Difference between revisions of "The King of Fighters XV/Haohmaru/Combos"

From Dream Cancel Wiki
Jump to navigation Jump to search
(Created page with "{{#lst:{{BASEPAGENAME}}/Combos|Links}} {{ComboLegend-KOFXV}} {{CharNavbox_XV}} ==Combo Notation Guide== {|class="wikitable" ! Notation !! Meaning |- | '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. |- | '''>''' || Cancel the previous move into the following move.<br />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 followin...")
 
m (added combo video links)
Line 128: Line 128:


==External Links==
==External Links==
{{#ev:youtube|qldw3qLFYH8|||'''Haohmaru Combos by Kakuge'''|frame}}
{{#ev:youtube|1-zVMrE9N8c|||'''Haohmaru Combos by Kakuge'''|frame}}


{{#ev:youtube|Ty1TESQFqeE|||'''Haohmaru Combos by Meno'''|frame}}
{{#ev:youtube|-3tR4i0etbE|||'''Haohmaru Combos by Meno'''|frame}}




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

Revision as of 02:18, 27 October 2022

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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

(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 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes

EX

Combo Damage Stun Meter cost Meter Gain Location notes


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

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

Haohmaru Combos by Kakuge
Haohmaru Combos by Meno


Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters