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The King of Fighters XV/Antonov/Combos
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Antonov Combos by Meno
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 | 38 | Standard low confirm. |
farB | 30 | poke mini. |
clA, clC > 6A | 145 | Light into Heavy. |
Rush Combo | 70/146 | A bit of a meme starter, but the fact it cancels into 214A or 236236K means he can do big things with Auto Combos. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
clC > 6A | 127 | Standard Starter. |
clD > 5D | 175 | Launcher Starter, for punishes and jump ins.. |
2C > 6A | 127 | Poke Major. Some combos don't work off of it depending on distance. |
2D | 68 | Overhead, can only combo into OTGs. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | Big but he can't do much after. |
236CD | 75 | Shatter Strike, also big. |
Counter jCD | 112 | Antonov can easily kill off of this. |
623AC | 145 | EX DP. |
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 146 | 90 | 0 | 23% | Anywhere | Rush combo ending in Whale Stream (214A) |
cl.A > A > A > C | 172 | 30 | 1 | 7% | Anywhere | Rush combo ending in Kamtchka Collapse (236236K), so you can combo after. |
cl.A > A > A > D | 325 | 30 | 2 | 7% | Anywhere | Rush combo ending in MAX Kamtchka Collapse (236236BD), you can combo after. |
cl.A > A > A > A | 459 | 30 | 3 | 7% | Anywhere | Rush combo ending in a Climax. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 623C | 168 | 165 | .27% | Anywhere | Only works at point blank range. |
Heavy Starter > 214A | 208 | 190 | .25% | Anywhere | Ol' reliable. |
Launcher Starter > 623C | 305 | 260 | .45% | Anywhere | Big damage but slow and no oki. |
Rush Combo | 146 | 105 | .20% | Anywhere | Yes its an option. |
EX
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214AC | 173 | 45 | .03% | Anywhere | The main light confirm you'll use. |
Heavy Starter > 624BD, 623C | 349 | 250 | .40% | Anywhere | 624K/BD routes don't work from far range 2Cs. |
Heavy Starter > 623AC, 623C | 356 | 250 | .40% | Corner | Loses the corner and is far less reliable, more damage though. Still better to use the 624BD route. |
Launcher Starter > 623AC, farD > 623C (1) > j236C, 623A | 456 | 370 | .60% | Outside Corner | Big boy damage, needs some timing on the 1st DP. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Rush Combo > 236236P | 306 | 90 | 1 | .20% | Anywhere | Auto into Super. |
Rush Combo > 236236K, farD > 623C | 402 | 280 | 1 | .53% | Corner | You do the Super after the Auto Combo. |
Heavy Starter > 624B > 236236K, farD > 214C | 464 | 360 | 1 | .51% | Anywhere | Delay the Super cancel for maximum reliability. |
Heavy Starter > 624B/214A > 236236K, farD > 623C | 482 | 400/380 | 1 | .57% | Corner | In the corner 214A and 624B are basically the same, with 624B dealing 20 more stun. |
Launcher Starter > 624B > 236236K, farD > 623C | 530 | 410 | 1 | .63% | Anywhere | Super hits them from behind, making sure you can do 623C. |
Launcher Starter > 624B > 236236K, farD > 623C (1) > j236C, 623A | 534 | 450 | 1 | .75% | Anywhere | Not much more damage, but bigger stun and meter gain. |
Light Starter > 214AC, (CD >) 236236K, farD > 623C | 354 | 235 | 1.5 | .37% | Corner | 214AC can be OTGed whiff a canceled CD. |
Heavy Starter > 624BD, 623C, 236236K, farD > 214C | 523 | 400 | 1.5 | .57% | Corner | In the corner 214A and 624B are basically the same, with 624B dealing 20 more stun. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 624B > 236236BD, farD > 214C | 617 | 360 | 2 | .51% | Anywhere | Literally the same except it now deals 2/3 of the opponent's life. |
Heavy Starter > 624B > 236236BD, farD > 623C (1) > j236C, 623A | 639 | 440 | 2 | .65% | Anywhere | A bit more damage but way more stun and meter gain. |
Launcher Starter > 624B > 236236BD, farD > 623C (1) > j236C, 623A | 687 | 450 | 2 | .75% | Anywhere | A bit harder due to 236236BD's speed. |
Heavy Starter > 624BD, 623C, 236236K, farD > 214C | 523 | 400 | 2.5 | .57% | Corner | In the corner 214A and 624B are basically the same, with 624B dealing 20 more stun. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.C > 6A > BC > cl.D ~ D > 214C > 236236P > 214236CD | 772 | 350 | 3 | 0 | Anywhere | does 798 from a jump in |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.C > 6A > 63214B > 236236B/D > 5D > BC > 214C > 236236C > 2141236CD | 852 | 0 | 4 | 0.2 | Anywhere | 5D will whiff if the first super is performed too early. |
cl.C > 6A > BC > cl.D ~ D > 214C > 236236AC > 214236CD | 868 | 350 | 4 | 0 | Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
c.C > 6A > 63214B > 236236BD > 5D > BC > 214C > 236236C > 2141236CD | 1005 | 0 | 5 | 0 | Anywhere | Practical ToD |