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The King of Fighters XV/Andy Bogard/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.
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 > 6A 87 Standard light starter.
cl.5B > cl.5A > 2A > 6A 121 Extended light starter

Heavy Starters

Combo Damage Notes
cl.5C > 6A 122 Standard heavy starter, 2nd hit of cl.5C can be canceled if needed (usually range).
cl.5D 80 Not as useful but it has less damage scaling.
j.D > cl.5C > 6A 185 Really strong jump in, can cross up too.

Other Starters

Combo Damage Notes
CD 75 Standard Blow Back, can use 236P to get closer for combos outside of the corner.
236CD 75 Standard Shatter Strike, ruins 236AC if done raw.
2B > 2B > f.5B > 5D 124 Less optimal starter, the Target Combo creates different combos thanks to launching the opponent

Combos

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 121 110 0 .15 Anywhere Rush combo ending in a special move (236A), can combo into supers.
cl.A > A > A > C 233 30 1 .1 Anywhere Rush combo ending in a super (2141236K).
cl.A > A > A > D 356 30 2 .1 Anywhere Rush combo ending in a Max super (2141236BD).
cl.A > A > A > A 452 30 3 .1 Anywhere Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 41236B , BD > 623C 215 235 0 .4 Anywhere His best light combo, but 41236B can whiff from f.5B in some ranges.
Light Starter > 236A 138 185 0 .2 Anywhere Simpler light confirm combo.
Light Starter with 6A > 236C 172 185 0 .2 Anywhere More damage but won't work off routes without 6A.
Light Starter > 41236B (3) , j.2D > 623C 265 295 0 .49 Corner Corner only, cancel 41236B after 3 hits.
Heavy Starter > 41236B , BD > 623C 258 250 0 .23 Anywhere Basic heavy starter.
Heavy Starter > 236C 212 210 0 .23 Anywhere Basic heavy starter.
Heavy Starter > 41236K (3) , j.2D > 623C 312 320 0 .5 Corner Unlike the light version either version of 41236K will connect.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2B, 5B, 5D > 41236BD, 236A 260 210 50% 25% Anywhere EX increase with target combo starter. Excellent corner carry. Works best when the EX Kuhadan hits late in the juggle to get all hits.
2B, 2A/c.C(1) > 4/6A > 236AC, 236C 286 285 50% 15% Anywhere 236AC combo, 236C can whiff if done out of the corner
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623AC 260 235 50% 30% Anywhere Break into EX dp, simple damage increase from his normal midscreen route
2B, 2A/c.C(1) > 4/6A > 236AC, 41236D(3) > j.2D, 623C 391 50% 49% Corner 236AC wallsplat when in the corner leaves them crumpled with enough time to follow up with 41236, very good corner route

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B, 2A/c.C(1) > 4/6A > 236C > 2141236B/D 322 1 15% Anywhere Simple combo into super, the cancel from 236C can be done late and still combo to make the cancel simpler
2B, 2A/c.C(1) > 4/6A > 41236D > BD, 623A > 2141236B/D 318 1 45% Anywhere Break into dp > super. The motion for dp to super is 632146A > 236B/D
... > 41236D(3) > j.2D, 623A > 2141236B/D 362 1 45% Corner Fastfall cancel into dp > super. Can omit the dp and just go straight from dive to super for an easier combo that does 334

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236B/D 391 2 5% Anywhere Quick Max combo, not bad to use off of stray hits and counterpokes
2B, 2A/c.C(1) > 4/6A > 236AC, 236C > 2141236B/D 412 285 1.5 20% Anywhere Efficient 1.5 bar midscreen super ender
2B, 2A/c.C(1) > 4/6A > 41236D > j.2D, 623A > 2141236BD 490 2 45% Corner Example of using max super, usually a worthwhile damage increase

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Any combo into Quick Max > 5C(1) > 4/6A > 236AC, 236C > 2141236BD 468 3 5% Anywhere Quick max combo with a max super ender, simple and good damage

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
c.C > 4/6A > 236C > 2141236B/D > 2141236CD 682 4 20% Anywhere Since his climax can be done midair, you can get almost the full super for 2141236 before cancelling
Max Mode, c.C > 4/6A > 236C > 2363214A/C > 2141236BD > 2141236CD 972 4 0 Anywhere Max Mode combo, and about the highest damage you can do. You won't always land this but when you do, it'll probably kill

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
c.C(1) > 4/6A > 236C > 2141236BC > 2141236CD 805 5 0 Anywhere Max super into climax, nice high damage to dump 5 bars on

External Links

Andy Combos by Meno

Navigation

The King of Fighters XV
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