The King of Fighters XV/Shingo Yabuki/Combos

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The King of Fighters XV


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.
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 "{}".


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

Starting Ex needed Combo Damage Notes
0 2lk > 2lp > 236A 101 (119) = Avg 104 Standard low light confirm.
0 2lk > 2lp > 421B 154 (164) = Avg 156 More damage but a lot of recevory, so don't miss.

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.)


General Notes:

  • Notation: Unchain followups are written using a ~ to connect the moves. So it will read as starter~unchain circle~finisher.
Combo Damage Stun Meter cost Meter Gain Location notes

External Links


The King of Fighters XV

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous