Difference between revisions of "The King of Fighters XV/Elisabeth Blanctorche/Combos"
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, Far D/214A || 191 || 200 || 0 || 25% || Anywhere || Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 214A || 153 || 150 || 0 || 20% || Anywhere || Easy light confirm. | ||
|- | |- | ||
| cl.D > 6A > 623C, | | cl.D > 6A > 623C, Far D/214A || 253 || 240 || 0 || 35% || Anywhere || Heavy confirm. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, 214B/D || 199 || 210 || 0 || 30% || Corner || | ||
|- | |- | ||
| cl.D > 6A > 623C, 623A, 214B/D || 299 || 290 || 0 || 45% || Corner || | | cl.D > 6A > 623C, 623A, 214B/D || 299 || 290 || 0 || 45% || Corner || | ||
|- | |- | ||
| CD, run, | | CD, run, Far D || 143 || 170 || 0 || 20% || Anywhere || CD confirm from anywhere. | ||
|- | |- | ||
| CD, 6A > 623C, 623A, 214B/D || 269 || 320 || 0 || 45% || Corner || | | CD, 6A > 623C, 623A, 214B/D || 269 || 320 || 0 || 45% || Corner || | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623AC, 6A > 623C, 5D/214A || 288 || 260 || 0.5 || 30% || Anywhere || Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, 623AC, 214B/cl.D || 250 || 210 || 0.5 || 30% || Anywhere || Easier light confirm. Choose your ender for an air reset or soft knockdown. | ||
|- | |- | ||
| cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/214C || 379 || 330 || 0.5 || 55% || Anywhere || Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown for slightly less damage. | | cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/214C || 379 || 330 || 0.5 || 55% || Anywhere || Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown for slightly less damage. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, 214BD, 6A > 623C, 214B/214C || 339 || 310 || 0.5 || 45% || Corner || | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623AC, 6A > 623C, 623A, 214B/D || 325 || 310 || 0.5 || 45% || Corner || Slightly weaker light confirm, but transitions easier from optimal midscreen confirm. | ||
|- | |- | ||
| cl.D > 6A > 623C, 214BD, 6A > 623A, 214B/D, cl.C || 442 || 400 || 0.5 || 60% || Corner || Delay the juggled 6A or the 214BD slightly to get the combo to work. | | cl.D > 6A > 623C, 214BD, 6A > 623A, 214B/D, cl.C || 442 || 400 || 0.5 || 60% || Corner || Delay the juggled 6A or the 214BD slightly to get the combo to work. | ||
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| cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D, cl.C || 440 || 400 || 0.5 || 60% || Corner || Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort. | | cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D, cl.C || 440 || 400 || 0.5 || 60% || Corner || Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort. | ||
|- | |- | ||
| CD, run, 623AC, 6A > 623C, | | CD, run, 623AC, 6A > 623C, Far D/214A || 278 || 270 || 0.5 || 30% || Anywhere || CD can convert into 623AC from anywhere. The combo will be the same as your light confirm. | ||
|- | |- | ||
| CD, 6A > 623C, 623A, 214BD, 214B, cl.D || 375 || 390 || 0.5 || 55% || Corner || | | CD, 6A > 623C, 623A, 214BD, 214B, cl.D || 375 || 390 || 0.5 || 55% || Corner || | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 214A > 236236A/C || 313 || 150 || 1 || 25% || Anywhere || Simple super cancel combo. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, 623AC, 214BD, 623C, Far D || 351 || 260 || 1 || 40% || Anywhere || Optimal light confirm. | ||
