Difference between revisions of "The King of Fighters XV/Andy Bogard/Combos"

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==Starters==
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.


===Light Starters===
===Light Starters===
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|-
|-
| cl.5B > cl.5A > 2A > 6A || 121 || Extended light starter
| cl.5B > cl.5A > 2A > 6A || 121 || Extended light starter
|-
| 2B > 2B > f.5B || 56 || Less optimal starter, combos into specials.
|}
|}


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| cl.5D || 80 || Not as useful but it has less damage scaling.
| 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.
| j.D, cl.5C > 6A || 185 || Really strong jump in, can cross up too.
|}
|}


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! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| CD || 75 ||
| 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 > cl.5B > 5D || 115 || Less optimal starter, the Target Combo creates different combos thanks to launching the opponent
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
|  cl.A > A > A > B || || || 0 || || Anywhere|| Rush combo ending in a special move
|  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 || || || 1 || || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || 233 || 30 || 1 || .1 || Anywhere|| Rush combo ending in a super (2141236K).
|-
|-
|  cl.A > A > A > D || || || 2 || || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || 356 || 30 || 2 || .1 || Anywhere|| Rush combo ending in a Max super (2141236BD).
|-
|-
|  cl.A > A > A > A || || || 3 || || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 452 || 30 || 3 || .1 || Anywhere|| Rush combo ending in a Climax super
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B, 2B, 5B > 236A || 107 || 140 || 0 || 15% || Anywhere || Basic light string into 236A, not the best damage
| '''Light Starter''' > 41236K~BD, 623C || 215 || 235 || 0 || .4 || Anywhere || His best light combo.
|-
| 2B, 2B, 5B, 5D > 236C || 204 || 210 || 0 || 25% || Anywhere || Meterless target combo extension with the new cancel
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D || 199/206 || 225 || 0 || 25% || Anywhere || Confirm into 41236D, you can get 2 hits of c.C into 4/6A if done as a punish/after a crossup
| '''Light Starter''' > 236C || 172 || 185 || 0 || .2 || Anywhere || More damage but won't work off lights without 6A.
|-
|-
| ... > 41236D > BD, 623C || 215 || 235 || 0 || 40% || Anywhere || 41236D break combo, and best midscreen meterless route
| 2B > 2B > f.5B > 236A || 107 || 140 || 0 || .2 || Anywhere || Version for raw lights.
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 41236D(3) > j.2D, 623C || 265/277 || 295 || 0 || 45% || Corner || 41236D cancelled into fastfall allows a DP followup in the corner for more damage
| '''Light Starter''' > 41236K(3) > j.2D, 623C || 265 || 295 || 0 || .49 || Corner || Corner only, cancel 41236K after 3 hits.
|-
|-
| 2B, 2B, 5B, 5D > 41236D(3) > j.2D, 623C || 292 || 380 || 0 || 51% || Corner || 41236D fastfall route also works from Target Combo. Improves on the old route in every way, even when starting with only one 2B.
| '''Heavy Starter''' > 41236K~BD, 623C || 258 || 250 || 0 || .23 || Anywhere || Basic heavy starter.
|-
|-
| CD > (236A), 236C || 145 || 180 || 0 || 25% || Anywhere || Easy CD combo from a fairly safe cancel option, good for super extensions
| '''Heavy Starter''' > 236C || 212 || 210 || 0 || .23 || Anywhere || Basic heavy starter.
|-
|-
| CD > 236C~ 41236D || 166 || 220 || 0 || 30% || Anywhere || Higher damage CD combo using 236C whiff cancel
| '''Heavy Starter''' > 41236K(3) > j.2D, 623C || 312 || 320 || 0 || .5 || Corner || Same as light variant.
|-
| CD, 41236D(3) > j.2D, 623C || 218 || 290 || 0 || 45% || Corner || For consistency, don't cancel CD into 41236D. It's possible to cancel into a whiffed 236A and still get the 41236D, but the 236A can sometimes hit and end the combo
|}
|}


