The King of Fighters XV/K'/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 > 2B 29 Standard low light confirm. (Some combos allow a third '2B').

Heavy Starters

Combo Damage Notes
j.X > 2C > 4B 181 Standard jump-in starter. cl.C is slightly faster but 2C has the better range.
cl.C > 4B 117 Fastest combo starter. Best used after a close jump-in for the extra speed.
Always works in the same combos as '2C > 4B'.
cl.D > 4B 127 Most damaging combo starter. Some combos don't work with this starter after a jump-in however
(cancels into 214B/D/BD will always work).
2B > cl.B > 6A 97 Highest damage low light confirm but only reliable at near point-blank range or from an empty jump low.
2B > 6A 72 Same idea as the above but works in more situations

Other Starters

Combo Damage Notes
CD 75

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

Optimal Corner Enders

All damage values assume that 2 normals (or 1 normal and command normal) are used to start the combo. Damage excludes said normals.

After 236A~6D

Combo Damage Meter cost Notes
(2A) > 6A > 214B, 2144D 236 0
(2A) > 6A > 214B, 2144BD, 623C~6K 294 0.5 If you have 0.5 bar, it's more optimal to enhance your launcher rather than spending it after a regular launch

After 236C~6D

Combo Damage Meter cost Notes
4B > 236C~6A, 623C~6K 246 0 Reliable B&B
4B > dl.236A~6A, (2A) > 6A > 623C~6K 274 0

After (214BD)~214K/236AC~6C/Raw Shatter Strike crumple/Raw 6A crumple/CD wallsplat, 4B > 236C~6D

Combo Damage Meter cost Notes
(2A/2B) > 6B > j.214D, 623C~6K 363 +0
4B > 236AC~6C, (2A) > 6A > 236C~6D, (2A/2B) > 6B > j.214D, 623C~6K 427 +0.5 After (214BD)~214K directly
(2D) > 6B > j.214D, 623A > 236214P/236214AC/236236[P] > 236214AC 424/499/589 +1~3
6A > BC, (2B) > 6A > 623A > 236236[P/AC], 214236CD 629/710 +2~4 2nd/mid position
6A > BC, (2B) > 6B > j.214B, 623A > 236214[P/AC], 214236CD 676/755 +2~4 3rd/anchor position

Combos

General Notes:

  • 2B * N can combo into (214BD)~214K, which is almost always optimal, but the timing is strict. Allows the use of any combos that begin with "{Heavy Starter} > (214BD)~214K"
    • 2B into 6A does more damage but only works at near point blank range.
  • Character Specific Ender* = These combos can end with 623C~6K on everyone EXCEPT the following:
Angel, Athena, Blue Mary, Chris, Elizabeth, Joe, King, Kula, Leona, Meitenkun, Ramon, Ryo, Whip, Yuri.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 186 0 Rush combo ending in a special move
cl.A > A > A > C 206 1 Rush combo ending in a super
cl.A > A > A > D 325 2 Rush combo ending in a Max super
cl.A > A > A > A 432 3 Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter cost Location notes
2B * 3 > 236A~6C 124 0 Anywhere Reliable meterless combo that works at just about any range that 2B connects. Good to have at any level of play.
2B * 3 > 236A~6D, 4B > 623C ~ 6K 202 0 Corner Reliable meterless corner combo with good Oki.
j.C > 2C > 4B > 214K~(214K) 257 0 Anywhere Jump-ins are the main way to land big hits for big damage. 214K can be followed up with another 214K to be closer to the opponent.
j.C > 2C > 4B > 236A~6D, 4B > 623A 332 0 Corner Same as the 2B corner combo. Reliable damage and worth learning.
2B * 3 > 236A~6C > 236236P 244 1 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'. Best way to start spending meter, learn these combos so that you're not just sitting with unspent meter.
2B * 3 > 236A~6C > 236236AC 349 2 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'. More meter, more damage.
2B * 3 > 236A~6C > 236236P > 214236CD 532 4 Anywhere Can use 'j.C > 2C > 4B' instead of '2B * 3'. Uses a Level 1 Super canceled into a Level 3 Super (Climax Art). Can be tricky, but the damage is solid.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > 236A~6C 116 130 Anywhere Hard to drop and works at any spacing. Always useful to know.
2B > 2A > 236A~6D, 214D~(214K) 198 155 Anywhere Must be point blank to land and requires quick inputs. Best used as a low mix-up from an empty hop.
Light Starter > 236A~6D, dl.4B > 623C~6K 230 320 Corner Not optimal, but useful if not close enough for 236C~6D.
Light/Heavy Starter > 236C~6D, 4B > 236C~6A, 623C~6K 275/409 420/590 Corner Doesn't work from lights if too far. Knowing the spacing is worth it, however, for some fantastic meterless damage. The wall is Ks friend.
Heavy Starter > (214K)~214K, 623A 294 350 Anywhere Can be tricky, must cancel the 214K into the follow-up 214K before the initial move hits.
6B > j.214D 140 100 Anywhere Bit of damage from an overhead.
AA f.A/cl.A, 2144D 120 70 0.2 Anywhere Anti Air Combo. 214D in the air combos after a 5A. Using the 2144D shortcut this becomes pretty reliable.