|- | |- | ||
| cl.D > 6A > 623C, 623A, 623AC, 6A > 214BD, run, | | cl.D > 6A > 623C, 623A, 623AC, 6A > 214BD, run, Far D || 431 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623AC, 214BD, 6A > 623C, 623A, 214B/D, cl.C || 422 || 380 || 1 || 55% || Corner || Optimal light confirm. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, 623AC, 214BD, 6A > 623C, 214B/D, cl.C || 418 || 380 || 1 || 55% || Corner || Works even if a little far from the corner. | ||
|- | |- | ||
| cl.D > 6A > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D || 486 || 400 || 1 || 60% || Corner || Optimal heavy corner confirm. | | cl.D > 6A > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D || 486 || 400 || 1 || 60% || Corner || Optimal heavy corner confirm. | ||
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| CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D || 412 || 390 || 1 || 55% || Corner || Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos. | | CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D || 412 || 390 || 1 || 55% || Corner || Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos. | ||
|- | |- | ||
| 236CD, 6A > 623C, | | 236CD, 6A > 623C, Far D/214A || 258 || 170 || 1 || 70% || Anywhere || 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work. | ||
|- | |- | ||
| 236CD, 6A > 623C, 623A, 214B/D || 307 || 220 || 1 || 85% || Corner || Your corner Shatter Strike combos will match your CD combos. | | 236CD, 6A > 623C, 623A, 214B/D || 307 || 220 || 1 || 85% || Corner || Your corner Shatter Strike combos will match your CD combos. | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623AC, 6A > 623C, 214A > 236236A/C || 418 || 250 || 1.5 || 40% || Anywhere || | ||
|- | |- | ||
| cl.D > 6A > 623C, 623A, 623AC, 6A > 214B > 236236A/C || 509 || 330 || 1.5 || 55% || Anywhere || | | cl.D > 6A > 623C, 623A, 623AC, 6A > 214B > 236236A/C || 509 || 330 || 1.5 || 55% || Anywhere || | ||
|- | |- | ||
| 2B > 2B > | | 2B > 2B > 5B > 623A, 214BD, 6A > 623C, 214B/D > 236236A/C || 459 || 310 || 1.5 || 45% || Corner || Delay the 214B/D to make sure the super lands all of the hits. | ||
|- | |- | ||
| cl.D > 6A > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C || 528 || 400 || 1.5 || 60% || Corner || | | cl.D > 6A > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C || 528 || 400 || 1.5 || 60% || Corner || |
Revision as of 18:16, 27 March 2022
Combos
Rush Auto Combo
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 > C | 1 | Anywhere | Rush combo ending in a super | |||
cl.A > A > A > D | 2 | Anywhere | Rush combo ending in a Max super | |||
cl.A > A > A > A | 3 | Anywhere | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 623A, Far D/214A | 191 | 200 | 0 | 25% | Anywhere | Optimal light confirm. 214A and f.D do equal damage. Choose between a soft knockdown or an air reset. |
2B > 2B > 5B > 214A | 153 | 150 | 0 | 20% | Anywhere | Easy light confirm. |
cl.D > 6A > 623C, Far D/214A | 253 | 240 | 0 | 35% | Anywhere | Heavy confirm. |
2B > 2B > 5B > 623A, 214B/D | 199 | 210 | 0 | 30% | Corner | |
cl.D > 6A > 623C, 623A, 214B/D | 299 | 290 | 0 | 45% | Corner | |
CD, run, Far D | 143 | 170 | 0 | 20% | Anywhere | CD confirm from anywhere. |