===EX===
===.5 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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.
| '''Light Starter''' > 236AC, 236C || 286 || 185 || .5 || .2 || Anywhere || Simple combo but raw lights won't connect.
|-
| '''Light Starter''' > 41236BD, 236A || 262 || 185 || .5 || .2 || Anywhere || Alternate start that can work off any light, although it is not guaranteed to reach.
|-
|-
| 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
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623C || 374 || 185 || .5 || .2 || Corner || Simple combo but raw lights won't connect.
|-
|-
| 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
| '''Heavy Starter''' > 236AC, 236C || 333 || 210 || .5 || .24 || Anywhere || Same as light.
|-
|-
| 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
| '''Heavy Starter''' > 236AC, 41236K(3) > j.2D, 623C || 426 || 210 || .5 || .5 || Corner || Simple combo but raw lights won't connect.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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
| '''Light Starter''' > 236C > 214236K || 328 || 185 || 1 || .215 || Anywhere || Super confirm.
|-
| 2B > 2B > f.5B > 236A > 2141236K || 263 || 140 || 1 || .15 || Anywhere || Version for raw lights.
|-
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623AC || 413 || 195 || 1 || .25 || Corner || Corner route. Delay 623AC for all hits to connect. Does not work from raw lights.
|-
| '''Light Starter''' > 236CD, run c.5C > 4A > 41236K~BD, 623C || 277 || 365 || 1 || 1.025 || Anywhere || Effectively costs 0 meter while doing more than meterless combos.
|-
| '''Heavy Starter''' > 236C > 214236K || 375 || 210 || 1 || .245 || Anywhere || Same as light.
|-
| '''Heavy Starter''' > 236AC, 41236K(3) > j.2D, 623AC || 468 || 220 || 1 || .28 || Corner || Same as light.
|-
| '''Heavy Starter''' > 236CD, run c.5C > 4A > 41236K~BD > 623C || 331 || 390 || 1 || 1.055 || Anywhere || Same as light.
|-
| '''Light Starter''' > 236AC, 236C > 2141236K || 428 || 185 || 1.5 || .2 || Anywhere || Basic extension, can be reset with cl.5C from midscreen.
|-
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K || 461 || 255 || 1.5 || .41 || Corner || Basic extension, can be reset with cl.5C from midscreen.
|-
| '''Light Starter''' > 236AC, 41236B(3) > j.2D, 623A > 2141236K(3), 623C || 471 || 335 || 1.5 || .64 || Corner || Higher damage and stun in exchange for no safejump or reset.
|-
| '''Heavy Starter''' > 236AC, 236C > 2141236K || 489 || 210 || 1.5 || .23 || Anywhere || Same as light.
|-
|-
| 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
| '''Heavy Starter''' > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K || 521 || 230 || 1.5 || .45 || Corner || Same as light.
|-
|-
| ... > 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
| '''Heavy Starter''' > 236AC, 41236B(3) > j.2D, 623A > 2141236K(3), 623C || 532 || 360 || 1.5 || .67 || Corner || Same as light.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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
| '''Light Starter''' > 236C > 2141236BD || 444 || 185 || 2 || .2 || Anywhere || 2 bar super confirm that gives a 4F safejump with two full jumps.
|-
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623A > 2141236K(3), 623AC || 504 || 235 || 2 || .42 || Corner || Requires manual timing to get all hits of 623AC and doesn't give an autotimed safejump. Unless you think the 30 damage will make a difference, sticking to the 1.5 bar route is recommended.
|-
| '''Heavy Starter''' > 236C > 2141236BD || 498 || 210 || 2 || .23 || Anywhere || Same as light.
|-
| '''Heavy Starter''' > 236AC, 41236B(3) > j.2D, 623A > 2141236K(3), 623AC || 568 || 260 || 2 || .45 || Corner || Same as light.
|-
| '''Light Starter''' > 236AC, 236C > 2141236BD || 534 || 185 || 2.5 || .2 || Anywhere || Beefier version of the other super. The same safejump works.
|-
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623A > 2141236BD || 562 || 235 || 2.5 || .42 || Corner || 4F safejump with 5A/5B/2A plus a hop and a jump.
|-
|-
| 2B, 2A/c.C(1) > 4/6A > 236AC, 236C > 2141236B/D || 412 || 285 || 1.5 || 20% || Anywhere || Efficient 1.5 bar midscreen super ender
| '''Heavy Starter''' > 236AC, 236C > 2141236BD || 605 || 210 || 2.5 || .23 || Anywhere || Same as light.
|-
|-
| 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
| '''Heavy Starter''' > 236AC, 41236K(3) > j.2D, 623A > 2141236BD || 628 || 250 || 2.5 || .45 || Corner || Same as light.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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
| '''Light Starter''' > BC > cl.5D > 236C > 214236K > 214236CD || 611 || 255 || 3 || .095 || Anywhere || Works with 1250 and 1500 Max Gauge (Mid and Anchor).
|-
| '''Light Starter''' > BC > cl.5D > 236AC, 236AC, 623A > 214236CD || 634 || 215 || 3 || .095 || Corner || Works with 1250 and 1500 Max Gauge (Mid and Anchor). 623A > 214236CD can be shortcut as 632146A > 236CD.
|-
| '''Heavy Starter''' > BC > cl.5D > 236C > 214236K > 214236CD || 688 || 280 || 3 || .125 || Anywhere || Same as light.
|-
| '''Heavy Starter''' > BC > cl.5D > 236AC, 236AC, 623A > 214236CD || 711 || 240 || 3 || .125 || Corner || Same as light.
|-
| '''Light Starter''' > 236AC, 236C > 236214P > 214236BD || 644 || 185 || 3.5 || .215 || Anywhere || Only a small damage increase.
|-
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623C > 236214P > 214236BD || 657 || 255 || 3.5 || .41 || Corner || Only a small damage increase.
|-
| '''Heavy Starter''' > 236AC, 236C > 236214P > 214236BD || 716 || 210 || 3.5 || .245 || Anywhere || Same as light.
|-
| '''Heavy Starter''' > 236AC, 41236K(3) > j.2D, 623C > 236214P > 214236BD || 732 || 280 || 3.5 || .44 || Corner || Same as light.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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
| '''Light Starter''' > BC > cl.5D > 236C > 2141236BD > CLIMAX || 705 || 175 || 4 || .1 || Anywhere || cl.5D's reduced scaling on full display. Works with 1250 and 1500 Max Gauge (Mid and Anchor).
|-
| '''Heavy Starter''' > BC > cl.5D > 236C > 2141236BD > CLIMAX || 787 || 200 || 4 || .15 || Anywhere || Same as light.
|-
| '''Light Starter''' > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K > CLIMAX || 731 || 255 || 4.5 || .41 || Corner || 4.5 route.
|-
|-
| 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
| '''Heavy Starter''' > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K > CLIMAX || 813 || 270 || 4.5 || .45 || Corner || Same as light.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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
| '''Light Starter''' > 236C > 2141236BD > CLIMAX || 781 || 185 || 0 || .2 || Anywhere || Meter dump to the max.
|-
| '''Heavy Starter''' > 236C > 2141236BD > CLIMAX || 858 || 210 || 0 || .23 || Anywhere || Same as light.
|}
 