EX

Combo Damage Stun Meter Gain Location Notes
Light Starter > 236AC~6D~4K, 4B > 623C~6K 239 250 Anywhere
Light Starter > 236A~6D, dl.4B > 236AC~6C > 623C~6K 295 320 Corner Far Range
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6A > 623C ~ 6K 338 360 Corner Slightly less damage than optimal, but significantly better knockdown.
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K) 419 370 Anywhere Basic Heavy Starter BnB with 1 bar.
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144D 456 410 Anywhere Will basically always get you to the corner. Instant hyper hop for a safe-jump. Excellent reward for half a bar.
Heavy Starter > (214BD)~214K, 4B > 236C~6D, dash 623C ~ 6K 426 490 0.7 Midscreen Weaker version of the below combo, but significantly easier.
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623AC 426 490 0.2 Midscreen Can replace '623AC' with '236AC ~ 6C, 623C ~ 6K' for some extra damage, though much harder.
Heavy Starter > 236C~6D, 4B > 236C~6A, 236AC~6C, 623C~6K 456 590 Corner Builds most of an EX before spending.
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623AC 517 440 Corner If the (2A) > 6B > j.214D hits high enough, it is possible to link 623C~6K
j.CD > j.214D 175(h)/185(j) 120 Anywhere Normal air Minute Spike was updated to be an anywhere juggle
j.CD > j.214BD 194(h)/204(j) 80 Anywhere Can link into 623A or 623C in the corner depending on how deep the j.CD was.
6B > j.214BD > 623A 204 140 Corner
AA f.A/cl.A, 2144BD, 623A OR 623C~6K* 195 OR 225 110 OR 190 Corner Character Specific Ender*
AA f.A/cl.A, 2144BD, 236P ~ 6D, dl.4B > 623C ~ 6K 270 320 0.4 Corner Stronger anti-air conversion, but doesn't work if they're too low to the ground.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 236A~6C > 236236P 244 130 1 Anywhere
Light Starter > 236A~6C > 2363214P 276 130 1 Anywhere Close Range
Light Starter > 236AC~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* 289 OR 308 150 OR 230 1 Midscreen Character Specific Ender*
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] 443 310 1 Corner
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* 485 OR 509 550 OR 630 1 Near Fullscreen Character Specific Ender*
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144K, 623A > 236236[P] 482 410 1 Midscreen
Heavy Starter > (214BD)~214K, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[P] 559 480 1 Corner Works from near mid-screen
Heavy Starter > (214BD)~214K, 4B > 236AC~6C, (2A) > 6A > 236C~6D, (2A) > 6B > j.214D > 623C~6K 572 640 1 Corner/Near Corner THE optimal 2 EX combo, works from round start position. The combo can be made simpler by omitting (2A) > 6A before 236C~6D for 18 less damage and 40 less stun.
6B > j.214BD > 623AC 256 60 1 Corner
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6A > 623C ~ 6K 320 300 1 Corner Less damage than the combo below, but gives a better knockdown.
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6B > j.214D, 623A 340 290 1 0.49 Corner Less precise than the cheaper anti-air combo due to 236AC being faster than 236C.
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6B > j.214D, 623A > 236236[P] 423 250 1.51 0.49 Corner 1.51 Bar combo. Practically a 1.5 bar.
6B > j.214BD, 623A > 236236[P] 294 100 1.5 0.2 Corner Overhead, decent damage. Unoptimal.