CD, 6A > 623C, 623A, 214B/D | 269 | 320 | 0 | 45% | Corner |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 623AC, 6A > 623C, 5D/214A | 288 | 260 | 0.5 | 30% | Anywhere | Optimal light confirm. There's minimal buffer for command normals, so timing the 6A might be difficult. |
2B > 2B > 5B > 623A, 623AC, 214B/cl.D | 250 | 210 | 0.5 | 30% | Anywhere | Easier light confirm. Choose your ender for an air reset or soft knockdown. |
cl.D > 6A > 623C, 623A, 623AC, 6A > 214B/214C | 379 | 330 | 0.5 | 55% | Anywhere | Heavy BnB. Meter positive and great stun buildup. 214C grants a hard knockdown for slightly less damage. |
2B > 2B > 5B > 623A, 214BD, 6A > 623C, 214B/214C | 339 | 310 | 0.5 | 45% | Corner | |
2B > 2B > 5B > 623AC, 6A > 623C, 623A, 214B/D | 325 | 310 | 0.5 | 45% | Corner | Slightly weaker light confirm, but transitions easier from optimal midscreen confirm. |
cl.D > 6A > 623C, 214BD, 6A > 623A, 214B/D, cl.C | 442 | 400 | 0.5 | 60% | Corner | Delay the juggled 6A or the 214BD slightly to get the combo to work. |
cl.D > 6A > 623C, 623A, 214BD, 6A > 214B/D, cl.C | 440 | 400 | 0.5 | 60% | Corner | Similar to above combo with no delays necessary, but requires no gap between 214BD and 6A. Notice how Elisabeth's combos can be shuffled around and still do similar damage. Adjust your combos based on comfort. |
CD, run, 623AC, 6A > 623C, Far D/214A | 278 | 270 | 0.5 | 30% | Anywhere | CD can convert into 623AC from anywhere. The combo will be the same as your light confirm. |
CD, 6A > 623C, 623A, 214BD, 214B, cl.D | 375 | 390 | 0.5 | 55% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 214A > 236236A/C | 313 | 150 | 1 | 25% | Anywhere | Simple super cancel combo. |
2B > 2B > 5B > 623A, 623AC, 214BD, 623C, Far D | 351 | 260 | 1 | 40% | Anywhere | Optimal light confirm. |
cl.D > 6A > 623C, 623A, 623AC, 6A > 214BD, run, Far D | 431 | 320 | 1 | 45% | Anywhere | Optimal heavy confirm. |
2B > 2B > 5B > 623AC, 214BD, 6A > 623C, 623A, 214B/D, cl.C | 422 | 380 | 1 | 55% | Corner | Optimal light confirm. |
2B > 2B > 5B > 623A, 623AC, 214BD, 6A > 623C, 214B/D, cl.C | 418 | 380 | 1 | 55% | Corner | Works even if a little far from the corner. |
cl.D > 6A > 623C, 623AC, 6A > 623A, 214BD, 214B/D, cl.D | 486 | 400 | 1 | 60% | Corner | Optimal heavy corner confirm. |
j.CD, 236214A/C | 202 | 80 | 1 | 10% | Anywhere | Remember that any stray hit can convert into 236214A/C. |
CD, 6A > 623C, 623AC, 623A, 214BD, 214B/D, cl.D | 412 | 390 | 1 | 55% | Corner | Technically going straight into 623C and doing the heavy corner combo is stronger, but learning this combo develops muscle memory for your Shatter Strike combos. |
236CD, 6A > 623C, Far D/214A | 258 | 170 | 1 | 70% | Anywhere | 6A causing juggle makes Shatter Strike confirms fairly straight forward. This is doable from anti-air Shatter Strike as well, but you'll have to manually time the 6A low enough to the ground for the combo to work. |
236CD, 6A > 623C, 623A, 214B/D | 307 | 220 | 1 | 85% | Corner | Your corner Shatter Strike combos will match your CD combos. |
2B > 2B > 5B > 623AC, 6A > 623C, 214A > 236236A/C | 418 | 250 | 1.5 | 40% | Anywhere | |
cl.D > 6A > 623C, 623A, 623AC, 6A > 214B > 236236A/C | 509 | 330 | 1.5 | 55% | Anywhere | |
2B > 2B > 5B > 623A, 214BD, 6A > 623C, 214B/D > 236236A/C | 459 | 310 | 1.5 | 45% | Corner | Delay the 214B/D to make sure the super lands all of the hits. |
cl.D > 6A > 623C, 214BD, 6A > 623A, 214B/D, cl.C > 236214A/C | 528 | 400 | 1.5 | 60% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |