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The King of Fighters XV/Haohmaru/Combos

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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, f.B 65 Low confirm. 2A is stubby, but on hit will always chain to f.B.
2B, cl.A, cl.C 110 Low into Heavy starter, need to be close to get cl.A.
j.B, cl.A, cl.C > 6A 182 Crossup link into Heavy, works on non crossups too but 6A won't connect.

Heavy Starters

Combo Damage Notes
jC, cl.C > 6A 201 Standard heavy starter. Be aware that cl.C's huge activation proximity means a cancelled-into 6A can whiff. Omission may be necessary to prevent drops.
2C > 6A 137 Big damage starter. Reserve for guaranteed punishes due to 2C's slow startup.

Other Starters

Combo Damage Notes
CD 75 Standard CD, leads to big damage anywhere with and without cancels.
236CD 75 Shatter Strike, works the same as 214BD routes.
Counter jCD 125 Haohmaru's really good at fishing for these and getting big rewards.
6A 70 Overhead Quick Max starter.
236D 110 Used as mix in blockstrings.
236AC (1st hit) 30 Heavily scaled juggle.
(AA) Counter 2C 112 Causes a juggle.
Counter AC Clean Hit 375 Causes a crumple that only supers can follow.

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 121 0 Rush combo ending in a Special move (214K).
cl.A > A > A > C 240 1 Rush combo ending in a Super (236236P).
cl.A > A > A > D 367 2 Rush combo ending in a Max Super (236236AC).
cl.A > A > A > A 469 3 Rush combo ending in a Climax.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C 192 245 0 31% Anywhere
Heavy Starter > 623C 262 280 0 37% Anywhere
Heavy Starter > 214A 199 170 0 26% Anywhere 214A leads to a safejump.
Heavy Starter > 236B 199 170 0 26% Anywhere 236B leaves the opponent standing.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 623C/6623C/6623A 253 / 269
229
245
155
0.5 31% Anywhere The go to EX from lights, 623C is the most reliable, 6623A gives you the most oki and 6623C is the hardest and most risky ender.
Light Starter > 214BD, 214A, 623C 309 305 0.5 45% Corner 214A juggles on air hit, giving a DP followup.
Heavy Starter > 236BD, AC 463 330 0.5 43% Anywhere No oki, but big damage.
Heavy Starter > 236BD, 6623C 439 350 0.5 47% Anywhere Trades damage for better metergain, stun, and oki.
Heavy Starter > 236BD, 214A, 623C 479 410 0.5 55% Corner Gains a safejump on 623C, also a full refund on meter.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236236P 310 155 1 26% Anywhere Standard super confirm.
Light Starter > 214BD, 214A, 623AC 344 135 1 20% Corner Naturally does more damage.
Heavy Starter > 236BD, 4214AC, 623C 515 350 1 47% Anywhere Extended route thanks to 4214AC's ground bounce.
Heavy Starter > 236BD, 214A, 6623AC 529 240 1 37% Corner Allows him to go for run DP.
Light Starter > 214BD, 623C > 236236P 363 155 1.5 26% Anywhere Another standard super ender. (379 damage with 6623C)
Light Starter > 214BD, 214A, 623C > 236236P 412 215 1.5 39% Corner Corner version.
Heavy Starter > 236BD, 6623C > 236236P 549 260 1.5 45% Anywhere Getting 6623C ensure maximum damage.
Heavy Starter > 236BD, 214A, 623C > 236236P 582 320 1.5 53% Corner Corner version.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236236AC 430 155 2 26% Anywhere Bigger and badder.
Light Starter > 214BD, 214A, 623C > 236236P, 4214AC 457 215 2 42% Corner 4214AC OTGs for extra damage, at the cost of oki.
Heavy Starter > 236BD, 4214AC, 623C > 236236P 610 260 2 45% Anywhere Super ending extension.
Heavy Starter > 236BD, 214A, 623C > 236236P, 4214AC 627 320 2 53% Corner Wave route into OTG.
2B, farA > BC, clC > 236BD, 6623C > 236236P 408 195 2 05% Anywhere QM confirm. 1000/1250/1500MAX
2B, farA > BC, clC > 236BD, 214A, 623C > 236236P 435 255 2 05% Corner Corner QM confirm. 1000/1250/1500MAX
Light Starter > 214BD, 623C > 236236AC 475 155 2.5 26% Anywhere Even bigger. (491 with 6623C)
Light Starter > 214BD, 214A, 623C > 236236AC 517 215 2.5 39% Corner Even badder.
Heavy Starter > 236BD, 6623C > 236236AC 661 260 2.5 45% Anywhere Even even bigger than the last ones.
Heavy Starter > 236BD, 4214AC, 623C > 236236P, 4214AC 652 260 2.5 45% Midscreen 2 Bar Wave route into OTG.
Heavy Starter > 236BD, 214A, 623C > 236236AC 687 320 2.5 53% Corner Corner route but boom.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623C > 236236C > 236236BD 564 155 3 26% Anywhere Point Route, using 236236C makes sure the super aftewards hits.
Heavy Starter > 236BD, 4214AC, 623C > 236236AC 707 260 3 45% Anywhere Point Route.
Heavy Starter > 236BD, 214A, 623C > 236236AC, 4214AC 732 320 3 53% Corner Point Route with an OTG
Heavy Starter > BC, clC > 214A > 236236C > CLIMAX 729 310 3 20% Anywhere His most reliable QM route, works after Lights too.
1250/1500MAX
Heavy Starter > BC, 2C > 623C > 236236C > CLIMAX 750 350 3 20% Anywhere The explosive one.
1250/1500MAX
Light Starter > 214BD, 623C > 236236C > 236236BD 601 155 3.5 26% Anywhere The usual. (617 with 6623C)
Light Starter > 214BD, 214A, 623C > 236236A > 236236BD 632 185 3.5 40% Corner Also the usual.
Heavy Starter > 236BD, 6623C > 236236C > 236236BD 787 260 3.5 43% Anywhere As always, using 236236C is important to make sure the super after hits.
Heavy Starter > 236BD, 214A, 623C > 236236C > 236236BD 802 320 3.5 53% Corner Corner route, same thing applies.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > BC, clC > 214A > 236236AC > CLIMAX 816 310 4 20% Anywhere Still reliable.
1250/1500MAX
Heavy Starter > BC, 2C > 623C > 236236AC > CLIMAX 847 350 4 20% Anywhere Still not that reliable.
1250/1500MAX

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623C > 236236AC > CLIMAX 918 260 5 40% Anywhere The usual meter dump, using 214A from Heavies is more reliable but does 901.
Heavy Starter > 236BD, 236AC, BC, 623A > 236236C > 236236BD > CLIMAX 1008 200 5 35% Anywhere A surprising easy ToD, 6A scales it and makes it harder.
1250/1500MAX

Blowbacks and Shatter Strike

Combo Damage Stun Meter cost Meter Gain Location notes
CD > 236C 131 140 0 15% Anywhere The most mediocre option but it works from canceling anywhere.
CD > 214C, 623C 228 330 0 45% Corner More rewarding, if you don't cancel in time, 214A will work instead.
CD > 236D, 214C, 623C 294 400 0 57% Corner Need to be point blank in there, not too reliable but rewarding.
CD, 4214C 155 220 0 25% Anywhere Technically works from a cancel but not all hits will connect.
CD, 66, AC 215
[285]
250
[400]
0 27%
[43%]
Anywhere Even better when its a [Clean Hit].
236CD, 623C/6623C/6623A 202 / 219
177
170
80
.5 25%
20%
Anywhere Literally the same as 214BD with a bit more breathing room for 6623C.
236CD, 214A, 623C 263 230 .5 40% Corner Still acts like 214BD.
(AA) 236CD, 236D, AC 326
[406]
220
[370]
.5 40%
[47%]
Anywhere Now this, this is something new. You have to delay the 236D a bit, and Clean Hits are even harder so you can always do for 6623C instead. [Clean Hit]
Counter jCD, AC 315
[410]
230
[380]
0 27%
[43%]
Anywhere The easiest confirm from a jCD...and you know what that means. [Clean Hit]
Counter jCD, 236D, 214C, 623C 426 380 0 60% Corner A lot easier to time.
Counter jCD, 236D, 214C, 623C > 236236AC > CLIMAX 1016 290 5 55% Corner it kills

Other Juggles

Combo Damage Stun Meter cost Meter Gain Location notes
236D, AC 300
[395]
220
[370]
0 37%
[51%]
Anywhere You know where this is going, that said you may need to do a microdash for a guaranteed [Clean Hit].
236D, 214C, 623C 321 300 0 53% Corner Even without a jCD this work the same.
236AC, AC 210
[300]
150
[300]
.5 20%
[30%]
Anywhere As always with a launcher, AC is your easiest confirm, and as always you have the [Clean Hit].
236AC, 214C, 623C 229 230 .5 40% Corner Rather simple.
236AC, 4214AC, 623C 253 170 1 23% Anywhere You can use CD to whiff cancel into the 4214AC if needed.
(AA) Counter 2C > 623C 254 260 0 37% Anywhere A reliable confirm but it too isn't the best.
(AA) Counter 2C > 236D, 214C, 623C 386 360 0 60% Corner Damage may vary.
(AA) Counter 2C > 236D, 214C, 623C 1003 300 5 55% Corner it may kill (if all of 236D hits)
(AA) Counter 2C > 4214AC , 623C 348 260 0 37% Anywhere Your most reliable confirm but it too tends to drop hits.
Counter AC Clean Hit, 236236A 565 300 1 27% Anywhere the funny (236236C won't work)
Counter AC Clean Hit, 236236A > CLIMAX 988 300 4 27% Anywhere the funnier
Counter AC Clean Hit, 236236AC > CLIMAX 1130 300 5 27% Anywhere the funniest kill

External Links

Haohmaru Combos by Kakuge
Haohmaru Combos by Meno
Haohmaru Combos by Faizer


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