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. Using a Heavy Starter simply grants 79 extra damage, .08 extra meter, and 45 extra stun.

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 128 45 0 .19 Anywhere 41236B has incredible oki, trivially setting up a left/right j.C meaty. Maintains sides.
Light Starter > 41236P > 236K 189 45 0 .26 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
Light Starter > 214BD, 623D > 236K 276 45 0.5 .26 Anywhere Can omit 236K for left/right oki (at the cost of 22 damage and .03 meter).
Light Starter > 214BD, 214A > 236K 276 45 0.5 .26 Back-to-corner Steals the corner and can grant safejump oki if you omit the 236K (at the cost of 22 damage and .03 damage).
Light Starter > 41236AC > 236K, 214A > 236K 285 45 0.5 .26 Back-to-corner The 214A link is technically possible anywhere but requires a microdash 1F link. No oki outside of the corner.
41236AC > 236K, 2D 209 70 0.5 .08 Anywhere 1F punish with the potential for cheeky oki using 214D.
41236AC > 236K, 214A > 236K 279 0 0.5 .22 Back-to-corner High damage 1F punish. The 214A link is technically possible anywhere but requires a microdash 1F link.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214BD, 623BD > 236K, 2D 324 115 1 .12 Anywhere Great damage combo that works in any situation but lacks strong oki.
Light Starter > 214A > 236236K 324 45 1 .23 Anywhere Great damage with great oki. Left/right mix when (very) far from the corner.
Light Starter > 214BD, 623BD > 236K, 214A > 236K 385 45 1 .26 Corner Massive damage but no safejump oki. The 214A link is technically possible anywhere but requires a microdash 1F link.
Light Starter > 214BD, 623BD > 236K, CD 320 145 1 .115 Corner Less damage than the alternatives, but keeps the corner and grants safejump oki.
Light Starter > 41236AC > 236K, 623BD > 236K, 214A > 236K 378 45 1 .26 Back-to-corner Back must be practically touching the wall to link 623BD after 41236AC. Thus, does not work with a Heavy Starter.
Light Starter > 41236AC > 236K, 214BD, 623D > 236K 348 45 1 .26 Back-to-corner Solid damage and can omit 236K to grant a safejump (at the cost of 16 damage and .03 meter).
Heavy Starter > 236CD, cl.D > 6B(1) > 41236A > 236K 342 180 1 .97 Anywhere Nearly recoups the meter spent. Can omit 236K for left/right oki (at the cost of 13 damage and .03 meter).
214B/D > 236236K 251/271 60 1 .13 Anywhere Meter dump after a raw 214K.
623B/D > 4123641236P 309/329 0 1 .17 Anywhere Meter dump after an anti-air 623K.
41236AC > 236K, 66, 214AC > 236K 303 0 1 0 Anywhere High damage 1F punish. 214AC has more range than 214A, making the link more viable (a 4F window but still quite tricky).
41236AC > 236K, 623BD > 236K, 214A > 236K 388 0 1 .22 Back-to-corner Back must be practically touching the wall to link 623BD after 41236AC. Also completely gives up oki.
41236AC > 236K, 214BD, 623D > 236K 354 0 1 .22 Back-to-corner Steals the corner and can grant safejump oki if you omit the last 236K (at the cost of 19 damage and .03 meter).
Light Starter > 214BD, 623D > 4123641236P 403 45 1.5 .23 Anywhere Great damage but no oki unless back is to the corner.
Light Starter > 214BD, 214A > 236236K 388 45 1.5 .23 Anywhere Solid damage for 1.5 bar and it gives great oki.
Light Starter > 214BD, 623BD > 236K, 214AC > 236K 406 45 1.5 .04 Corner Technically possible anywhere but it requires a microdash 214AC.
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K 425 45 1.5 .23 Back-to-corner Max damage for 1.5 bar but has zero oki.
Light Starter > 41236AC > 236K, 623BD > 236K, 214BD, 214A > 236K 429 45 1.5 .26 Back-to-corner Back must be practically touching the wall to link 623BD after 41236AC. Thus, does not work with a Heavy Starter.

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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