===Blue Max===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|BC, '''Light Starter''' > 236AC, 236C > 2141236K > CLIMAX || 783 || 185 || 3 || .215 || Anywhere || Basic Max Mode use.
|-
|BC, '''Heavy Starter''' > 236AC, 236C > 2141236K > CLIMAX || 876 || 210 || 3 || .245 || Anywhere || Same as light.
|-
|BC, '''Light Starter''' > 236AC, 236C > 2363214P > 2141236BD > CLIMAX || 976 || 185 || 4 || .215 || Anywhere || Just use the heavy version.
|-
|BC, '''Heavy Starter''' > 236AC, 236C > 2363214P > 2141236BD > CLIMAX || 1081 || 210 || 4 || .245 || Anywhere || Same as light.
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| CD > (236A, 236C) > 41236D || 166 || 220 || 0 || .335 || Anywhere || Basic Blow Back combo. 236C is used to get close.
|-
| CD > (236C) > 41236K(3) > 623C || 218 || 290 || 0 || .47 || Corner || DP extension.
|-
| 236CD, 41236B(3) > j.2D, 623C(1) > 2141236K || 404 || 150 || 2 || .815 || Corner || Basic Shatter Strike combo. Can be reset with cl.5C.
|-
| 2B > cl.5B > 5D > 41236D(3) > j.2D, 623A > 2141236K, 623A > 2141236K || 475 || 285 || 2 || .62 || Corner || Impractical at best.
|}
|}


