Difference between revisions of "The King of Fighters XV/Shingo Yabuki/Combos"

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The other starters in each table should also work in each case, but may not.  
The other starters in each table should also work in each case, but may not.  


When the combo uses 236AC, the follow-up of the combo will be noted in brackets. Remember the combo routes take in account that you can always follow-up 236AC with a 214D if you don't get a critical hit.
When the combo uses 236AC : if the 236AC wasn't a critical Hit, you can follow the follow-up noted in brackets.
Globally, if the 236AC was used on opponent on the ground, you will be able to follow-up with good rewards even if you didn't get a critical hit. On the other hand, if the 236AC was used to juggle an opponent, then there won't be follow-ups if the move doesn't get critical.


===Light Starters===
===Light Starters===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Starting Ex needed !! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
|0|| 2lk > 2lp > 236A || 101 (119) = Avg 104 || Standard low light confirm.
|2B > 2A || || Standard light starter
|}
 
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
|-
|0|| 2lk > 2lp > 421B || 154 (164) = Avg 156 || More damage but a lot of recevory, so don't miss.
| '''j.C > ?''' || || Standard jump-in starter.
|-
|-
|0|| 2lk > 2lp > 623C || 145 (164) = Avg 148 ||  
| cl.D || 80 || Most damaging starter but slower than cl.C
|-
|-
|1 Ex|| 2lk > 2lp > 236AC [214D] ( > 214C > 421D ) || 180 (372) = Avg 248 || Your go-to combo for 1bar : most damaging average and more damaging maximum
| cl.C || 70 || Slightly less damage but faster than cl.D
|-
|-
|1 Ex|| 2lk > 2lp > 421BD ( > 623A ) || 182 (267) = Avg 210 ||  
| cl.A > 5C || || Link to a Heavy combo but only when in range.
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
|-
|2 Ex|| 2lk > 2lp > 236A Crit > 214236A > 214D || 302 (337) = Avg 309 || the more damaging average route with 2 bars, so the best choice if you don't need to test the guard
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
 
==Combos==
===Meterless===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
|2 Ex|| 2lk > 2lp > 236AC ( > 214C > 421B > 421BD (> 623A))|| 180 (520) = Avg 288 || Can do a lot more damage than the Super Cancel, but the average damage is less good.
| 2B > 2A > 236A || 101 (119) = Avg 104 || || || Anywhere || Standard low light confirm.
|-
|-
|3 Ex|| 2lk > 2lp > 236AC ( > 214C > 236C > 214236C > 214D) || 180 (525) = Avg 303 || You can follow-up with OTG when not too far from the border
| 2B > 2A > 421B || 154 (164) = Avg 156 || || || Anywhere || More damage but a lot of recovery, so don't miss.
|-
|-
|3 Ex|| 2lk > 2lp > 236AC ( > 214C > 214BD > 421BD > 623A) || 180 (550) = Avg 302 || Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
| 2B > 2A > 623C || 145 (164) = Avg 148 || || || Anywhere ||
|}
 
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
|3 Ex|| 2lk > 2lp > 236AC ( > 214C > 421BD > 421BD > 623A) || 180 (659) = Avg 321 || A bit tricky but it's the most damaging route from lights with 3 Ex
| J.D > 2C > 6B > 214A > 421B || 346 (406) || || || Anywhere ||  Using 2C in this combo will make sure 214A doesn't whiff.
|-
| J.D > 5C > 6B > 61234D|| 268 (385) || ||  || Anywhere || Your new Bread and Butter.
|-
| J.D > 2C > 6B > 214A > 623A || 314 (347) || ||  || Corner ||  Using 2C in this combo will make sure 214A doesn't whiff.
|}
 
===0.5 Bar===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 236AC [61234D] (> 214C > 421D) || 180 (372) = Avg 248 || || 0.5 || || Anywhere || Your go-to combo for 0.5bar : use [61234D] if 236AC doesn't crit, use (> 214C > 421D) if it does.
|-
| 2B > 2A > 421BD ( > 623A ) || 182 (267) = Avg 210 || || 0.5 || || Anywhere ||
|}
|}