6B > j.214BD, cl.A, 2144BD, 236AC ~ 6C, 236C ~ 6D, (2A) > 6A > 623C ~ 6K 332 360 1.5 0.2 Corner Overhead, better damage than below combo.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 236C~6C > 2363214P 371 320 2 Anywhere
Light Starter > MAX, cl.D > 4B > (214BD)~214K > 4B > 214BD~(214K) > 236C~6C > 236214P 414 320 2 Anywhere 3rd Character
Light Starter > MAX, cl.C > 4B > (214BD)~214K, 4B > 236C~6D, 214D~(214K), 2144BD, 623A OR 623C~6K* 360 OR 374 410 OR 490 2 Near Fullscreen 2nd or 3rd Character, Character Specific Ender*
Light Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] 518 310 2 Corner
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 214BD~(214K), dl.236AC~6C, 214BD~(214K), 623C~6K 542 490 2 Anywhere
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 2144D, 623A > 236236[AC] 599 410 2 Midscreen
Heavy Starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214D > 623A > 236236[AC] 645 480 2 Corner
Heavy Starter > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K 500 1000 2 Corner Guaranteed Stun, Costs 2.5 bars but you regain about 0.5 during the combo.
6B > j.214BD, 623A > 236236[AC] 384 100 2.5 0.2 Corner Overhead, decent damage.
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 4B > 236C > 6D, (slight delay) 6A > 2363214P 397 345 2.5 0.1 Corner Overhead, 3rd Character. Delay timing for the final 6A > 2363214P may be tricky, can substitute with (no wait) 6A > 236236[P] for 6 less damage. Doesn't work on Meitenkun or Chris.
AA f.A/cl.A, 2144BD, 236AC ~ 6C, 236P ~ 6D, (2A) ~ 6B > j.214D, 623A > 236236[P] 498 250 2.51 0.49 Corner 2.51 Bar combo. Again, practically a 2.5 bar combo.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > MAX, cl.D > 4B > (214BD)~214K, 4B > 623A > 214236CD 494/630 260/430 3 Anywhere Recommend using the '632146A > 236CD' method to input the last two moves.
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K > 236214P > 2141236CD 572/681 230/400 3 Anywhere 2nd Character
Light/Heavy Starter > MAX, cl.D > 4B > (214K)~214K, 623A > 236236[P] > 2141236CD 558/689 270/440 3 Anywhere 3rd Character
Light/Heavy Starter > 236C~6D, 4B > 236C~6C > 2363214P > 236236[AC] 504/615 260/430 3 Corner
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[P] > 2141236CD 593/727 310/480 3 Corner 3rd Character
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD 699 430 3.5 Corner 3rd Character
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD 815 600 3.5 Corner 3rd Character
6B > j.214BD, cl.C(1) > MAX > 2144BD, 236AC > 6C, 623A > 214236CD 515 345 3.5 Corner Overhead, 2nd Character. For '623A > 214236CD', I recommend using the following shortcut: '632146C > 236CD'. Doesn't work on Meitenkun or Chris.
6B > j.214BD, cl.C(1) > MAX, 2144BD, 236AC > 6C, 4B > 236C > 6D, 6A > 2141236CD 546 345 3.5 Bar Corner Overhead, 3rd Character. Doesn't work on Meitenkun or Chris.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light/Heavy Starter > 236A~6D, 4B > MAX, (2A) > 6B > j.214D > 623A > 236236[AC] > 2141236CD 668/802 310/480 4 Corner 3rd Character
(MAX) j.C > D > 4B > 214BD~214K > 2363214P > 236236[AC] > 2141236CD 1001 200 4 Anywhere TOD, 2nd or 3rd Character
Light Starter > 236AC~6C, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD 774 430 4.5 Bar Corner 3rd Character
Heavy Starter > (214BD)~214K, 4B > 236C~6D, 6A > MAX, (2A) > 6B > j.214D, 623A > 236236[AC] > 2141236CD 890 600 4.5 Bar Corner 3rd Character

