-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/K'/Combos
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 > 2B | 29 | Standard low light confirm. (Some combos allow a third '2B'). |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > 2C > 4B | 181 | Standard jump-in starter. cl.C is slightly faster but 2C has the better range. |
cl.C > 4B | 117 | Fastest combo starter. Best used after a close jump-in for the extra speed. Always works in the same combos as '2C > 4B'. |
cl.D > 4B | 127 | Most damaging combo starter. Some combos don't work with this starter after a jump-in however (cancels into 214B/D/BD will always work). |
2B > cl.B > 6A | 97 | Highest damage low light confirm but only reliable at near point-blank range or from an empty jump low. |
2B > 6A | 72 | Same idea as the above but works in more situations |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Optimal Corner Enders
All damage values assume that 2 normals (or 1 normal and command normal) are used to start the combo. Damage excludes said normals.
After 236A~6D
Combo | Damage | Meter cost | Notes |
---|---|---|---|
(2A) > 6A > 214B, 2144D | 236 | 0 | |
(2A) > 6A > 214B, 2144BD, 623C~6K | 294 | 0.5 | If you have 0.5 bar, it's more optimal to enhance your launcher rather than spending it after a regular launch |
After 236C~6D
Combo | Damage | Meter cost | Notes |
---|---|---|---|
4B > 236C~6A, 623C~6K | 246 | 0 | Reliable B&B |
4B > dl.236A~6A, (2A) > 6A > 623C~6K | 274 | 0 |
After (214BD)~214K/236AC~6C/Raw Shatter Strike crumple/Raw 6A crumple/CD wallsplat, 4B > 236C~6D
Combo | Damage | Meter cost | Notes |
---|---|---|---|
(2A/2B) > 6B > j.214D, 623C~6K | 363 | +0 | |
4B > 236AC~6C, (2A) > 6A > 236C~6D, (2A/2B) > 6B > j.214D, 623C~6K | 427 | +0.5 | After (214BD)~214K directly |
(2D) > 6B > j.214D, 623A > 236214P/236214AC/236236[P] > 236214AC | 424/499/589 | +1~3 | |
6A > BC, (2B) > 6A > 623A > 236236[P/AC], 214236CD | 629/710 | +2~4 | 2nd/mid position |
6A > BC, (2B) > 6B > j.214B, 623A > 236214[P/AC], 214236CD | 676/755 | +2~4 | 3rd/anchor position |
Combos
General Notes:
- 2B * N can combo into (214BD)~214K, which is almost always optimal, but the timing is strict. Allows the use of any combos that begin with "{Heavy Starter} > (214BD)~214K"
- 2B into 6A does more damage but only works at near point blank range.
- Character Specific Ender* = These combos can end with 623C~6K on everyone EXCEPT the following:
Angel, Athena, Blue Mary, Chris, Elizabeth, Joe, King, Kula, Leona, Meitenkun, Ramon, Ryo, Whip, Yuri.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 186 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 206 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 325 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 432 | 3 | Rush combo ending in a Climax super |
Beginner Combos
Combo | Damage | Meter cost | Location | notes |
---|---|---|---|---|
2B * 3 > 236A~6C | 124 | 0 | Anywhere | Reliable meterless combo that works at just about any range that 2B connects. Good to have at any level of play. |
2B * 3 > 236A~6D, 4B > 623C ~ 6K | 202 | 0 | Corner | Reliable meterless corner combo with good Oki. |
j.C > 2C > 4B > 214K~(214K) | 257 | 0 | Anywhere | Jump-ins are the main way to land big hits for big damage. 214K can be followed up with another 214K to be closer to the opponent. |
j.C > 2C > 4B > 236A~6D, 4B > 623A | 332 | 0 | Corner | Same as the 2B corner combo. Reliable damage and worth learning. |
2B * 3 > 236A~6C > 236236P | 244 | 1 | Anywhere | Can use 'j.C > 2C > 4B' instead of '2B * 3'. Best way to start spending meter, learn these combos so that you're not just sitting with unspent meter. |
2B * 3 > 236A~6C > 236236AC | 349 | 2 | Anywhere | Can use 'j.C > 2C > 4B' instead of '2B * 3'. More meter, more damage. |
2B * 3 > 236A~6C > 236236P > 214236CD | 532 | 4 | Anywhere | Can use 'j.C > 2C > 4B' instead of '2B * 3'. Uses a Level 1 Super canceled into a Level 3 Super (Climax Art). Can be tricky, but the damage is solid. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > 236A~6C | 116 | 130 | Anywhere | Hard to drop and works at any spacing. Always useful to know. | |
