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The King of Fighters XV/Sylvie Paula Paula/Combos
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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. |
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).
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2B > f.5B | 56 | Basic light starter. While she can combo into 6B off of lights, there will be times you will be too far to do so or f.5B is your best punish. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.5C > 6B | 103 | Starts the same combos as light starters. |
j.C > cl.5D > 6A | 200 | Heavy only with a jump in, j.C can cross up so if it does use cl.5C. |
j.C > cl.5D > 6B | 177 | Heavy universal with a jumpin. |
2B > 2A > 6B | 69 | Standard light starter. |
2A/c.5A > cl.5C > 6B | 122 | Light link into heavy starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
cl.5C > 6A | 127 | Heavy only starter. This requires different combos from 6B combos but is still very important. |
CD | 75 | Standard Blow Back, can be run up to from anywhere and followed by 6A. |
236CD | 75 | Standard Shatter Strike, decent combo starter. |
632146P | 98 | Grab with a lot of scaling. |
2A/c.5A > cl.5C > 6A | 145 | Light link into 6A starter. |
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 138 | 110 | 0 | .17 | Anywhere | Rush combo ending in a special move (214A), can combo into supers and 623B. |
cl.A > A > A > C | 223 | 30 | 1 | .1 | Anywhere | Rush combo ending in a super (236236K). |
cl.A > A > A > D | 359 | 30 | 2 | .1 | Anywhere | Rush combo ending in a Max super (236236BD). |
cl.A > A > A > A | 454 | 30 | 3 | .1 | Anywhere | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214B | 124 | 120 | 0 | .2 | Anywhere | Basic light combo, doesn't require a confirm since 214B is safe-ish on block. |
Light Starter > 236B | 115 | 130 | 0 | Anywhere | Basic light confirm into a strong knockdown for safe jump. Requires a confirm to avoid dying on block. | |
Heavy Starter > 214A > 623B | 242 | 250 | 0 | .42 | Anywhere | Basic heavy confirm |
cl.5C > 6A > 214C > 623D | 310 | 250 | 0 | .47 | Anywhere | 6A and 6B have different routes, 6A being locked to heavy only. |
cl.5C > 6A > 214C > 236B | 267 | 240 | 0 | Anywhere | Similar to above, however trades damage for a stronger knockdown | |
2B > 2A > 6B > 214A > 623B | 201 | 225 | 0 | .37 | Anywhere | Basic light combo. |
.5 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236BD > 236B | 181 | 130 | .5 | Anywhere | Adds just a little bit more damage to the earlier light starter combo | |
Light Starter > 236BD > 623D | 219 | 120 | .5 | Anywhere | Adds a little bit more damage off of your light confirm, loses knockdown from above combo | |
Heavy Starter > 214AC > 6A > 214C > 623D | 388 | 340 | .5 | .51 | Anywhere | Simple combo, can do 236B at the end for a safe jump setup at the cost of damage. |
Heavy Starter > 214AC > 6A > 236A > 214A > 623B | 394 | 470 | .5 | .42 | Corner | Corner only, pay back the meter nearly in full. |
2B > 2A > 6B > 214AC > 6A > 214C > 623D | 336 | 315 | .5 | .49 | Anywhere | Simple combo, can do 236B at the end for a safe jump setup at the cost of damage. |
2B > 2A > 6B > 214AC > 6A > 236A > 214A > 623B | 340 | 445 | .5 | .5 | Corner | Corner only, pay back the meter in full. |
cl.5C > 6A > 214AC > 214A > 236D | 363 | 290 | .5 | Anywhere | Decent damage for half a bar and a hard knockdown. Whiff 2B into hop forward for a 4f safe jump | |
cl.5C > 6A > 214AC > 214C > 623D | 371 | 250 | .5 | Anywhere | Again trading off safe jump for better damage. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214B > 236236B | 268 | 120 | 1 | Anywhere | Simple combo for 1 bar, leads to a solid safe jump after | |
Light Starter > 236BD > 623D > 236236D | 315 | 90 | 1.5 | Anywhere | Add half a bar to help beef up the damage more. | |
Heavy Starter > 214AC > 6A > 214C > 236BD > 623D | 442 | 340 | 1 | .51 | Anywhere | Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage. |
Heavy Starter > 214AC > 6A > 214C > 236AC > 623D | 485 | 430 | 1 | .51 | Corner | Way simpler than the .5 version but slightly less bar is gained back. |
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 623D | 385 | 315 | 1 | .49 | Anywhere | Simple extension, can also replace the ender with 236B at the end for a safe jump setup at the cost of damage. |
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D | 425 | 405 | 1 | .49 | Corner | Way simpler than the .5 version but slightly less bar is gained back. |
