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The King of Fighters XV/Goenitz/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

Combo Damage Notes
2B > 2A 38 Your only reliable light confirm, as far A whiffs on crouchers. You can technically get three lights(e.g. 2B 2A 2A)but the range required is so close it's not realistic.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 112 Standard heavy and jump-in starter. While 2C isn't subject to proximity like close C, 2C's horizontal range is approximately identical.
cl.B > cl.C > 6A 136 Light-heavy frame trap/link, but as with the three light starter, requires near point-blank range.

Other Starters

Combo Damage Notes
CD 75
6A 60 Overhead Quick Max starter. Not an overhead when canceled into.
f.C ~ C 108 Target combo that can only be Super or Quick Max canceled.

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

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 172 0 Rush combo ending in a special move
cl.A > A > A > C 242 1 Rush combo ending in a super
cl.A > A > A > D 373 2 Rush combo ending in a Max super
cl.A > A > A > A 426 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A ~ 4P ~ 4P 139 155 0 19% Anywhere Meterless from lights, it's this or autocombo.
Heavy Starter > 214C ~ 4P ~ 4P 237 220 0 31.5% Anywhere Optimal damage and stun, gives a (manually timed)safejump.
Heavy Starter > 623A 220 210 0 26.5% Anywhere Less damage, oki, and metergain, but 623A can be braked to be made safe.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC ~ 4P ~ 4P, 623C 236 145 0.5 21% Anywhere Sends the opponent fullscreen, but optimal midscreen damage.
Light Starter > 214AC ~ 4P ~ 4P, 623C ~ AB, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P 336 305 0.5 50% Corner Corner combo, gives a (manually timed)safejump.
Heavy Starter > 41236AC, 623D ~ 623C 385 260 0.5 41.5% Anywhere Sends the opponent fullscreen, but optimal midscreen damage.
Heavy Starter > 41236AC, 623D ~ 214C ~ 4P ~ 4P 382 270 0.5 44.5% Anywhere Sacrifices damage for oki(gives manual safejump) and slightly more stun.
Heavy Starter > 41236AC, run, 623C ~ AB, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P 437 370 0.5 50.75% Corner Optimal corner damage, gives manual safejump, but requires a very particular delay on the 214C series(see video here).. Also note, most routes that include "run, cl.D(1)" can have that section omitted for easier execution(but less damage).
Heavy Starter > 41236AC, run, cl.D(1) > 623D ~ 623C ~ AB, 214A ~ 4P ~ 4P 420 370 0.5 52.5% Corner Slightly easier than the above combo, but gives less damage and worse oki.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC ~ 4P ~ 4P, 623C ~ AB, 623BD ~ 214C ~ 4P ~ 4P 333 215 1.0 33% Anywhere Optimal.
Light Starter > 214A ~ 4P ~ 4P > 2363214P 292 155 1.0 19% Anywhere If you aren't ready for the EX confirm.
Light Starter > 214AC ~ 4P ~ 4P, 623C ~ AB, cl.D(1) > 623D ~ 623AC 364 195 1.0 30% Corner Corner combo.
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C 477 260 1.0 45.5% Anywhere Optimal damage, but no oki.
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P 473 310 1.0 48.5% Anywhere Trades small amount of damage for better metergain, oki, and stun.
Heavy Starter > 623BD ~ 41236AC, run, 623C ~ AB, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P 505 370 1.0 57.5% Corner Optimal corner damage and stun.
236CD, cl.D(1) > 41236AC, 623D ~ 623C 348 190 1.0 34% Midscreen Grounded Shatter Strike combo, will not work in the corner.
236CD, 214AC ~ 4P ~ 4P, 623C ~ AB, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P 350 260 1.0 46% Corner Grounded Shatter Strike combo.
236CD, run, cl.D(1) > 623D ~ 41236AC, run, 623C 350 190 1.0 34% Midscreen Anti-air Shatter Strike combo.
236CD, 214AC ~ 4P ~ 4P, cl.D(1) > 623C 281 140 1.0 21% Corner Anti-air Shatter Strike combo, note: will not work if the opponent is far from you when you do 214AC.