2B > 2A > 236A~6D, 214D~(214K) | 198 | 155 | Anywhere | Must be point blank to land and requires quick inputs. Best used as a low mix-up from an empty hop. | |
Light Starter > 236A~6D, dl.4B > 623C~6K | 230 | 320 | Corner | Not optimal, but useful if not close enough for 236C~6D. | |
Light/Heavy Starter > 236C~6D, 4B > 236C~6A, 623C~6K | 275/409 | 420/590 | Corner | Doesn't work from lights if too far. Knowing the spacing is worth it, however, for some fantastic meterless damage. The wall is Ks friend. | |
Heavy Starter > (214K)~214K, 623A | 294 | 350 | Anywhere | Can be tricky, must cancel the 214K into the follow-up 214K before the initial move hits. | |
6B > j.214D | 140 | 100 | Anywhere | Bit of damage from an overhead. | |
AA f.A/cl.A, 2144D | 120 | 70 | 0.2 | Anywhere | Anti Air Combo. 214D in the air combos after a 5A. Using the 2144D shortcut this becomes pretty reliable. |
EX
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > 236AC~6D~4K, 4B > 623C~6K | 239 | 250 | Anywhere | ||
Light Starter > 236A~6D, dl.4B > 236AC~6C > 623C~6K | 295 | 320 | Corner | Far Range | |
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6A > 623C ~ 6K | 338 | 360 | Corner | Slightly less damage than optimal, but significantly better knockdown. | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K) | 419 | 370 | Anywhere | Basic Heavy Starter BnB with 1 bar. | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144D | 456 | 410 | Anywhere | Will basically always get you to the corner. Instant hyper hop for a safe-jump. Excellent reward for half a bar. | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, dash 623C ~ 6K | 426 | 490 | 0.7 | Midscreen | Weaker version of the below combo, but significantly easier. |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623AC | 426 | 490 | 0.2 | Midscreen | Can replace '623AC' with '236AC ~ 6C, 623C ~ 6K' for some extra damage, though much harder. |
Heavy Starter > 236C~6D, 4B > 236C~6A, 236AC~6C, 623C~6K | 456 | 590 | Corner | Builds most of an EX before spending. | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623AC | 517 | 440 | Corner | If the (2A) > 6B > j.214D hits high enough, it is possible to link 623C~6K | |
j.CD > j.214D | 175(h)/185(j) | 120 | Anywhere | Normal air Minute Spike was updated to be an anywhere juggle | |
j.CD > j.214BD | 194(h)/204(j) | 80 | Anywhere | Can link into 623A or 623C in the corner depending on how deep the j.CD was. | |
6B > j.214BD > 623A | 204 | 140 | Corner | ||
AA f.A/cl.A, 2144BD, 623A OR 623C~6K* | 195 OR 225 | 110 OR 190 | Corner | Character Specific Ender* | |
AA f.A/cl.A, 2144BD, 236P ~ 6D, dl.4B > 623C ~ 6K | 270 | 320 | 0.4 | Corner | Stronger anti-air conversion, but doesn't work if they're too low to the ground. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 236A~6C > 236236P | 244 | 130 | 1 | Anywhere | ||
Light Starter > 236A~6C > 2363214P | 276 | 130 | 1 | Anywhere | Close Range | |
Light Starter > 236AC~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* | 289 OR 308 | 150 OR 230 | 1 | Midscreen | Character Specific Ender* | |
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] | 443 | 310 | 1 | Corner | ||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* | 485 OR 509 | 550 OR 630 | 1 | Near Fullscreen | Character Specific Ender* | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144K, 623A > 236236[P] | 482 | 410 | 1 | Midscreen | ||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] | 559 | 480 | 1 | Corner | Works from near mid-screen | |
Heavy Starter > (214BD)~214K, 4B > 236AC~6C, (2A) > 6A > 236C~6D, (2A) > 6B > j.214D > 623C~6K | 572 | 640 | 1 | Corner/Near Corner | THE optimal 2 EX combo, works from round start position. The combo can be made simpler by omitting (2A) > 6A before 236C~6D for 18 less damage and 40 less stun. | |
6B > j.214BD > 623AC | 256 | 60 | 1 | Corner | ||
