The King of Fighters XV/Goenitz/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 > 2A 38 Your only reliable light confirm, as far A whiffs on crouchers. You can technically get three lights(e.g. 2B 2A 2A)but the range required is so close it's not realistic.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 112 Standard heavy and jump-in starter. While 2C isn't subject to proximity like close C, 2C's horizontal range is approximately identical.
cl.B > cl.C > 6A 136 Light-heavy frame trap/link, but as with the three light starter, requires near point-blank range.

Other Starters

Combo Damage Notes
CD 75
6A > MAX 60 Overhead starter. Not an overhead when canceled into.
far C > 5C > MAX 108 Target combo that can only be MAX/Super canceled.

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

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 172 0 Rush combo ending in a special move
cl.A > A > A > C 242 1 Rush combo ending in a super
cl.A > A > A > D 373 2 Rush combo ending in a Max super
cl.A > A > A > A 426 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 4A > 4A 139 155 0 ~17% Anywhere Meterless from lights, it's this or autocombo.
Heavy Starter > 214C > 4C > 4C 237 220 0 ~27% Anywhere Optimal damage and stun, gives a safejump.
Heavy Starter > 623A 220 210 0 ~25% Anywhere Less damage, oki, and metergain, but 623A can be braked to be made safe.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 0.5 0% Anywhere Placeholder notes

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 1 0% Anywhere Placeholder notes

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 2 0% Anywhere Placeholder notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 3 0% Anywhere Placeholder notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 4 0% Anywhere Placeholder notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 5 0% Anywhere Placeholder notes

External Links

Navigation

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