The King of Fighters XV/Shermie/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

Note: Shermie can string an assortment of light attacks to start a combo. The following are a small sample of reliable starters.

Combo Damage Notes
2B > 2A 38 Standard low light confirm. Small damage but very reliable.
2B > cl.A > f.B(1) 51 Strong, stable light confirm. cl.A minimizes pushback and f.B(1) negates additional pushback.
2B > 2A > f.A 60 2A avoids proximity normals but has enormous pushback. f.A has higher damage than f.B(1) but does not negate pushback.
2B > 5B(1) 29 Minimal damage but avoids any issues with pushback, stubby normals, or proximity attacks.

Heavy Starters

Note: Shermie does not have any combos that are unique to Heavy Starters. In other words, Light Starter combos will always work for Heavy Starter combos.

Combo Damage Notes
cl.C > 6B(1) 117 Not the highest damage starter but the most practical due to its speed.
cl.D > 6B(1) 127 Slightly more damage but more situational.
cl.A/2A, cl.C > 6B(1) 136 Light to heavy link. Will not work after a jump-in but is very reliable after a cross-up.
2A > cl.A, cl.C > 6B(1) 153 Double light to heavy link. Max damage but must be absolutely point blank.

Other Starters

Combo Damage Notes
CD 75

(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 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.

0 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 41236B 136 60 0 .205 Anywhere 41236B has incredible oki, trivially setting up a left/right j.C meaty. Maintains sides.
Light Starter > 41236P > 236K 194 60 0 .275 Anywhere Omit the 236K for incredible oki (at the cost of 24 damage and .03 meter). Swaps sides.
Heavy Starter > 41236B 207 90 0 .270 Anywhere 41236B has incredible oki, trivially setting up a left/right j.C meaty. Maintains sides.
Heavy Starter > 41236P > 236K 268 90 0 .340 Anywhere Omit the 236K for incredible oki (at the cost of 25 damage and .03 meter). Swaps sides.

0.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > st.A > 214BD > 623K > 236K 275 60 0.5 Anywhere
41236AC > 236K > cr.D 209 70 0.5 Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
j.(x) > cl.C > 6B (1) > 236CD > cl.D > 6B (1) > 41236K 358 250 1 Anywhere
cr.B > st.A > 214BD > 623BD > 236K > cr.D 339 130 1 Anywhere
214K > [SC] 236236K 236 60 1 Anywhere
j.(x) > cl.D > 6B (1) > 214BD > 623BD > 236K > micro run 214A 489 160 1 Anywhere Example can be found here.
j.(x) > cl.D > 6B (1) > 214BD > 623BD > 236K > 5CD 455 260 1 Corner True 4f safe jump setup. Demonstration can be found here.

1.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > st.A > 214BD > 623K > [SC] 4123641236P 402 60 1.5 Anywhere
cr.B > st.A > 214BD > 214A > [SC] 236236K 388 60 1.5 Anywhere
cr.B > st.A > 214BD > 623BD > 236K > 214AC 406 60 1.5 Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

2.5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
41236AC > 236K > [AC] 236236BD 409 0 2.5 Anywhere
cr.B > st.A > 214BD > 214A > [AC] 236236BD 493 60 2.5 Anywhere
cr.B > st.A > 214BD > 623K > [AC] 4123641236AC 526 60 2.5 Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cr.B > st.A > Quick Max > cl.D > 6B (1) > [SC] 4123641236P > [CC] Climax 573 150 3 Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Raw Max > j.(x) > cl.D > 6B (1) > 214A > [SC] 236236K > [AC] 4123641236AC > [CC] Climax 1047 140 4 Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Shermie Combos by Meno
Shermie Combos by Kakuge / Fighting Games

Navigation

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