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
j.C > 2C > 4B > 236CD, dash, cl.D > 4B > MAX, dl CD > dl 236C > cl.D > 4B > 236C~6D, 4B > 236C > 6A, 236AC~6C > cl.A > j.214BD > 623C~6K 500 1000 5 Corner Stun Combo, see below for follow-up
MAX, CD > dl 236C, cl.D > 4B > 236AC~6C, 4B > 236C~6D, (2A) > 6B > j.214BD/D, 623A > 236236[P] > 2141236CD 1004(BD)1005(D) 5 Anywhere Follow-up to Stun combo. TOD. Does not work on Meitenkun.
MAX, j.D > cl.D > 4B > (214BD)~214K, 4B > 236AC~6C, 236C~6D, (2A) > 6B > j.214D, 623A > 236236[P] > 2141236CD 1000~1010 5 Anywhere An alternate TOD route with much stricter MAX timing that works on Meitenkun.

Combo Theory

K' Combos have a degree of flexibility to them. Generally, your combos are usually going to get the opponent in or near the corner if you optimise them right, and turning that wall into an extra bit of damage is where the freedom is.

Air Minute Spike

When 214D or 214BD are done in the air, they gain the "Anywhere Juggle" property. Basically, they will hit an airborne opponent no matter what. These are core to his optimisation as they tack on good damage and allow him to have the best of both worlds: Good corner carry, and a good knockdown.

  • To do this technique, it is recommended you use the following input:
    2144D / 2144BD
    Doing 2144 will load up the special move input as well as perform a back-dash. This back-dash can be cancelled into special moves, and since you are considered airborne the moment you start a back-dash, the special move that follows will be the air version.

Typically, doing an air 214D outside of the corner will net you some extra damage and in some cases a slightly better knockdown, such as from an Anti-Air 5A, or after connecting 214D against a high opponent. In the corner, however, it gets more exciting.

From most heights, connecting an air 214D against an airborne opponent in the corner allows at the very least for a follow-up into 623A or 623AC. At some heights, you can get as much as a 623C or even a 236AC. Connecting an air 214BD in the corner will always get you at minimum a 623C follow-up unless they're nearly touching the ground.

This technique matters more than it may seem at first. K' combos tend to send the opponent flying (Often due to 214D) which gives K' fantastic corner carry, but often very few means to chase the opponent after that. This technique not only allows K' to use his high corner-carry routes whilst still getting some kind of ender, but that ender can be a 623C or 623AC when the combo ends at the corner, both of which giving K' a very workable knockdown.

Whiff cancelling 6B

For double juggle combos (i.e. from EX narrow spike or EX second knuckle) into second shell (236P > 6D), whiff cancelling into 6B via (2A) > 6B > j.214D > ... generally results in the best meterless damage following this route. However, there is a risk of j.214D whiffing if the (2A) > 6B whiff cancel is done too early. To avoid this, it is possible the perform the whiff cancel as (2B) > 6B > j.214D > ... instead. 2B is 1 frame slower than 2A and this pseudo framekill will stop the whiff cancelled 6B > j.214D from whiffing due to it launching too early. Furthermore, it is still possible for the 623C~6D follow up to be used when the whiff cancel combo hits high enough.

Apparently, by using the 2A whiff cancel, there is a 2-frame window where the whiff cancel will occur too early causing j.214D to whiff (1 to 2 frames after 236C~6D recovery). By using 2B, this window narrows down to 1 frame.

Alternatively, it is also possible to whiff cancel into 6B via 2D. This ensures that 6B hits late enough so that the air minutes spike never misses. On the flipside, this means you will never be able to end with 623C~6K unless you spend an EX for the air minute spike. This route is definitely the go-to if you intend to spend the EX or if you're ending with 623A > super.

External Links

K Combos by Meno
K Combos by Kakuge

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