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The King of Fighters XV/Shermie/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

Note: Shermie can string an assortment of light attacks to start a combo. The following are a small sample of reliable starters.

Combo Damage Notes
2B > 2A 38 Standard low light confirm. Small damage but very reliable.
2B > cl.A > f.B(1) 51 Strong, stable light confirm. cl.A minimizes pushback and f.B(1) negates additional pushback.
2B > 2A > f.A 60 2A avoids proximity normals but has enormous pushback. f.A has higher damage than f.B(1) but does not negate pushback.
2B > 5B(1) 29 Minimal damage but avoids any issues with pushback, stubby normals, or proximity attacks.
cl.A > 2A > cl.A > 2A > f.A 111 To reiterate, Shermie has a very flexible array of light confirms.

Heavy Starters

Note: Shermie does not have any combos that are unique to Heavy Starters. Using a Heavy Starter simply grants 79 extra damage, .08 extra meter, and 45 extra stun.

Combo Damage Notes
cl.C > 6B(1) 117 Not the highest damage starter but the most practical due to its speed.
cl.D > 6B(1) 127 Slightly more damage but more situational.
cl.A/2A, cl.C > 6B(1) 136 Light to heavy link. Will not work after a jump-in but is very reliable after a cross-up.
2A > cl.A, cl.C > 6B(1) 153 Double light to heavy link. Max damage but must be absolutely point blank.

Combos

Rush Auto Combo

Combo Damage Meter cost Notes
cl.A > A > A > B 188 0 Rush combo ending in a special move.
cl.A > A > A > C 239 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 435 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 41236B 128 45 0 .19 Anywhere Maintains sides. Easily sets up a left/right j.C meaty.
Light Starter > 41236P > 236K 189 45 0 .26 Anywhere Swaps sides. Omit the 236K for left/right oki (costs 25 damage and .03 meter).

EX

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214BD, 623D > 236K 276 45 0.5 .26 Anywhere Maintains sides. Omit 236K for left/right oki (costs 22 damage and .03 meter).
Light Starter > 214BD, 214A > 236K 276 45 0.5 .26 Anywhere Swaps sides. Omit 236K for safejump oki when back is to corner (costs 22 damage and .03 damage).
Light Starter > 41236AC > 236K, 214A > 236K 285 45 0.5 .26 Back-to-corner Can be done Anywhere but requires a frame perfect microdash 214A.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214BD, 623BD > 236K, 2D 324 115 1 .12 Anywhere Works in any situation but lacks strong oki.
Light Starter > 214A > 236236K 317 45 1 .23 Anywhere Left/right mix when (very) far from the corner.
Light Starter > 214BD, 623BD > 236K, 214A > 236K 385 45 1 .26 Corner Huge damage increase at the cost of oki. Can be done Anywhere but requires a frame perfect microdash 214A.
Light Starter > 214BD, 623BD > 236K, CD 320 145 1 .115 Corner Keeps the corner with safejump oki at the cost of damage.
Light Starter > 41236AC > 236K, 214BD, 623D > 236K 348 45 1 .26 Back-to-corner Steals corner. Omit 236K for a safejump (costs 16 damage and .03 meter).
Light Starter > 41236AC > 236K, 623BD > 236K, 214A > 236K 378 45 1 .26 Back-to-corner Back must be touching the wall for the 623BD link. Thus, does not work with a Heavy Starter.
Heavy Starter > 236CD, cl.D > 6B(1) > 41236A > 236K 342 180 1 .97 Anywhere Nearly recoups the meter spent. Omit 236K for left/right oki (costs 13 damage and .03 meter).
Light Starter > 214BD, 623D > 4123641236P 403 45 1.5 .23 Anywhere No oki unless back is to corner.
Light Starter > 214BD, 214A > 236236K 389 45 1.5 .23 Anywhere Left/right mix when (very) far from the corner.
Light Starter > 214BD, 623BD > 236K, 214AC > 236K 406 45 1.5 .04 Anywhere Omit 236K for safejump oki when back is to the corner (costs 19 damage).
Light Starter > 41236AC > 236K, 214A > 236236K 383 45 1.5 .23 Back-to-corner Pulls opponent out of corner for left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A.
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K 425 45 1.5 .26 Back-to-corner Huge damage increase at the cost of oki.
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, CD 379 145 1.5 .115 Back-to-corner Steals corner with safejump oki at the cost of damage. Rather meter inefficient.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214A > 236236BD 444 45 2 .23 Anywhere Left/right mix when (very) far from the corner.
Light Starter > 214BD, 623BD > 236K, 214A > 236236K 483 45 2 .23 Corner Can be done Anywhere but requires a frame perfect microdash 214A.
Light Starter > 41236AC > 236K, 214BD, 214A > 236236K 431 45 2 .23 Back-to-corner At the cost of damage, pulls opponent out of corner for left/right oki.
Light Starter > 214BD, 623D > 4123641236AC 527 45 2.5 .23 Anywhere No oki unless back is to corner.
Light Starter > 214BD, 214A > 236236BD 501 45 2.5 .23 Anywhere Left/right mix when (very) far from the corner.
Light Starter > 41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236K 502 45 2.5 .23 Back-to-corner Pulls opponent out of corner for left/right oki.
Light Starter> BC > cl.D > 6B > 214BD, 623D > 426426P 412 135 2 0 Anywhere 2 bar quick max route for mid or anchor

