalleled damage.
Light Starter > 236AC, 214K 180 45 .5 .17 Corner 236AC side swaps when close to the corner, limiting followups. 214K salvages a bad 236AC by maintaining the corner.
Light Starter > 236AC, 236C~AB, 4214B 243 75 .5 .31 Corner Gives up the corner and oki for a fair amount of damage after a suboptimal 236AC.
Light Starter > 236AC, 236C 201 115 .5 .2 Corner Gives up the corner and sacrifices damage for oki after a suboptimal 236AC.
Light Starter > 214BD 164 45 .5 .04 Anywhere Instant sideswap with good range. Good oki when back is to the corner.
Heavy Starter > 236C~AB, 4214BD 378 230 .5 .27 Anywhere Optimal damage outside of the corner. Good oki when close to corner.
Heavy Starter > 236C, 214BD 371 270 .5 .33 Anywhere Quick sideswap with solid damage. Good oki when back is to the corner.
Heavy Starter > 236C~AB, f.D > 4214BD 453 300 .5 .58 Corner Same combo as the meterless Heavy Starter corner combo but spending .5 meter to add 32 damage.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 236C~AB, f.D > 4214BD 359 145 1 .24 Anywhere Max damage regardless of position. Outside of the corner, dash up before 236C. In the corner, 236AC will swap sides so adjust 236C accordingly.
Light Starter > 236AC, 236AC, 236C~AB, cl.D > 4A > 4214D 387 245 1 .49 Midscreen Using a second 236AC to corner carry, 236AC can combo into 4214D from a remarkable distance from the corner.
Light Starter > 236AC, f.D > 236AC, 236C~AB, cl.D > 4A > 4214D 441 315 1 .59 Midscreen At just the right distance from the corner, f.D fits between the two 236ACs to maximize damage.
Light Starter > 236AC, 236C, 214BD 292 115 1 .2 Corner Deals solid damage and, more importantly, maintains corner pressure. Grants a safe jump.
f.B > 236A(1) > 6321463214P 293 70 1 .11 Anywhere Powerful midrange confirm. 236A(1) can always be confirmed into a super. Cancel 236A(1) into 236A~AB on block. Grants a safejump.
f.B > 236A(1) > 236236K, 214K 314 70 1 .24 Anywhere For maximum damage (at the cost of oki and positioning) on a 236A(1) confirm. 214BD instead of 214K costs .5 meter to add 53 damage.
Heavy Starter > 236C~AB, f.D > 236236K, 214K 503 300 1 .5 Corner 1 bar maximum damage at the cost of all momentum. 214BD instead of 214K costs .5 meter to add 47 damage.
Heavy Starter > 236CD, 2C > 4A > 236C~AB, CD 347 500 1 .975 Midscreen Poor damage for a 1 bar Heavy Starter combo but it builds 500 stun while refunding its cost.
Heavy Starter > 236CD, f.D > 236C~AB, c.D > 4A, 4214D 434 490 1 1.22 Corner In the corner, the 236CD combo is meter positive while still dealing decent damage and monstrous stun.
Light Starter > 236AC, 236C~AB, f.D > 236236K, 214K 399 145 1.5 .37 Anywhere 44 extra damage than the 1 bar route but you sacrifice oki and screen positioning.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236AC, 236C(2) > 236236B, 214BD 428 140 2 32% Midscreen
Light Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B 396 310 2, 1250 MAX 18% Midscreen Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B 396 360 2, 1000 MAX 5% Corner
Light Starter > 236AC, 236C(2) > 236236B, 214BD 398 90 2 16% Corner Slightly more damage and better metergain, much worse oki.
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD 502 250 2 27% Midscreen
Heavy Starter > BC, 2C > 4A > 236AC, 236C(2) > 236236B, 214B 470 420 2, 1250 MAX 13% Midscreen Slightly less damage, more metergain and stun. For 1000 MAX variant, axe the 4A.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B 470 530 2, 1000 MAX 13% Corner
Heavy Starter > 236AC, 236C(2) > 236236B, 214BD 472 200 2 24% Corner Slightly more damage and metergain, much worse oki.
6A > BC, 2C > 236AC, 236C(2) > 236236B, 214B 316 230 2, 1250 MAX 20% Midscreen Sample overhead confirm. Any Quick Mode combos can be applied to 6A.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 528 270 3, 1000 MAX 5% Anywhere 1000 MAX gauge variant.
Light Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 583 270 3, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 570 410 3, 1000 MAX 5% Corner
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 654 360 3, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 6321463214AC 500 70 3 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236C(3) > 2141236CD 602 440 3, 1000 MAX 13% Anywhere 1000 MAX gauge variant.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236B, 2141236CD 657 380 3, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236A(1) > 2141236CD 644 480 3, 1000 MAX 13% Corner
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236B, 2141236CD 728 470 3, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 682 270 4, 1250 MAX 5% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Light Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 744 360 4, 1500 MAX 5% Corner For 1250 MAX, use the "Anywhere" route in the corner.
5B > 236A(1) > 236236B, 2141235CD 619 70 4 11% Anywhere Ranged 5B confirm. Cancel 236A(1) into AB on block.
Heavy Starter > BC, 2C > 4A > 236A(1) > 236236BD > 2141236CD 756 380 4, 1250 MAX 13% Anywhere 1250 MAX gauge variant. With 1500 MAX, can do 236C(2) instead for slightly more damage and stun.
Heavy Starter > BC, 2C > 4A > 236C(2) > AB, 5D > 236236BD > 2141236CD 818 470 4, 1500 MAX 13% Corner For 1250 MAX, use the "Anywhere" route in the corner.
Max Mode Heavy Starter > 236AC > 236C(2) > 236236BD > 2141236CD 848 250 4 0% Midscreen
Max Mode Heavy Starter > 236C(2) > AB, 5D > 236236BD > 2141236CD 962 300 4 0% Corner ToD if started with j.C c.D 4A.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Anywhere

External Links

Dino Combos by Meno

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