Template:ComboLegend-KOFXV
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).
Light Starters
Combo |
Damage |
Notes
|
2B > 2B > f.5B |
56 |
Basic light starter. While she can combo into 6B off of lights, there will be times you will be too far to do so or f.5B is your best punish.
|
Heavy Starters
Combo |
Damage |
Notes
|
cl.5C > 6B |
103 |
Starts the same combos as light starters.
|
j.C > cl.5D > 6A |
200 |
Heavy only with a jump in, j.C can cross up so if it does use cl.5C.
|
j.C > cl.5D > 6B |
177 |
Heavy universal with a jumpin.
|
2B > 2A > 6B |
69 |
Standard light starter.
|
2A/c.5A > cl.5C > 6B |
122 |
Light link into heavy starter.
|
Other Starters
Combo |
Damage |
Notes
|
cl.5C > 6A |
127 |
Heavy only starter. This requires different combos from 6B combos but is still very important.
|
CD |
75 |
Standard Blow Back, can be run up to from anywhere and followed by 6A.
|
236CD |
75 |
Standard Shatter Strike, decent combo starter.
|
632146P |
98 |
Grab with a lot of scaling.
|
2A/c.5A > cl.5C > 6A |
145 |
Light link into 6A starter.
|
Combos
Rush Auto Combo
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
cl.A > A > A > B |
138 |
110 |
0 |
.17 |
Anywhere |
Rush combo ending in a special move (214A), can combo into supers and 623B.
|
cl.A > A > A > C |
223 |
30 |
1 |
.1 |
Anywhere |
Rush combo ending in a super (236236K).
|
cl.A > A > A > D |
359 |
30 |
2 |
.1 |
Anywhere |
Rush combo ending in a Max super (236236BD).
|
cl.A > A > A > A |
454 |
30 |
3 |
.1 |
Anywhere |
Rush combo ending in a Climax super
|
Meterless
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Light Starter > 214B |
124 |
120 |
0 |
.2 |
Anywhere |
Basic light combo, doesn't require a confirm since 214B is safe-ish on block.
|
Light Starter > 236B |
115 |
130 |
0 |
|
Anywhere |
Basic light confirm into a strong knockdown for safe jump. Requires a confirm to avoid dying on block.
|
Heavy Starter > 214A > 623B |
242 |
250 |
0 |
.42 |
Anywhere |
Basic heavy confirm
|
cl.5C > 6A > 214C > 623D |
310 |
250 |
0 |
.47 |
Anywhere |
6A and 6B have different routes, 6A being locked to heavy only.
|
cl.5C > 6A > 214C > 236B |
267 |
240 |
0 |
|
Anywhere |
Similar to above, however trades damage for a stronger knockdown
|
.5 Bar
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Light Starter > 236BD > 236B |
181 |
130 |
.5 |
|
Anywhere |
Adds just a little bit more damage to the earlier light starter combo
|
Light Starter > 236BD > 623D |
219 |
120 |
.5 |
|
Anywhere |
Adds a little bit more damage off of your light confirm, loses knockdown from above combo
|
Heavy Starter > 214AC > 6A > 214C > 623D |
388 |
340 |
.5 |
.51 |
Anywhere |
Simple combo, can do 236B at the end for a safe jump setup at the cost of damage.
|
Heavy Starter > 214AC > 6A > 236A > 214A > 623B |
394 |
470 |
.5 |
.42 |
Corner |
Corner only, pay back the meter in full.
|
cl.5C > 6A > 214AC > 214C > 236B |
331 |
260 |
.5 |
|
Anywhere |
Midscreen, 214C must be done immediately while 236B must be delayed.
|
cl.5C > 6A > 214AC > 214C > 623D |
371 |
250 |
.5 |
|
Anywhere |
Again trading off safe jump for better damage.
|
1 Bar
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Light Starter > 214B > 236236B |
268 |
120 |
1 |
|
Anywhere |
Simple combo for 1 bar, leads to a solid safe jump after
|
Light Starter > 236BD > 623D > 236236D |
315 |
90 |
1.5 |
|
Anywhere |
Add half a bar to help beef up the damage more.
|
Heavy Starter > 214AC > 6A > 214C > 236BD > 623D |
442 |
340 |
1 |
.51 |
Anywhere |
Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage.
|
Heavy Starter > 214AC > 6A > 214C > 236AC > 623D |
485 |
430 |
1 |
.51 |
Corner |
Way simpler than the .5 version but slightly less bar is gained back.
|
cl.5C > 6A > 214AC > 236AC > 214C > 236B |
439 |
260 |
1 |
.4 |
Anywhere |
More damage than the universal route but doesn't work in the corner, guaranteed safe jump.
|
Heavy Starter > 214AC > 6A > 214C > 214B > 236236P |
498 |
340 |
1.5 |
.43 |
Anywhere |
Simple super extension, can either use 214B or the 1st hit of 623D to go into it.
|
cl.5C > 6A > > 214AC > 236AC > 214C > 236BD > 623D |
523 |
250 |
1.5 |
.48 |
Anywhere |
Extended.
|
2 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Light Starter > 214B > 236236AC |
410 |
120 |
2 |
|
Anywhere |
Basic 2 bar combo off of lights.
