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 > f.B > 623A, f.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 > 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 > f.B > 214A || 153 || 150 || 0 || 20% || Anywhere || Easy light confirm.
| 2B > 2B > 5B > 214A || 153 || 150 || 0 || 20% || Anywhere || Easy light confirm.
|-
|-
| cl.D > 6A > 623C, f.D/214A || 253 || 240 || 0 || 35% || Anywhere || Heavy confirm.  
| cl.D > 6A > 623C, Far D/214A || 253 || 240 || 0 || 35% || Anywhere || Heavy confirm.  
|-
|-
| 2B > 2B > f.B > 623A, 214B/D || 199 || 210 || 0 || 30% || Corner ||
| 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, f.D || 143 || 170 || 0 || 20% || Anywhere || CD confirm from anywhere.
| 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 > f.B > 623AC, 6A > 623C, f.D/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 > 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 > f.B > 623A, 623AC, 214B/cl.D || 250 || 210 || 0.5 || 30% || Anywhere || Easier light confirm. Choose your ender for an air reset or soft knockdown.  
| 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 > f.B > 623A, 214BD, 6A > 623C, 214B/214C || 339 || 310 || 0.5 || 45% || Corner ||
| 2B > 2B > 5B > 623A, 214BD, 6A > 623C, 214B/214C || 339 || 310 || 0.5 || 45% || Corner ||
|-
|-
| 2B > 2B > f.B > 623AC, 6A > 623C, 623A, 214B/D || 325 || 310 || 0.5 || 45% || Corner || Slightly weaker light confirm, but transitions easier from optimal midscreen confirm.
| 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, f.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, 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 > f.B > 214A > 236236A/C || 313 || 150 || 1 || 25% || Anywhere || Simple super cancel combo.
| 2B > 2B > 5B > 214A > 236236A/C || 313 || 150 || 1 || 25% || Anywhere || Simple super cancel combo.
|-
|-
| 2B > 2B > f.B > 623A, 623AC, 214BD, 623C, f.D || 351 || 260 || 1 || 40% || Anywhere || Optimal light confirm.
| 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, f.D || 431 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm.
| cl.D > 6A > 623C, 623A, 623AC, 6A > 214BD, run, Far D || 431 || 320 || 1 || 45% || Anywhere || Optimal heavy confirm.
|-
|-
| 2B > 2B > f.B > 623AC, 214BD, 6A > 623C, 623A, 214B/D, cl.C || 422 || 380 || 1 || 55% || Corner || Optimal light confirm.
| 2B > 2B > 5B > 623AC, 214BD, 6A > 623C, 623A, 214B/D, cl.C || 422 || 380 || 1 || 55% || Corner || Optimal light confirm.
|-
|-
| 2B > 2B > f.B > 623A, 623AC, 214BD, 6A > 623C, 214B/D, cl.C || 418 || 380 || 1 || 55% || Corner || Works even if a little far from the corner.  
| 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, f.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, 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 > f.B > 623AC, 6A > 623C, 214A > 236236A/C || 418 || 250 || 1.5 || 40% || Anywhere ||
| 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 > f.B > 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.
| 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

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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

External Links

Elizabeth Combos by Meno

Navigation

The King of Fighters XV
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Characters