The King of Fighters XV/Shun'ei/Combos

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< The King of Fighters XV‎ | Shun'ei
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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

Combo Damage Stun Meter Gain Notes
2B > 2B > 2A 51 60 5.5% Standard low light confirm.

Heavy Starters

Combo Damage Stun Meter Gain Notes
cl.D > 6A 122 120 12.5% Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.
f.C > 6A 82 80 8.3% Spaced punish starter.
j.X, cl.C > 6A 176 180 18% Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.

Other Starters

Combo Damage Stun Meter Gain Notes
CD 75 100 7.5% If you trade and don't get knocked down you can still convert off CD.
cl.D > 6B 113 120 12.5% Leads to his air specials.
6B > j.236C 102 80 13.5% Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.
6B > j.236AC 125 40 4.5% Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 2 hits off j.236AC instead of 3, which limits your conversions.
Counterhit j.CD 100 80 8% Leads to juggles.
236CD 75 0 0% Shatter Strike.
6A 60 90 6% Shun'ei's reactable overhead.

Combos

Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)

Rush Auto Combo

Builds 9% meter and deals 45 stun before combo ender.

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move.
cl.A > A > A > C 230 1 Rush combo ending in a super.
cl.A > A > A > D 350 2 Rush combo ending in a Max super.
cl.A > A > A > A 443 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A 106 120 16% Anywhere Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo 133 105 20% Anywhere Better Shun'ei low confirm, believe it or not.
Heavy Starter > 623C, 2D 266 270 40% Anywhere You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though.
Heavy Starter > 214C 194 180 25% Anywhere The damage and meter gain are significantly less, but this does grant you a safejump.
cl.D > 6B > j.236C, 214C 235 220 33% Corner
CD > (214A), 214C 143 160 25% Anywhere This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just skip the 214A cancel and dash up a little before 214C.
CD > (214A), 623A, cl.C 194 250 30% Corner High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.
CD, 623C, 2D 211 250 33% Corner High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.
Counterhit j.CD, 214C 176 140 20% Anywhere
Counterhit j.CD, 623C, 2D 252 230 33% Corner Harder to counterhit confirm than the above combo, and worse okizeme.
Counterhit j.CD > j.236C, 623C, 2D 301 270 40% Corner Even harder to counterhit confirm.
Counterhit j.CD > j236C, 214C 229 180 30% Corner Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.
6B > j.236C, 214C 174 220 22.5% Corner Meterless conversion off frametrap in the corner.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236AC, 214C 183 120 0.5 20% Anywhere Easy to execute and grants a safejump.
Light Starter/Heavy Starter > 623AC, 623C, 214C 260/346 200/260 0.5 40% Anywhere Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
Light Starter > 236AC, 623C, 2D 247 210 0.5 30% Anywhere Easier combo than above. If you aren't point blank or in the corner then 2D will whiff - end with 214A instead in those situations.
cl.D > 6B > j.236C, 623AC, 623C, 214C 376 300 0.5 55% Corner Meter positive.
Light Starter/Heavy Starter > 623AC, j.236C, 623C, 2D 297/385 280/310 0.5 40%/45% Corner Optimal corner combo. Sacrifices 214C okizeme for damage/stun. More technical and difficult than the above combo.
CD > (214A), 623AC, 623C, 214C 284 240 0.5 40% Anywhere Whiffing the 214A will put Shun'ei in range for 623AC, allowing for this combo. This combo won't work if you're cornered and too close to the opponent when you hit CD. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC.
CD > (214A), 623AC, j.236C, 623C, 2D 321 290 0.5 45% Corner TK Blau Wing variation. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC.
CD (Trade), 66, 214AC 177 100 0.5 7.5% Anywhere Trade combo for CD. Need to dash up a little bit before the 214AC.
Counterhit j.CD, 214AC 214 80 0.5 8% Anywhere
Counterhit j.CD, 623AC, 214C 269 140 0.5 20% Anywhere Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.
Counterhit j.CD, 623AC, 623C, 214C 337 220 0.5 40% Anywhere Even harder confirm.
Counterhit j.CD, 623AC, 623A, 623C, 2D 392 310 0.5 45% Corner Version of the above that sacrifices 214C okizeme for damage/stun/meter build.
Counterhit j.CD > j.236C, 623AC, 623C, 214C 381 260 0.5 45% Corner Hardest confirm.