===Heavy Starters===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| J.D > 2C > 6B > 214A > 421BD (> 623A) || 346 (406) || || 1 || || Anywhere ||  Using 2C in this combo will make sure 214A doesn't whiff.
|-
| J.D > 5C > 6B > 61234BD > 421D || 371 (397) = Avg 379 || || 1 || || Anywhere || More consistent combo if you don't want to gamble on 421BD critting.
|-
|-
| '''j.X > ?''' || || Standard jump-in starter.
| J.D > 5C > 6B > 236AC > 214C > 421D || 301 (481) = Avg 365 || || 1 || || Anywhere || The route with the least dmg in average, but higher max damage.
|}
|}


===Other Starters===
===1 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 5A > 623A > 214236A  (> 63214D) || 306 (336)|| || 1 || || Anywhere || Super combo from lights. You have to connect the super VERY late in order to recover in time to do an OTG.
|-
| 2B > 2A > 2A > 236AC [41236BD > 61234D] ( > 214C > 421BD (> 623A))|| 296 (520) || || 1 || || Anywhere || Most damaging route for 1 bar.
|-
| 2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 236C > 214236C {> 63214D}) || 296 (496) || || 1.5 || || Anywhere || You can follow-up with OTG when not too far from the corner.
|-
| 2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 63214BD > 421BD > 623A) || 296 (550) || || 1.5 || || Anywhere || Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
|-
| 632146KK  >  421BD ( > 623A)|| 202 (254)  || || 1.5 || || Anywhere || Command grab combo. Generally wouldn't recommend spending bar on the grab itself, since 421BD connects fine on a meterless grab.
|-
|-
| CD || 75 ||
 
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
'''General Notes:'''
* Notation: Unchain followups are written using a '''~''' to connect the moves. So it will read as '''starter'''~'''unchain circle'''~'''finisher'''.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo From C or D!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| J.D > 5C > 6B > 236AC [41236BD > 61234D] (> 214C > 421BD > 623A) || 403 (545) || || 1 || || Anywhere ||  Most damaging combo from a heavy starter.
|-
| J.D > 5C > 6B > 214C > 214236C > 63214D || 433 (467) || || 1 || || Anywhere || Super combo.
|-
| J.D > 5C > 6B > 214AC > 421BD (> 623A) || 380 (472) || || 1 || || Anywhere ||
|-
| J.D > 5C > 6B > 63214BD > 236A > 214236C > 62214D || 502 (550) || || 1.5 || || Anywhere || Best combo for 1.5 bar.
|-
| J.D > 5C > 6B > 63214BD >  214AC > 421BD > 623A || 468 (571) || || 1.5 || || Anywhere || Better than the previous combo if you start too far from the corner to OTG after super.
|}
|}


===2 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
| 2B > 2A > 2A > 236A > 214236AC  (>  63214B)|| 398 (433) || || 2 || || Anywhere || ,Most consistent and average route for 2 bars.
|-
| 2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 421BD > 623A > 236236A)|| 296 (588) || || 2 || || Anywhere || Your big confirm with super.
|-
| 2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 421BD > 421BD > 623AC)|| 296 (617) || || 2 || || Anywhere || No super route. average damage is less interesting then using Supers. If you feel lucky, though, it has the potential to do 30 more damage when you do full crit.
|}


==External Links==
==External Links==
Breakdown of statistical analysis and ponderation of damage for each combo route (WIP) :
https://t.co/9o3YBJLP8D


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

Latest revision as of 10:40, 4 March 2023

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.
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 "{}".

For Shingo, due to Critical Hits, combo will be noted if possible with the minimum DMG for the route, and the maximum, and also the global average of all the combo routes. This way, you will be able to choose knowingly if you prefer the potentially more damaging route, or the more consistent, and how it averages over time.

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.

When the combo uses 236AC : if the 236AC wasn't a critical Hit, you can follow the follow-up noted in brackets. Globally, if the 236AC was used on opponent on the ground, you will be able to follow-up with good rewards even if you didn't get a critical hit. On the other hand, if the 236AC was used to juggle an opponent, then there won't be follow-ups if the move doesn't get critical.

