The King of Fighters XV/Shingo Yabuki/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.
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 The best 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 30 more damage.

External Links

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

Navigation

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