Counterhit j.CD >j.236C, 623AC, 623A, 623C, 2D 432 350 0.5 55% Corner Version of the above that sacrifices 214C okizeme for damage/stun/meter build.
6B > j.236C, 623AC, 623C, 214C 326 220 0.5 45% Corner Optimal conversion off 6B > j.236C in the corner.
6B > j.236AC, 214C 200 100 0.5 16% Anywhere You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.
6B > j.236AC, 623C, 2D 253 190 0.5 30% Corner Even with the worse okizeme, this combo is pretty much always worth it over the above combo.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623C, 214A > 236236K or P 405/397 260 1 40% Anywhere 236236K gives better damage and arguably Shun'ei's best okizeme, you can use 236236P when near or in the corner to avoid cornering yourself.
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C 315/403 200/260 1 35%/40% Anywhere Optimal light confirm. The heavy version is strictly better than the 236236P version of the above combo.
Light Starter > 214A > 236236K 258 120 1 16% Anywhere Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.
2B > Rush Autocombo (214A Ender/B) > 236236K 275 105 1 20% Anywhere Variation on the above that sacrifices stun for damage/meter build. You can do 236K for the Rush Autocombo ender, and then do another 236K to cancel into super.
Light Starter > 236AC, 623AC, j.236C, 623C, 2D 360 250 1 40% Corner Optimal corner combo off of a light confirm. Technical execution, stick to the 236AC, 623AC, 623C, 214C route until you can handle this route's difficulty.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C 441 300 1 55% Corner Optimal corner combo. Light confirms will usually push Shun'ei too far to connect j.236C. You can skip the Tiger Knee Blau Wing until you get the execution down.
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C 421 310 1 45% Corner Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.
CD > (214A), 623AC, 623C, 214AC 312 180 1 30% Anywhere If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.
CD > (214A), 214C > 236236K 295 160 1 50% Anywhere Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. You can do this same combo if CD trades, you just might have to dash up a little before 214C, and you'll have to skip the 214A whiff. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.
CD > (214A), 623AC, j.236AC, 623C, 214C 322 240 1 40% Corner Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.
CD, 623C, 214A > 236236K or P 341/333 240 1 35% Corner You can use 236236P to sacrifice damage for better okizeme. You can do this same combo if CD trades, you just might have to dash up a little before 623C.
CD > (214A), 623AC, j.236C, 623C, 214AC 347 220 1 40% Corner Optimal corner combo. Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just skip the 214A and dash up a little before 623AC.
Counterhit j.CD, 623AC, 623C, 214AC 369 160 1 25% Anywhere You might have to skip 623C depending on spacing.
Counterhit j.CD, 214C xx 236236K 346 140 1 20% Anywhere Sacrifices damage/stun/meter build for sideswitch and 236236K okizeme.
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC 460 280 1 45% Corner
Counterhit j.CD, 623AC, 623A, 623C, 214AC 422 240 1 35% Corner Easier confirm than above.
6B > j.236C, 236236K 272 80 1 13.75% Anywhere
6B > j.236C, 623AC, 623C, 214AC 356 160 1 30% Corner
6B > j.236AC, 214AC 221 40 1 4.5% Anywhere Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.
6B > j.236AC, 623AC, 623A, 623C, 214AC 389 200 1 33% Corner
6A > 236236K or P 192/186 90 1 6% Anywhere Conversion off of Shun'ei's reactable overhead.
236CD, 214C 155 60 0.5 (1) 12.5% Anywhere Shatter Strike conversion. Shatter Strike refunds half a bar on hit.
236CD, 623C, 2D 236 150 0.5 (1) 25% Anywhere Sacrifices 214C okizeme for damage/stun/meter build.
236CD, 623AC, 623C, 214C 326 140 1 30% Anywhere
236CD, 623AC, j.236C, 623C, 2D 372 190 1 33% Corner Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC 341/431 140/200 1.5 22.5%/30% Anywhere Easy BnB. This version can have better okizeme in the corner compared to combos that end in super.
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K or P [382/376]/[478/472] 200/260 1.5 33%/40% Anywhere Generally better than above. Harder light confirm.
Light Starter > 236AC, 623C, 214A > 236236K or P 367/361 200 1.5 33% Anywhere Easier light confirm.
Light Starter > 623AC, j.236C, 623C, 214A > 236236K or P 401/395 240 1.5 45% Corner Light confirm corner optimal. Harder to confirm and difficult to execute.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P 498/492 300 1.5 55% Corner Corner optimal.