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6A > 623C ~ 6K | 320 | 300 | 1 | Corner | Less damage than the combo below, but gives a better knockdown. | |
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6B > j.214D, 623A | 340 | 290 | 1 | 0.49 | Corner | Less precise than the cheaper anti-air combo due to 236AC being faster than 236C. |
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6B > j.214D, 623A > 236236[P] | 423 | 250 | 1.51 | 0.49 | Corner | 1.51 Bar combo. Practically a 1.5 bar. |
6B > j.214BD, 623A > 236236[P] | 294 | 100 | 1.5 | 0.2 | Corner | Overhead, decent damage. Unoptimal. |
6B > j.214BD, cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6A > 623C ~ 6K | 332 | 360 | 1.5 | 0.2 | Corner | Overhead, better damage than below combo. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 236C~6C > 2363214P | 371 | 320 | 2 | Anywhere | ||
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 214BD~(214K) > 236C~6C > 236214P | 414 | 320 | 2 | Anywhere | 3rd Character | |
Light Starter > MAX, cl.C > 4B > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* | 360 OR 374 | 410 OR 490 | 2 | Near Fullscreen | 2nd or 3rd Character, Character Specific Ender* | |
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] | 518 | 310 | 2 | Corner | ||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214BD~(214K), dl.236AC~6C, 214BD~(214K), 623C~6K | 542 | 490 | 2 | Anywhere | ||
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623A > 236236[AC] | 599 | 410 | 2 | Midscreen | ||
Heavy Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] | 645 | 480 | 2 | Corner | ||
Heavy Starter > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K | 500 | 1000 | 2 | Corner | Guaranteed Stun, Costs 2.5 bars but you regain about 0.5 during the combo. | |
6B > j.214BD, 623A > 236236[AC] | 384 | 100 | 2.5 | 0.2 | Corner | Overhead, decent damage. |
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 4B > 236C > 6D, (slight delay) 6A > 2363214P | 397 | 345 | 2.5 | 0.1 | Corner | Overhead, 3rd Character. Delay timing for the final 6A > 2363214P may be tricky, can substitute with (no wait) 6A > 236236[P] for 6 less damage. Doesn't work on Meitenkun or Chris. |
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236P ~ 6D, (2A) ~ 6B > j.214D, 623A > 236236[P] | 498 | 250 | 2.51 | 0.49 | Corner | 2.51 Bar combo. Again, practically a 2.5 bar combo. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > MAX, cl.D > 4B > (214BD)~214K, 4B > 623A > 214236CD | 494/630 | 260/430 | 3 | Anywhere | Recommend using the '632146A > 236CD' method to input the last two moves. | |
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K > 236214P > 2141236CD | 572/681 | 230/400 | 3 | Anywhere | 2nd Character | |
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K, 623A > 236236[P] > 2141236CD | 558/689 | 270/440 | 3 | Anywhere | 3rd Character | |
Light/Heavy Starter > 236C~6D, 4B > 236C~6C > 2363214P > 236236[AC] | 504/615 | 260/430 | 3 | Corner | ||
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[P] > 2141236CD | 593/727 | 310/480 | 3 | Corner | 3rd Character | |
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD | 699 | 430 | 3.5 | Corner | 3rd Character | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD | 815 | 600 | 3.5 | Corner | 3rd Character | |
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 623A > 214236CD | 515 | 345 | 3.5 | Corner | Overhead, 2nd Character. For '623A > 214236CD', I recommend using the following shortcut: '632146C > 236CD'. Doesn't work on Meitenkun or Chris. | |
6B > j.214BD, cl.C(1) > MAX, 2144BD, 236AC > 6C, 4B > 236C > 6D, 6A > 2141236CD | 546 | 345 | 3.5 Bar | Corner | Overhead, 3rd Character. Doesn't work on Meitenkun or Chris. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[AC] > 2141236CD | 668/802 | 310/480 | 4 | Corner | 3rd Character | |
(MAX) j.C > D > 4B > 214BD~214K > 2363214P > 236236[AC] > 2141236CD | 1001 | 200 | 4 | Anywhere | TOD, 2nd or 3rd Character | |
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD | 774 | 430 | 4.5 Bar | Corner | 3rd Character | |
