-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Kim Kaphwan/Combos
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 > 2A | 60 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.D > 6B | 127 | Standard heavy starter, works from a jump-in and crossup. cl.C deals slightly less damage, but also works fine. |
cl.A , cl.C > 6B | 136 | Light linking into heavy, allows for heavy starter combos. Nice to have |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD , 66A | 103 | Works with opponent close to or in corner. Puts you airborne, letting you combo into j.214K or j.236KK. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
- Kim gets hard knockdowns with relative ease, but they don't always lead to a safejump. [2]8D > j2D is a better damage ender resulting in HKD, but moves like j.214D and 214P > 6K > 2K give more reliable safejumps.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 272 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 236 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 366 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 453 | 3 | Rush combo ending in a Climax super |
Beginner Combos
Combo | Damage | Meter Cost | Location | Notes |
---|---|---|---|---|
2B > 2A > 2A > 214A ~ 6K ~ 2K | 167 | 0 | Anywhere | Building block confirm. Get comfortable with this, as it'll be a basis for future combos. |
j.D > cl.D > 6B > 214C ~ 6K ~ 2K | 298 | 0 | Anywhere | Basic heavy hitter combo from close up or a jump in. |
Starter > 214AC ~ 4P ~ 4P , ... | ~ | 0.5 | Anywhere | This EX confirm works from any starter and can start many combos, notably leading back into a 214P series with the K enders. Get comfortable with this. |
Meterless
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > [2]8D ~ 2D | 176 | 225 | 0.5 | Anywhere | Strongest ender off of a light. You'll get less hits in the further you push the opponent away, which will mean less damage and meter build. |
Light Starter > 214A ~ 6K ~ 2K | 167 | 195 | 0.25 | Anywhere | Slightly worse combo, but travels further. |
Heavy Starter > 214C ~ 4P ~ 4P | 265 | 240 | 0.4 | Anywhere | Most damaging meterless combo, not much else to really say. |
EX
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Starter > 214AC ~ 4P ~ 4P , [2]8D ~ 2D | 270/351 | 225/290 | -0.2 | Anywhere | Damage combo. |
Starter > 214AC ~ 4P ~ 4P , 214A ~ 6K ~ 2K | 262/342 | 195/260 | -0.25 | Anywhere | Safejump combo, very nice for the amount of meter spent. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC ~ 4P ~ 4P , 214AC ~ 6K ~ 2K , [2]8D ~ 2D | 336/423 | 225/290 | -0.75 | 15% | Anywhere | Damage combo. |
Heavy Starter > 214D > 236236B , 66A > j.214D | 470 | 360 | 1 | -0.6 | Anywhere | Safejump ender, whiff a st.B to make it easier to time the safejump. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > | ~ | ~ | ~ | ~ | ~ | |
Light Starter > | ~ | ~ | ~ | ~ | ~ | |
Heavy Starter > | ~ | ~ | ~ | ~ | ~ |
Combo Tree
Trying a new combo listing format. Still WIP with readability and notes. Feel free to apply the format to other characters.
Common light starters
2AxN - can be chained up to 3x from point blank range (3rd 2A whiffs on block)
2B 2AxN - standard low starter, can chain 2A twice from close (2nd 2A whiffs on block)
c.B c.A~A~A~B - low confirm into auto combo from 2 lights. Leads to 214D (heavy confirm) routes. Can stop at c.A, which is +3 on block
Common heavy starters
c.C/c.D 6B - standard heavy confirm, typically into 426D midscreen or 214B in the corner
2C - typically cancelled into 214B, then confirmed into 236236K super cancel or juggles in the corner
2C 6B - whiffs outside of close range
Useful links
c.A, c.C - recommended from a cross up j.A, but can also use auto combo
All damage and stun values are calculated without the starter included unless otherwise noted
recommended - relatively easy combos, must-learn
recommended - optimal but missable
recommended - optimal but easy to drop, typically not necessary
recommended - optimal, easy to drop, punishable if missed
- From light or heavy starters
- →214A
- →~6/9K~2K recommended
- 0 gauge - 127 damage - 120 stun
- →~6/9K~2K recommended
- →214AC~4P~4P
- →[2]8D~2D recommended - max damage and meter gain
- 0.5 gauge - 252 damage - 150 stun
- →214A~6/9K~2K recommended - leads to safe jump (manual timing)
- 0.5 gauge - 243 damage - 120 stun
- →[2]8D~2D recommended - max damage and meter gain
- →214AC~9K~2K
- →[2]8D~2D recommended
- 1.0 gauge - 338 damage - 150 stun
- →[2]8D~2D recommended
- →214AC~9K~2K
- →[2]8B 236236D - [2]8B must hit at lowest height possible
- →214C~4P~4P recommended
- 1.5 gauge - 404 damage - 160 stun
- →j.2426K
- →j.2426BD
- →j.2426K
- →214C~4P~4P recommended
- →[2]8B 236236D - [2]8B must hit at lowest height possible
- →214A~4P 236236D - easier variation of the above
- →214C~4P~4P
- →j.2426K
- →j.2426BD
- →j.2426K
- →214C~4P~4P
- →214A~4P 236236D - easier variation of the above
- →corner 214A~4P~4P(1) 236236B
- →236A