CD > (214A), 623AC, 623C, 214C > 236236K or P 406/400 240 1.5 40% Anywhere You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.
CD > (214A), 623AC, j.236AC, 623C, 214AC 344 180 1.5 30% Corner Dubious route that allows you access to 214AC oki, which can be slightly better than 236236P oki in the corner. You can safely ignore this route unless you're really trying to optimize your okizeme.
Counterhit j.CD, 623AC, 623C, 214C > 236236K or P 479 220 1.5 40% Anywhere
Counterhit j.CD, j.236AC, 623AC, 623A, 623C, 214AC 444 240 1.5 35% Corner Alternative route if you want 214AC oki. You can skip the j.236AC and sacrifice 22 damage for an easier confirm.
6B > j.236C, 623AC, 236AC, 623A, 214AC 402 160 1.5 27.5% Corner
6B > j.236AC, 214C > 236236K 331 100 1.5 18% Anywhere Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.
6B > j.236AC, 623AC, 623A, 623C, 214AC 389 200 1.5 33% Corner
236CD, 623C, 214A > 236236K or P 391 140 1.5 27.5% Anywhere
236CD, 623AC, 623C, 214AC 360 80 1.5 18% Anywhere May be preferable over the above route for 214AC oki.
236CD, 623AC, j.236AC, 623C, 214C 377 140 1.5 30% Corner Technical route that ends in 214C knockdown.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C > 236236K or P [429/423]/[525/519] 200/260 2 35%/40% Anywhere
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K 555 300 2 55% Corner
Heavy Starter > 236AC, j.236AC, 623AC, 623A, 623C, 214AC 490 280 2 40% Corner Optional route if you prefer to sacrifice damage for 214AC oki.
Light Starter/Heavy Starter > 236AC, 623AC, 236AC, 623A, 214AC 380/474 140/200 2 18%/25% Corner Easier version of the above that works off of your light starter.
(QM) 2B > 2B > 5B > BC, cl.C > 6A > 623AC, 623C, 236236K 376 280 2 10% Anywhere 1000 and 1250 Max timer combo. Weaker than your regular combos. "..." will denote 2B > 2B > 5B
(QM) ... > BC, cl.C > 6A 236AC, 623AC, 214C, 236236K 417 260 2 10% Anywhere 1500 Max timer combo. About as strong as your regular light confirm, though still weaker from heavy normals.
(QM) ... > BC, cl.C > 6B > j.236C, 623AC, 214C > 236236K 397 300 2 10% Anywhere 1000 Max timer corner combo.
(QM) ... > BC, cl.C > 6B > j.236C, 623AC, 623C, 214C > 236236K 435 300 2 10% Anywhere 1250 and 1500 Max timer corner combo.
Light Starter/Heavy Starter > 623AC, 623C, 236236BD 473/536 170 2.5 25% Anywhere You can use 236AC instead of 623AC instead for an easier confirm. The combo plays out exactly the same.
Light Starter/Heavy Starter > 623AC, (delay) 623C, 236236AC 464/533 150 2.5 20% Anywhere Alternate combo to avoid switching sides. The delay is fairly specific. 214C can be easier.
Light Starter > 623AC, 623C, 214C > 236236BD 519 230 2.5 40% Corner
Light Starter > 236AC, 623C, 214A > 236236BD 504 230 2.5 40% Corner
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD 606 300 2.5 55% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236K > 236236AC 534 150 3 20% Anywhere Finnicky Advanced Cancel. You have to reverse the 236236AC input and time it so you still get all the hits of the 236236K. Try counting the hits of 236236K to help your timing.
Heavy Starter > 623C, 214A > 236236K > 236236AC 652 260 3 40% Anywhere
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD 564 230 3 40% Corner
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD 661 300 3 55% Corner
(QM) ... > BC, cl.C > 6A > 623AC, (delay) 214C > 214236CD 525 260 3 10% Corner 1000 Max timer combo.
(QM) ... > BC, cl.C > 6A > 214C > 236236K > 214236CD 588 260 3 10% Anywhere 1250 Max timer combo. Very strong, generally this will be optimal midscreen, even if you chose to spend 3.5 bars. You will have to input the Climax in reverse.
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD 611 340 3 10% Anywhere 1500 Max timer combo.
(QM) ... > BC, cl.C > 6B > 236C, 623AC, 214C > 214236CD 548 300 3 10% Corner 1000 Max timer corner combo. For 1250 and 1500, use the midscreen combos.
Light Starter > 623AC, 623C, 214C > 236236P > 236236BD 625 230 3.5 40% Corner Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD 712 300 3.5 55% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD 694 260 4 10% Anywhere 1250 Max timer combo. Optimal for 4 bars. Does 761 damage from a cl.D > 6A starter.
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD 717 340 4 10% Anywhere 1500 Max timer combo. Does 786 damage from a cl.D > 6A starter.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Shun'ei Combos by Meno

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