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214A > 236236K > 4123641236AC 607 45 3 .23 Anywhere Maintains sides with no oki.
Light Starter > BC, cl.D > 6B(1) > 214A(2) > 4123641236P > 2141236CD 589 135 3 .04 Anywhere 3rd position. 2nd position possible with cl.C instead (not recommended).
Light Starter > BC, cl.D > 214A(2) > 4123641236P > 2141236CD 588 115 3 .04 Anywhere Best 2nd position alternative.
Light Starter > 214BD, 623D > 4123641236P > 236236BD 634 45 3.5 .23 Anywhere Slightly less damage but great oki.
Light Starter > 214BD, 214A > 236236K > 4123641236AC 649 45 3.5 .23 Anywhere Higher damage but no oki.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214BD, 623BD > 236K, 214A > 236236K > 4123641236AC 713 45 4 .23 Corner Can be done Anywhere but requires a frame perfect microdash 214A.
Light Starter > BC, cl.D > 214A(2) > 4123641236AC > 2141236CD 708 115 4 .04 Anywhere 2nd/3rd position combo. Adding 6B actually does less damage.
BC, cl.C > 214A > 236236K > 4123641236AC > 2141236CD 1059 70 4 .26 Anywhere 2nd/3rd position. Can start with 214A but that is 1F slower.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 214A(2) > 4123641236AC > 2141236CD 766 45 5 .23 Anywhere

Other Starters

CD

Combo Damage Notes
CD 75

41236AC

Combo Damage Stun Meter cost Meter Gain Location Notes
41236AC > 236K, 2D 209 70 0.5 .08 Anywhere Marginal damage increase with mediocre oki.
41236AC > 236K, CD 205 100 0.5 .075 Back-to-corner Steals corner with safejump oki. Back must be touching the wall.
41236AC > 236K, 214A > 236K 279 0 0.5 .22 Back-to-corner Can be done Anywhere but requires a frame perfect microdash 214A.
41236AC > 236K, 66, 214AC > 236K 303 0 1 0 Anywhere The microdash link is slightly more viable with 214AC (4F window but still quite tricky).
41236AC > 236K, 214BD, 623D > 236K 354 0 1 .22 Back-to-corner Steals the corner. Omit the last 236K for safejump oki (costs 19 damage and .03 meter).
41236AC > 236K, 623BD > 236K, 214A > 236K 388 0 1 .22 Back-to-corner Back must be touching the wall for the 623BD link.
41236AC > 236K, 214A > 236236K 392 0 1.5 .19 Back-to-corner Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A.
41236AC > 236K, 214BD, 623BD > 236K, CD 392 100 1.5 .075 Back-to-corner Steals corner with safejump oki.
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236K 447 0 1.5 .22 Back-to-corner Significant damage increase but costs oki.
41236AC > 236K, 214BD, 236236K 363 0 2 0 Anywhere Meter inefficient but can be done Anywhere without a frame perfect link.
41236AC > 236K, 214BD, 214A > 236236K 452 0 2 .19 Back-to-corner Pulls opponent out of corner for left/right oki.
41236AC > 236K, 214BD, 623D > 4123641236P 464 0 2 .19 Back-to-corner Tiny damage increase with zero oki but max damage for 2 bar.
41236AC > 236K, 236236BD 409 0 2.5 0 Anywhere Grants left/right oki. Meter inefficient but can be done Anywhere without a frame perfect link.
41236AC > 236K, 214A > 236236BD 504 0 2.5 .19 Back-to-corner Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A.
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236K 530 0 2.5 .19 Back-to-corner Pulls opponent out of corner for left/right oki.
41236AC > 236K, 214BD, 236236BD 468 0 3 0 Anywhere Grants left/right oki. Meter inefficient but can be done Anywhere without a frame perfect link.
41236AC > 236K, 214BD, 214A > 236236BD 549 0 3 .19 Back-to-corner Pulls opponent out of corner for left/right oki.
41236AC > 236K, 2141236CD 489 0 3.5 0 Anywhere Marginal damage increase but can be done Anywhere without a frame perfect link.
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236BD 612 0 3.5 .19 Back-to-corner Pulls opponent out of corner for left/right oki.
41236AC > 236K, 214A > 236236K > 4123641236AC 652 0 3.5 .19 Back-to-corner Massive damage at the cost of oki. Can be done Anywhere but requires a frame perfect microdash 214A.
41236AC > 236K, 214BD, 236236K > 4123641236AC 606 0 4 0 Anywhere Can be done Anywhere without a frame perfect link.
41236AC > 236K, 214BD, 214A > 236236K > 4123641236AC 682 0 4 .19 Back-to-corner Incredible damage but lacks oki.
41236AC > 236K, 214BD, 623BD > 236K, 214A > 236236K > 4123641236AC 730 0 4.5 .19 Back-to-corner Absolute max damage but lacks oki.
41236AC > 236K, 214BD, 623D > 4123641236P > 2141236CD 722 0 5 .19 Back-to-corner Would you believe the best 5 bar combo does less than 4.5 bars?

214K

Combo Damage Stun Meter cost Meter Gain Location Notes
214B/D > 236236K 251/271 60 1 .13 Anywhere Meter dump after a 214K, a useful anti-projectile and approach tool.
214B/D > 236236BD 393/413 60 2 .13 Anywhere
214B/D > 236236K > 4123641236AC 571/591 60 3 .13 Anywhere

623K

Note: As a general rule, 623BD is better in the corner and 623K is better everywhere else.

Combo Damage Stun Meter cost Meter Gain Location Notes
623BD > 236K, 2D 230 70 .5 .08 Anywhere Solid damage increase but worse oki than meterless 623K.
623BD > 236K, 214A > 236K 309 0 .5 .22 Corner Can be done Anywhere but requires a frame perfect microdash 214A.
623B/D > 4123641236P 309/329 0 1 .17 Anywhere Meter dump after an anti-air 623K.
623BD > 236K, 66, 214AC > 236K 336 0 1 0 Anywhere The microdash link is slightly more viable with 214AC (4F window but still quite tricky).
623BD > 236K, 214BD, 214A > 236K 396 0 1 .22 Corner 623BD corner damage is unmatched.
623BD > 236K, 214A > 236236K 437 0 1.5 .19 Corner Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A.
623B/D > 4123641236AC 453/473 0 2 .17 Anywhere Meter dump after an anti-air 623K.
623BD > 236K, 214BD, 236236K 406 0 2 0 Anywhere Great oki at the cost of damage.
623BD > 236K, 214BD, 214A > 236236K 509 0 2 .19 Corner Pulls opponent out of corner for left/right oki.
623BD > 236K, 236236BD 455 0 2.5 0 Anywhere Great oki and solid damage.
623BD > 236K, 214A > 236236BD 564 0 2.5 .19 Corner Grants left/right oki. Can be done Anywhere but requires a frame perfect microdash 214A.
623B/D > 4123641236P > 236236BD 586/606 0 3 .17 Anywhere Meter dump after an anti-air 623K.
623BD > 236K, 214BD, 236236BD 526 0 3 0 Anywhere Grants left/right oki when (very) far from the corner.
623BD > 236K, 214BD, 214A > 236236BD 621 0 3 .19 Corner Pulls opponent out of corner for left/right oki.
623BD > 236K, 214A > 236236K > 4123641236AC 727 0 3.5 .19 Corner Can be done Anywhere but requires a frame perfect microdash 214A.
623B/D > 4123641236P > 2141236CD 696/716 0 4 .17 Anywhere Meter dump after an anti-air 623K.
623BD > 236K, 214BD, 236236K > 4123641236AC 679 0 4 0 Anywhere No oki and less damage than the meterless 623K variant.
623BD > 236K, 214BD, 214A > 236236K > 4123641236AC 769 0 4 .19 Corner Insane damage but no oki.
623B/D > 4123641236P > 236236BD 840/860 0 5 .17 Anywhere Meter dump after an anti-air 623K.
623BD > 236K, 214BD, 214A(2) > 4123641236P > 2141236CD 784 0 5 .14 Corner Would you believe that the 623BD 5 bar combo does less than the 5 bar 623K combo?

External Links

Shermie Combos by Meno
Shermie Combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
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