- →[2]8D~2D recommended
- 1.5 gauge - 468 damage - 330 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8BD
- →[2]8D~2D recommended
- →236A
- →corner 214A~4P~4P(1) 236236B
- From heavy starters - all 214D routes work from auto combo B ender
- →214C~214P~214P recommended - max damage meterless
- 0 gauge - 154 damage - 100 stun
- →214B
- →2426K
- →236236BD
- →[2]8D~2D recommended
- 3.0 gauge - 618 damage - 210 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →j.2426K
- →[2]8BD
- →[2]8D~2D recommended
- →236236BD
- →2426K
- →236236BD connects from all but max range
- →[2]8D~2D recommended
- 2.0 gauge - 452 damage - 210 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8BD
- →[2]8D~2D recommended
- →236236BD connects from all but max range
- →corner [2]8B - see below for corner 236236B routes
- →corner [2]8BD
- →corner [2]8B - see below for corner 236236B routes
- →214D
- →236236D
- →214C~214P~214P recommended
- 1.0 gauge - 373 damage - 220 stun
- →214AC~214P~214P - can delay or dash before 214AC, should side swap
- →66A
- →j.214B
- →2D recommended
- 1.5 gauge - 473 damage - 270 stun
- →[2]8BD
- →2D recommended
- →j.214B
- →66A
- →214C~214P~214P recommended
- →236236D
- →j.214BD
- →[2]8B
- →j.2426K
- →j.2426BD
- →j.2426K
- →[2]8B
- →j.214BD
- →[2]8BD
- →[2]8BD
- →corner 214D 236236B or 214B [2]8B 236236B - these 2 routes have slight differences, but followups are 99% the same
- →66A 214B
- →[2]8D~2D recommended
- 1.0 gauge - 435 damage - 350 stun
- →214A~delay~4A
- →~delay~4A - max damage w/ safe jump
- →[2]8B recommended
- 1.0 gauge - 439 damage - 320 stun
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →~delay~4A - max damage w/ safe jump
- →[2]8D~2D recommended
- →66A 214B
- →[2]8BD
- →[2]8BD
- →214A~9K~2K recommended - easy knock down/super cancel option
- 1.0 gauge - 427 damage - 320 stun
- →j.2426K
- →j.2426BD
- →j.2426K
- →214A~9K~2K recommended - easy knock down/super cancel option
- →214AC~4P~4P
- →66A j.214B
- →[2]8D~2D recommended
- 1.5 gauge - 506 damage - 350 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8D~2D recommended
- →66A j.214B
- →214AC~4P~4P
- →[2]8BD
- →[2]8BD
- →j.214BD difficult - can be input as 44214BD or 2147BD from 214B [2]8B 236236B; must be input as 2147BD from 214D 236236B starter
- →66A j.214B
- →[2]8D~2D
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8D~2D
- →66A j.214B
- →j.214BD difficult - can be input as 44214BD or 2147BD from 214B [2]8B 236236B; must be input as 2147BD from 214D 236236B starter
- →[2]8BD
- →[2]8BD
- →214AC~4P~4P
- →66A j.214B
- →[2]8D~2D recommended
- 2.0 gauge - 583 damage - 350 stun
- →[2]8B
- →j.2426K
- →j.2426BD
- →2426CD
- →j.2426K
- →[2]8D~2D recommended
- →66A j.214B
- →214AC~4P~4P
- →[2]8BD
- →[2]8BD
- Shatter Strike
damage+stun values include 236CD starter
236CD
→[2]8D~2D - only connects from close range
→214A~9K~2K - recommended follow up for corner hit vs airborne
- →j.2426K
- →236236BD
- →[2]8D~2D recommended
- →[2]8BD
- →[2]8B
- →j.2426K
- →j.2426K
- →236236BD
- →j.2426BD
→214AC~4P~4P
- →[2]8D~2D recommended
- 1.0(1+.5,-.5) gauge - 327 damage - 150 stun
→214D 236236D recommended *see 214D routes - also connects vs airborne opponents, all 3 hits of 214D must connect (low to the ground)
→corner 214B [2]8B 236236B recommended *see corner 214B routes
- Quick Max
damage+stun values calculated with 2B f.A starter
- (Any ground normal) BC
- →c.D
- →214B
- →236236K, 236A 2426K recommended 2nd position
- 2.0 gauge - 421 damage - 265 stun
- →236236K, 236A 2426K recommended 2nd position
- →214D
- →2426K 2426CD recommended 2nd position
- 3.0 gauge - 621 damage - 245 stun
- →2426BD 2426CD recommended 2nd/3rd position
- 4.0 gauge - 729 damage - 245 stun
- →2426K 2426CD recommended 2nd position
- →6B 214D
- →236236D, 236A j.2426K recommended 3rd position
- 2.0 gauge - 462 damage - 385 stun
- →2426K 2426CD recommended 3rd position
- 3.0 gauge - 625 damage - 305 stun
- →2426BD 2426CD 3rd position - this specific combo actually does less damage when adding the 6B
- 4.0 gauge - 724 damage - 305 stun
- →236236D, 236A j.2426K recommended 3rd position
- →corner 214B [2]8B 236236K, 236A, [2]8B
- →j.2426K recommended 3rd position
- 2.0 gauge - 86 damage - 385 stun
- →2426CD recommended 3rd position
- 2.0 gauge - 86 damage - 385 stun
- →j.2426K recommended 3rd position
- →214B
- Misc
[2]8B
→j.2426K
- →236236BD
- →[2]8D~2D recommended - Standard anti-air Hienzan meter dump
- 3.0 gauge - 612 damage - 210 stun
- →[2]8BD
- →[2]8B
- →j.2426K
- →j.2426BD
- →j.2426K
- →[2]8D~2D recommended - Standard anti-air Hienzan meter dump
→j.2426BD
- →2426CD
corner j.214B - back dash > j.214B is safe on block and leads to high damage in the corner
→[2]8B
- →236236B recommended - see corner routes above
→[2]8D~2D
→[2]8BD
j.236BD - useful when done at peak jump height for faking cross ups
→214A~9K~2K
- →j.2426K
- →236236BD
- →[2]8D~2D recommended
- →[2]8BD
- →[2]8B
- →j.2426K
- →j.2426K
- →236236BD
- →j.2426BD