The King of Fighters XV/Najd/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 Low light confirm that combos into rekkas and 236k.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 112 Standard heavy starter. 2C has improved horizontal range compared to cl.C at the cost of speed.
cl.C 70 The only starter that will combo directly in 236C, which is used in certain optimal routes.
cl.A, cl.C > 6A 130 Close A link into heavy starter. Also acts as a frame trap.

Other Starters

Combo Damage Notes
CD 75
cl.D 80 Super and Quick Max cancellable overhead.

(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 135 0 Rush combo ending in a special move. Also builds a level.
cl.A > A > A > C 238 1 Rush combo ending in a super
cl.A > A > A > D 367 2 Rush combo ending in a Max super
cl.A > A > A > A 442 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 41236D > 623A 196/249 125/150 0 ~40% Anywhere Can omit the 623A followup for less damage but better oki.
Starter > 623C 178/228 205/230 0 ~25% Anywhere Trades damage for stun(also if you struggle to do half circles in a pinch).

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 6A > 214A, 623A 282/339 205/230 0.5 ~40% Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 236236K, 6A > 623C 368/433 345/370 1.0 ~60% Anywhere Good damage and metergain.
Starter > 41236D > 2141236P 300/360 85/110 1.0 ~25% Anywhere Trades damage for Hard Knockdown.
Starter > 623C > 236236K, 6A > 214AC, 623C 415/484 345/370 1.5 ~60% Anywhere
Starter > 214AC, 6A > 214A, 623A > 2141236P 399/465 205/230 1.5 ~45% Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 236236K, 6A > 623C > 2141236P 448/521 325/350 2.0 ~55% Anywhere
Starter > 623C > 236236K, 6A > 214A, 623A > 2141236P 466/541 305/330 2.0 ~65% Corner Slight corner optimization on the above combo.
Starter > 214AC, 6A > 214A, 623A > 2141236AC 496/570 205/230 2.5 ~40% Anywhere

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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