==External Links==
==External Links==
{{#ev:youtube|vKfbH9vsK8I|||'''Andy Combos by Meno'''|frame}}
{{#ev:youtube|InUniy68V0k|||'''Andy Combos by Kakuge'''|frame}} {{#ev:youtube|KiX81WjxW7Q|||'''Andy Starters and Combos by Faizer'''|frame}}


{{Navbox XV}}
{{Navbox XV}}
[[Category:The King of Fighters XV]]
[[Category:The King of Fighters XV]]

Latest revision as of 08:18, 21 March 2024

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).

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 > cl.5B > 5D 115 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 > 41236K~BD, 623C 215 235 0 .4 Anywhere His best light combo.
Light Starter > 236C 172 185 0 .2 Anywhere More damage but won't work off lights without 6A.
2B > 2B > f.5B > 236A 107 140 0 .2 Anywhere Version for raw lights.
Light Starter > 41236K(3) > j.2D, 623C 265 295 0 .49 Corner Corner only, cancel 41236K after 3 hits.
Heavy Starter > 41236K~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 Same as light variant.

.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236AC, 236C 286 185 .5 .2 Anywhere Simple combo but raw lights won't connect.
Light Starter > 41236BD, 236A 262 185 .5 .2 Anywhere Alternate start that can work off any light, although it is not guaranteed to reach.
Light Starter > 236AC, 41236K(3) > j.2D, 623C 374 185 .5 .2 Corner Simple combo but raw lights won't connect.
Heavy Starter > 236AC, 236C 333 210 .5 .24 Anywhere Same as light.
Heavy Starter > 236AC, 41236K(3) > j.2D, 623C 426 210 .5 .5 Corner Simple combo but raw lights won't connect.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236C > 214236K 328 185 1 .215 Anywhere Super confirm.
2B > 2B > f.5B > 236A > 2141236K 263 140 1 .15 Anywhere Version for raw lights.
Light Starter > 236AC, 41236K(3) > j.2D, 623AC 413 195 1 .25 Corner Corner route. Delay 623AC for all hits to connect. Does not work from raw lights.
Light Starter > 236CD, run c.5C > 4A > 41236K~BD, 623C 277 365 1 1.025 Anywhere Effectively costs 0 meter while doing more than meterless combos.
Heavy Starter > 236C > 214236K 375 210 1 .245 Anywhere Same as light.
Heavy Starter > 236AC, 41236K(3) > j.2D, 623AC 468 220 1 .28 Corner Same as light.
Heavy Starter > 236CD, run c.5C > 4A > 41236K~BD > 623C 331 390 1 1.055 Anywhere Same as light.
Light Starter > 236AC, 236C > 2141236K 428 185 1.5 .2 Anywhere Basic extension, can be reset with cl.5C from midscreen.
Light Starter > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K 461 255 1.5 .41 Corner Basic extension, can be reset with cl.5C from midscreen.
Light Starter > 236AC, 41236B(3) > j.2D, 623A > 2141236K(3), 623C 471 335 1.5 .64 Corner Higher damage and stun in exchange for no safejump or reset.
Heavy Starter > 236AC, 236C > 2141236K 489 210 1.5 .23 Anywhere Same as light.
Heavy Starter > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K 521 230 1.5 .45 Corner Same as light.
Heavy Starter > 236AC, 41236B(3) > j.2D, 623A > 2141236K(3), 623C 532 360 1.5 .67 Corner Same as light.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236C > 2141236BD 444 185 2 .2 Anywhere 2 bar super confirm that gives a 4F safejump with two full jumps.
Light Starter > 236AC, 41236K(3) > j.2D, 623A > 2141236K(3), 623AC 504 235 2 .42 Corner Requires manual timing to get all hits of 623AC and doesn't give an autotimed safejump. Unless you think the 30 damage will make a difference, sticking to the 1.5 bar route is recommended.
Heavy Starter > 236C > 2141236BD 498 210 2 .23 Anywhere Same as light.
Heavy Starter > 236AC, 41236B(3) > j.2D, 623A > 2141236K(3), 623AC 568 260 2 .45 Corner Same as light.
Light Starter > 236AC, 236C > 2141236BD 534 185 2.5 .2 Anywhere Beefier version of the other super. The same safejump works.
Light Starter > 236AC, 41236K(3) > j.2D, 623A > 2141236BD 562 235 2.5 .42 Corner 4F safejump with 5A/5B/2A plus a hop and a jump.
Heavy Starter > 236AC, 236C > 2141236BD 605 210 2.5 .23 Anywhere Same as light.
Heavy Starter > 236AC, 41236K(3) > j.2D, 623A > 2141236BD 628 250 2.5 .45 Corner Same as light.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 236C > 214236K > 214236CD 611 255 3 .095 Anywhere Works with 1250 and 1500 Max Gauge (Mid and Anchor).
Light Starter > BC > cl.5D > 236AC, 236AC, 623A > 214236CD 634 215 3 .095 Corner Works with 1250 and 1500 Max Gauge (Mid and Anchor). 623A > 214236CD can be shortcut as 632146A > 236CD.
Heavy Starter > BC > cl.5D > 236C > 214236K > 214236CD 688 280 3 .125 Anywhere Same as light.
Heavy Starter > BC > cl.5D > 236AC, 236AC, 623A > 214236CD 711 240 3 .125 Corner Same as light.
Light Starter > 236AC, 236C > 236214P > 214236BD 644 185 3.5 .215 Anywhere Only a small damage increase.
Light Starter > 236AC, 41236K(3) > j.2D, 623C > 236214P > 214236BD 657 255 3.5 .41 Corner Only a small damage increase.
Heavy Starter > 236AC, 236C > 236214P > 214236BD 716 210 3.5 .245 Anywhere Same as light.
Heavy Starter > 236AC, 41236K(3) > j.2D, 623C > 236214P > 214236BD 732 280 3.5 .44 Corner Same as light.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 236C > 2141236BD > CLIMAX 705 175 4 .1 Anywhere cl.5D's reduced scaling on full display. Works with 1250 and 1500 Max Gauge (Mid and Anchor).
Heavy Starter > BC > cl.5D > 236C > 2141236BD > CLIMAX 787 200 4 .15 Anywhere Same as light.
Light Starter > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K > CLIMAX 731 255 4.5 .41 Corner 4.5 route.
Heavy Starter > 236AC, 41236K(3) > j.2D, 623C(1) > 2141236K > CLIMAX 813 270 4.5 .45 Corner Same as light.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236C > 2141236BD > CLIMAX 781 185 0 .2 Anywhere Meter dump to the max.
Heavy Starter > 236C > 2141236BD > CLIMAX 858 210 0 .23 Anywhere Same as light.