|
Heavy Starter > 214AC > 6A > 214C > 236BD > 214B > 236236P |
536 |
340 |
2 |
.51 |
Anywhere |
Super ender.
|
Heavy Starter > 214AC > 6A > 214C > 236AC > 623B |
579 |
430 |
2 |
.51 |
Corner |
Cancel DP after 1st hit.
|
cl.5C > 6A > > 214AC > 236AC > 214C > 236BD > 623BD |
553 |
190 |
2 |
.25 |
Anywhere |
623BD does some dumb damage.
|
Light Starter > 236BD > 623D > 236236AC |
436 |
90 |
2.5 |
|
Anywhere |
If you feel like burning meter I guess, going right into 2 bar super without ex is more efficient.
|
Heavy Starter > 214AC > 6A > 214C > 214B > 236236AC |
605 |
340 |
2.5 |
.46 |
Anywhere |
More super.
|
Heavy Starter > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P |
606 |
430 |
2.5 |
.46 |
Corner |
Later super.
|
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 214B > 236236P |
609 |
250 |
2.5 |
.4 |
Anywhere |
Super ender.
|
3 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Light Starter > BC > cl.5D > 6A > 214C > 214B > 236236P > CLIMAX |
654 |
295 |
3 |
.05 |
Anywhere |
Simple Quick Max combo, 6B makes the scaling higher. 1500 Max Gauge only (Anchor).
|
cl.5C > 6A > BC > 214C > 214B > 236236P > CLIMAX |
711 |
250 |
3 |
.1 |
Anywhere |
6A doesn't scale like 6B so its best to QM after it. 1500 Max Gauge only (Anchor).
|
Heavy starter > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX |
667 |
315 |
3.5 |
.15 |
Anywhere |
You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor).
|
cl.5C > 214AC > 6A > BC > 214C > 214B > 236236P > CLIMAX |
759 |
250 |
3.5 |
.15 |
Anywhere |
Because 214AC links off heavies, cl.5D adds an extra 10 damage. 1500 Max Gauge only (Anchor).
|
4 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Light Starter > BC > cl.5D > 6A > 214C > 214B > 236236AC > CLIMAX |
742 |
295 |
3 |
.05 |
Anywhere |
Same as before but with more force. 1500 Max Gauge only (Anchor).
|
cl.5C > 6A > > BC > 214C > 214B > 236236AC > CLIMAX |
818 |
250 |
3 |
.1 |
Anywhere |
More bar. 1500 Max Gauge only (Anchor).
|
Heavy Starter > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX |
752 |
315 |
3.5 |
.15 |
Anywhere |
Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor).
|
cl.5C > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX |
863 |
250 |
3.5 |
.15 |
Anywhere |
Heavies cheat, and cl.5D adds an extra 10 damage.. 1500 Max Gauge only (Anchor).
|
5 Bars
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
Heavy Starter > 214AC > 6A > 214C > 236BD > BC > 236236P > 236236BD > CLIMAX |
903 |
280 |
5 |
.3 |
Midscreen |
Blue Max after the 236BD, 6B doesn't ruin the scaling.
|
Heavy Starter > 214AC > 6A > 214C > 2D > BC > 236236AC > CLIMAX |
794 |
330 |
5 |
.4 |
Anywhere |
That's right, 2D combos into either super.
|
Blue Max
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
BC > Heavy Starter > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX |
876 |
340 |
3 |
.46 |
Anywhere |
Basic Raw Max combo.
|
BC > Heavy Starter > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX |
1057 |
280 |
4 |
.30 |
Anywhere |
More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward.
|
Other Starters
Combo |
Damage |
Stun |
Meter cost |
Meter Gain |
Location |
notes
|
CD > 6A > 214C > 623D |
247 |
330 |
0 |
.49 |
Anywhere |
Basic Blow Back combo, can link 6A from anywhere if you run fast enough.
|
CD > 236BD > 236B |
148~ |
170~ |
.5 |
|
Anywhere |
If you are not confident in run up 6A, this combo will work. Damage will vary depending on number of hits of 236BD Can also end with 623K/super for more damage.
|
CD > 214D |
145 |
180 |
0 |
|
Anywhere |
Still does decent damage for no meter cost, however the knockdown is poor. Burn EX 214BD for a better knockdown to start offense.
|
236CD > 6A > 214C > 623D |
328 |
230 |
.5 |
.42 |
Anywhere |
Basic Shatter Strike combo.
|
236CD > 214AC > 6A > 214C > 623D |
395 |
230 |
1 |
.42 |
Anywhere |
Extended Shatter Strike combo.
|
236CD > 6A > BC > 214C > 214B > 236236P > CLIMAX |
743 |
230 |
3.5 |
.1 |
Anywhere |
Shatter Strike into Quick Max.
|
632146P > 214A > 623D |
134 |
140 |
0 |
.4 |
Anywhere |
Really not good to do long combos after the grab due to scaling.
|
632146P > 6 > 214A > 623D |
172 |
230 |
0 |
.46 |
Anywhere |
Really awkward microwalk to extend the combo.
|
External Links
Sylvie Combos by playergodaines
Sylvie Starters and Combos by Faizer
Navigation