The King of Fighters XV/Billy Kane/Combos

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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 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 > 5A 54 Standard low light confirm.
2B/cl.B > cl.A > cl.B > 5A 86/101 Point blank roll-throw OS confirm (hide a heavy with cl.A)

Heavy Starters

Combo Damage Notes
cl.D > 6B 118 Optimal heavy punish (force stand to get 6B).
2C > 6B 108 When you're unsure of cl.D connecting 2C also forces standing.

Other Starters

Combo Damage Notes
s.CD 75 Important normal
CH j.CD 100 Air-to-air counterhit starter
far B > 2A 53 Standing low MAX confirm
5C 70 Far reaching MAX cancel

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 185 0 Rush combo ending in a special move.
cl.A > A > A > C 242 1 Rush combo ending in a super. Use B ender into super instead for 301 damage.
cl.A > A > A > D 348 2 Rush combo ending in a Max super.
cl.A > A > A > A 445 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623B 138 140 0 20% Anywhere The simplest confirm into a special, add a 623P when in the corner.
Heavy Starter > 623B 210 190 0 25% Anywhere Heavy starter, add a 623P when in the corner.
cl.B > cl.A+C, cl.B, 5A > 623B 183 200 0 25% Anywhere Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.
s.CD > (6A), 6B, 623B 191 220 0 25% Anywhere Standard CD conversion. Replace 6A whiff with 6B in case you're too far.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623BD, 5C 190 130 0,5 10% Anywhere Not recommended since it does bad damage.
Heavy starter > 214AC>236P, 426A 296 150 0,5 25% Anywhere The most cost effective combo midscreen.
Heavy starter > 214AC>236P, 623D > 623P 408 300 0,5 49% Corner Delay 236P-extender as long as possible to get 623D. 623B is more lenient with delay for less stun and meter.
s.CD > (6A), 6B, 214AC>236P, 426A 266 180 0,5 24% Midscreen CD-conversion in midscreen, does not work in the corner. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A.
s.CD, 426AC>236P, 623B > 623P 296 230 0,5 40% Corner Do not cancel CD into 426AC, also depending on the range you hit it the pullback will sideswitch.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623B > 236236K 272 140 1 20% Anywhere Not terribly effective damage but way better than two EX moves.
Light starter > 623B > 623P > 2363214P 314 180 1 40% Corner Better damage than kick super.
Heavy starter > 214AC>236P, 426AC>236P, 623B 394 190 1 26% Anywhere Remember to delay up-extender to make 426AC more consistent. Add 623P in the corner.
cl.D > 623D, 214AC>236P, 426AC>236P, 623P 420 250 1 40% Corner This will switch them out of the corner. You can change 623P to 5D > 6A whiff to stay close but out of throw range.
Heavy starter > 214AC>236P, 623D > 623AC 421 250 1 35% Corner Doing this combo will keep the corner instead. With a jump-in you can do 623P instead of EX to go for super.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B 394 190 1 26% Midscreen As always, switch 6A to 6B accordingly.
236CD, 426AC>236P, 623P 283 50 1 20% Anywhere Not cost effective, but if it kills it kills. Remember to sideswitch if you're too close during EX pullback.
236CD, 623D, 214AC>236P, 623P 393 190 1 40% Corner You need to hit Shatter Strike at a close enough range to connect with 623D.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623B > 236236BD 380 140 2 22% Anywhere Quite bad damage.
Light starter > 623B > 623P > 236236BD 385 180 2 37% Corner Better damage than wheel super.
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236K 484 190 2 26% Anywhere Remember to delay up-extender to make 426AC more consistent. Add 623P after 623B in the corner.
Heavy starter > 214AC>236P, 623D > 623P > 2363214P 496 190 1,5 49% Corner Delay 236P-extender as long as possible to get 623D. 623B is more lenient with delay for less stun and meter.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B 437 220 2 26% Midscreen As always, switch 6A to 6B accordingly. If you land in the corner add 623P into wheel super 478 damage.
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B 420 80 2 15% Anywhere This'll work anywhere but remember to sideswitch if you're too close with EX pullbacks.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Billy Combos by Kakuge
Billy Combos by Meno


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