Blue Max

Combo Damage Stun Meter cost Meter Gain Location notes
BC, Light Starter > 236AC, 236C > 2141236K > CLIMAX 783 185 3 .215 Anywhere Basic Max Mode use.
BC, Heavy Starter > 236AC, 236C > 2141236K > CLIMAX 876 210 3 .245 Anywhere Same as light.
BC, Light Starter > 236AC, 236C > 2363214P > 2141236BD > CLIMAX 976 185 4 .215 Anywhere Just use the heavy version.
BC, Heavy Starter > 236AC, 236C > 2363214P > 2141236BD > CLIMAX 1081 210 4 .245 Anywhere Same as light.

Other Starters

Combo Damage Stun Meter cost Meter Gain Location notes
CD > (236A, 236C) > 41236D 166 220 0 .335 Anywhere Basic Blow Back combo. 236C is used to get close.
CD > (236C) > 41236K(3) > 623C 218 290 0 .47 Corner DP extension.
236CD, 41236B(3) > j.2D, 623C(1) > 2141236K 404 150 2 .815 Corner Basic Shatter Strike combo. Can be reset with cl.5C.
2B > cl.5B > 5D > 41236D(3) > j.2D, 623A > 2141236K, 623A > 2141236K 475 285 2 .62 Corner Impractical at best.

External Links

Andy Combos by Kakuge
Andy Starters and Combos by Faizer

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