Light Starter > 214AC ~ 4P ~ 4P, 623C ~ AB, 623BD ~ 41236BD, run, 623B ~ 214C ~ 6P ~ 6P 412 265 1.5 43% Anywhere Arguably impractical midscreen.
Light Starter > 214AC ~ 4P ~ 4P, 623C > 2363214P 378 145 1.5 21% Anywhere Way easier than the above.
Light Starter > 214AC ~ 4P ~ 4P, 623C ~ AB, cl.D(1) > 623D ~ 214C ~ 4P ~ 4P > 2363214A 437 305 1.5 50% Corner
Heavy Starter > 623BD ~ 41236AC, 623D ~ 214AC ~ 4P ~ 4P, cl.D(1) > 623C 523 300 1.5 45.5% Anywhere As with the 1.0 bar route, you can swap 623C for 214C series for less damage but better metergain, oki, and stun.
Heavy Starter > 623BD ~ 41236AC, run, 623C ~ AB, cl.D(1) > 623D ~ 623AC 533 260 1.5 37.5% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A ~ 4P ~ 4P > 2363214AC 407 155 2.0 19% Anywhere For 2.0 from lights, Quick Max is generally better.
Light Starter > 214AC ~ 4P ~ 4P, cl.D(1) > 623BD ~ 623C ~ AB, 214A ~ 4P ~ 4P > 2363214P 436 255 2.0 32% Corner Corner only, worse damage than the 1250 and 1500 Quick Max.
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C > 2363214P 600 300 2.0 45.5% Anywhere Optimal midscreen and corner damage.
Starter > BC, cl.C > 41236AC, 623D ~ 623C > 2363214P 428/502 265/330 2.0 4%/11.5% Anywhere 1000 Quick Max and the optimal midscreen 2 bar combo from lights.
Starter > BC, cl.C > 623BD ~ 41236AC, 623C > 2363214A 445/519 215/280 2.0 4%/11.5% Anywhere 1250 Quick Max. Similar combo to above, but rearranged to better scale with time for two EX specials. Note: Super must be A version, as the C version will whiff.
Starter > BC, cl.C > 6A > 623BD ~ 41236AC, 623D ~ 623C > 2363214P 486/560 305/370 2.0 4%/11.5% Anywhere 1500 Quick Max. 6A and 623D added due to additional time.
Light Starter > 214AC ~ 4P ~ 4P, 623C > 2363214AC 487 145 2.5 21% Anywhere
Heavy Starter > 623BD ~ 41236AC, 623D ~ 214AC ~ 4P ~ 4P, cl.D(1) > 623C > 2363214P 624 300 2.5 45.5% Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A ~ 4P ~ 4P > 2363214P > 6321463214AC 558 155 3.0 19% Anywhere
Heavy Starter > 623A > 2363214P > 6321463214AC 696 210 3.0 26.5% Anywhere Optimal damage.
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > 623D ~ 623C > 2363214AC 693 300 3.0 45.5% Anywhere Only slightly less damage but noticeably more stun and metergain.
Starter > BC, cl.C > 6A > 41236AC, 623B > 2141236CD 503/577 205/270 3.0 4%/11.5% Anywhere 1000 Quick Max midscreen.
Starter > BC, cl.C > 6A > 41236AC, 623D ~ 623C > 2141236CD 598/672 305/370 3.0 4%/11.5% Anywhere 1000 Quick Max corner.
Starter > BC, cl.C > 623A > 2363214P > 2141236CD 616/690 215/280 3.0 4%/11.5% Anywhere 1250 and 1500 Quick Max optimal 3 bar combo from lights. Note 1500 gives you time for 6A after cl.C, but due to scaling can actually reduce the combo's total damage.
Light Starter > 214AC ~ 4P ~ 4P, 623C > 2363214P > 6321463214AC 625 145 3.5 21% Anywhere Note: For both listed 3.5 bar combos, adding a cl.D(1) in the corner will not increase total damage.
Heavy Starter > 41236AC, 623D ~ 623C > 2363214P > 6321463214AC 774 260 3.5 41.5% Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.C > 623A > 2363214AC > 2141236CD 725/799 215/280 4.0 4%/11.5% Anywhere Note: 1500(anchor QM timer) gives you time for 6A after cl.C, but due to scaling will actually reduce the combo's total damage.
Heavy Starter > 623BD ~ 41236AC, 623D ~ 623C > 2363214P > 6321463214AC 817 260 4.0 41.5% Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623BD ~ 41236AC, run, cl.D(1) > BC, 623B ~ 214C ~ 4P ~ 4P > 2363214AC > 2141236CD 877 310 5.0 4% Anywhere
Heavy Starter > 623BD ~ 41236AC, 623BD ~ 623C ~ AB, 214AC ~ 4P ~ 4P, cl.D(1) > BC, 623B ~ 214C ~ 4P ~ 4P > 2363214A > 2141236CD 921 370 5.0 13% Corner Need to input 214AC immediately after the 623C brake(button hold is recommended).

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