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD | 890 | 600 | 4.5 Bar | Corner | 3rd Character |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
j.C > 2C > 4B > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K | 500 | 1000 | 5 | Corner | Stun Combo, see below for follow-up | |
MAX, CD > dl 236C, cl.D > 4B > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214BD/D, 623A > 236236[P] > 2141236CD | 1004(BD)1005(D) | 5 | Anywhere | Follow-up to Stun combo. TOD. Does not work on Meitenkun. | ||
MAX, j.D > cl.D > 4B > (214BD)~214K, 4B > 236AC~6C, 236C~6D, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD | 1000~1010 | 5 | Anywhere | An alternate TOD route with much stricter MAX timing that works on Meitenkun. |
Combo Theory
K' Combos have a degree of flexibility to them. Generally, your combos are usually going to get the opponent in or near the corner if you optimise them right, and turning that wall into an extra bit of damage is where the freedom is.
Air Minute Spike
When 214D or 214BD are done in the air, they gain the "Anywhere Juggle" property. Basically, they will hit an airborne opponent no matter what. These are core to his optimisation as they tack on good damage and allow him to have the best of both worlds: Good corner carry, and a good knockdown.
- To do this technique, it is recommended you use the following input:
2144D / 2144BD
Doing 2144 will load up the special move input as well as perform a back-dash. This back-dash can be cancelled into special moves, and since you are considered airborne the moment you start a back-dash, the special move that follows will be the air version.
Typically, doing an air 214D outside of the corner will net you some extra damage and in some cases a slightly better knockdown, such as from an Anti-Air 5A, or after connecting 214D against a high opponent. In the corner, however, it gets more exciting.
From most heights, connecting an air 214D against an airborne opponent in the corner allows at the very least for a follow-up into 623A or 623AC. At some heights, you can get as much as a 623C or even a 236AC. Connecting an air 214BD in the corner will always get you at minimum a 623C follow-up unless they're nearly touching the ground.
This technique matters more than it may seem at first. K' combos tend to send the opponent flying (Often due to 214D) which gives K' fantastic corner carry, but often very few means to chase the opponent after that. This technique not only allows K' to use his high corner-carry routes whilst still getting some kind of ender, but that ender can be a 623C or 623AC when the combo ends at the corner, both of which giving K' a very workable knockdown.
Whiff cancelling 6B
For double juggle combos (i.e. from EX narrow spike or EX second knuckle) into second shell (236P > 6D), whiff cancelling into 6B via (2A) > 6B > j.214D > ... generally results in the best meterless damage following this route. However, there is a risk of j.214D whiffing if the (2A) > 6B whiff cancel is done too early. To avoid this, it is possible the perform the whiff cancel as (2B) > 6B > j.214D > ... instead. 2B is 1 frame slower than 2A and this pseudo framekill will stop the whiff cancelled 6B > j.214D from whiffing due to it launching too early. Furthermore, it is still possible for the 623C~6D follow up to be used when the whiff cancel combo hits high enough.
Apparently, by using the 2A whiff cancel, there is a 2-frame window where the whiff cancel will occur too early causing j.214D to whiff (1 to 2 frames after 236C~6D recovery). By using 2B, this window narrows down to 1 frame.
Alternatively, it is also possible to whiff cancel into 6B via 2D. This ensures that 6B hits late enough so that the air minutes spike never misses. On the flipside, this means you will never be able to end with 623C~6K unless you spend an EX for the air minute spike. This route is definitely the go-to if you intend to spend the EX or if you're ending with 623A > super.