Light Starters

Combo Damage Notes
2B > 2A Standard light starter

Heavy Starters

Combo Damage Notes
j.C > ? Standard jump-in starter.
cl.D 80 Most damaging starter but slower than cl.C
cl.C 70 Slightly less damage but faster than cl.D
cl.A > 5C Link to a Heavy combo but only when in range.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Meterless

Combo Damage Stun Meter Gain Location Notes
2B > 2A > 236A 101 (119) = Avg 104 Anywhere Standard low light confirm.
2B > 2A > 421B 154 (164) = Avg 156 Anywhere More damage but a lot of recovery, so don't miss.
2B > 2A > 623C 145 (164) = Avg 148 Anywhere
Combo Damage Stun Meter Gain Location Notes
J.D > 2C > 6B > 214A > 421B 346 (406) Anywhere Using 2C in this combo will make sure 214A doesn't whiff.
J.D > 5C > 6B > 61234D 268 (385) Anywhere Your new Bread and Butter.
J.D > 2C > 6B > 214A > 623A 314 (347) Corner Using 2C in this combo will make sure 214A doesn't whiff.

0.5 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 236AC [61234D] (> 214C > 421D) 180 (372) = Avg 248 0.5 Anywhere Your go-to combo for 0.5bar : use [61234D] if 236AC doesn't crit, use (> 214C > 421D) if it does.
2B > 2A > 421BD ( > 623A ) 182 (267) = Avg 210 0.5 Anywhere
Combo Damage Stun Meter Cost Meter Gain Location Notes
J.D > 2C > 6B > 214A > 421BD (> 623A) 346 (406) 1 Anywhere Using 2C in this combo will make sure 214A doesn't whiff.
J.D > 5C > 6B > 61234BD > 421D 371 (397) = Avg 379 1 Anywhere More consistent combo if you don't want to gamble on 421BD critting.
J.D > 5C > 6B > 236AC > 214C > 421D 301 (481) = Avg 365 1 Anywhere The route with the least dmg in average, but higher max damage.

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 5A > 623A > 214236A (> 63214D) 306 (336) 1 Anywhere Super combo from lights. You have to connect the super VERY late in order to recover in time to do an OTG.
2B > 2A > 2A > 236AC [41236BD > 61234D] ( > 214C > 421BD (> 623A)) 296 (520) 1 Anywhere Most damaging route for 1 bar.
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 236C > 214236C {> 63214D}) 296 (496) 1.5 Anywhere You can follow-up with OTG when not too far from the corner.
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 63214BD > 421BD > 623A) 296 (550) 1.5 Anywhere Nearly as good as Super route - Favor it when you won't be able to follow-up super (more than 3/4 distance from other corner)
632146KK > 421BD ( > 623A) 202 (254) 1.5 Anywhere Command grab combo. Generally wouldn't recommend spending bar on the grab itself, since 421BD connects fine on a meterless grab.
Combo From C or D Damage Stun Meter Cost Meter Gain Location Notes
J.D > 5C > 6B > 236AC [41236BD > 61234D] (> 214C > 421BD > 623A) 403 (545) 1 Anywhere Most damaging combo from a heavy starter.
J.D > 5C > 6B > 214C > 214236C > 63214D 433 (467) 1 Anywhere Super combo.
J.D > 5C > 6B > 214AC > 421BD (> 623A) 380 (472) 1 Anywhere
J.D > 5C > 6B > 63214BD > 236A > 214236C > 62214D 502 (550) 1.5 Anywhere Best combo for 1.5 bar.
J.D > 5C > 6B > 63214BD > 214AC > 421BD > 623A 468 (571) 1.5 Anywhere Better than the previous combo if you start too far from the corner to OTG after super.

2 Bars

Combo Damage Stun Meter Cost Meter Gain Location Notes
2B > 2A > 2A > 236A > 214236AC (> 63214B) 398 (433) 2 Anywhere ,Most consistent and average route for 2 bars.
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 421BD > 623A > 236236A) 296 (588) 2 Anywhere Your big confirm with super.
2B > 2A > 2A > 236AC [41236BD > 63214D] ( > 214C > 421BD > 421BD > 623AC) 296 (617) 2 Anywhere No super route. average damage is less interesting then using Supers. If you feel lucky, though, it has the potential to do 30 more damage when you do full crit.

External Links

Breakdown of statistical analysis and ponderation of damage for each combo route (WIP) : https://t.co/9o3YBJLP8D

Navigation

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