cl.5C > 6A > 214AC > 236AC > 214C > 236B | 439 | 260 | 1 | .4 | Anywhere | More damage than the universal route but doesn't work in the corner, guaranteed safe jump. |
Heavy Starter > 214AC > 6A > 214C > 214B > 236236P | 498 | 340 | 1.5 | .43 | Anywhere | Simple super extension, can either use 214B or the 1st hit of 623D to go into it. |
2B > 2A > 6B > 214AC > 6A > 214C > 214B > 236236P | 438 | 315 | 1.5 | .46 | Anywhere | Simple super extension, can either use 214B or the 1st hit of 623D to go into it. |
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 623D | 523 | 250 | 1.5 | .48 | Anywhere | Extended. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214B > 236236AC | 410 | 120 | 2 | Anywhere | Basic 2 bar combo off of lights. | |
Heavy Starter > 214AC > 6A > 214C > 236BD > 214B > 236236P | 536 | 340 | 2 | .51 | Anywhere | Super ender. |
Heavy Starter > 214AC > 6A > 214C > 236AC > 623B | 579 | 430 | 2 | .51 | Corner | Cancel DP after 1st hit. |
2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P | 471 | 315 | 2 | .4 | Anywhere | Super ender. |
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 623D(1) > 236236P | 511 | 375 | 2 | .46 | Corner | Cancel DP after 1st hit. |
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 623BD | 553 | 190 | 2 | .25 | Anywhere | 623BD does some dumb damage. |
Light Starter > 236BD > 623D > 236236AC | 436 | 90 | 2.5 | Anywhere | If you feel like burning meter I guess, going right into 2 bar super without ex is more efficient. | |
Heavy Starter > 214AC > 6A > 214C > 214B > 236236AC | 605 | 340 | 2.5 | .46 | Anywhere | More super. |
Heavy Starter > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P | 606 | 430 | 2.5 | .46 | Corner | Later super. |
2B > 2A > 6B > 214AC > 6A > 214C > 214B > 236236AC | 542 | 315 | 2.5 | .43 | Anywhere | More super. |
2B > 2A > 6B > 214AC > 6A > 214C > 236AC > 236BD > 214B > 236236P | 547 | 375 | 2.5 | .42 | Corner | Later super. |
cl.5C > 6A > 214AC > 236AC > 214C > 236BD > 214B > 236236P | 609 | 250 | 2.5 | .4 | Anywhere | Super ender. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.5D > 6A > 214C > 214B > 236236P > CLIMAX | 654 | 295 | 3 | .05 | Anywhere | Simple Quick Max combo, 6B makes the scaling higher. 1500 Max Gauge only (Anchor). |
cl.5C > 6A > BC > 214C > 214B > 236236P > CLIMAX | 711 | 250 | 3 | .1 | Anywhere | 6A doesn't scale like 6B so its best to QM after it. 1500 Max Gauge only (Anchor). |
Heavy starter > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX | 667 | 315 | 3.5 | .15 | Anywhere | You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor). |
2B > 2A > 6B > 214AC > 6A > BC > 214C > 214B > 236236A > CLIMAX | 667 | 315 | 3.5 | .15 | Anywhere | You will need to time the 214C a bit but its not strict. 1500 Max Gauge only (Anchor). |
cl.5C > 214AC > 6A > BC > 214C > 214B > 236236P > CLIMAX | 759 | 250 | 3.5 | .15 | Anywhere | Because 214AC links off heavies, cl.5D adds an extra 10 damage. 1500 Max Gauge only (Anchor). |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.5D > 6A > 214C > 214B > 236236AC > CLIMAX | 742 | 295 | 3 | .05 | Anywhere | Same as before but with more force. 1500 Max Gauge only (Anchor). |
cl.5C > 6A > > BC > 214C > 214B > 236236AC > CLIMAX | 818 | 250 | 3 | .1 | Anywhere | More bar. 1500 Max Gauge only (Anchor). |
Heavy Starter > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX | 752 | 315 | 3.5 | .15 | Anywhere | Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor). |
2B > 2A > 6B > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX | 752 | 315 | 3.5 | .15 | Anywhere | Still gotta make sure about that 214C timing. 1500 Max Gauge only (Anchor). |
cl.5C > 214AC > 6A > BC > 214C > 214B > 236236AC > CLIMAX | 863 | 250 | 3.5 | .15 | Anywhere | Heavies cheat, and cl.5D adds an extra 10 damage.. 1500 Max Gauge only (Anchor). |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Heavy Starter > 214AC > 6A > 214C > 236BD > BC > 236236P > 236236BD > CLIMAX | 903 | 280 | 5 | .3 | Midscreen | Blue Max after the 236BD, 6B doesn't ruin the scaling. |
Heavy Starter > 214AC > 6A > 214C > 2D > BC > 236236AC > CLIMAX | 794 | 330 | 5 | .4 | Anywhere | That's right, 2D combos into either super. |
Blue Max
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
BC > Heavy Starter > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX | 876 | 340 | 3 | .46 | Anywhere | Basic Raw Max combo. |
BC > Heavy Starter > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX | 1057 | 280 | 4 | .30 | Anywhere | More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward. |
BC > 2B > 2A > 6B > 214AC > 6A > 214C > 236BD > 214B > 236236P > CLIMAX | 792 | 315 | 3 | .41 | Anywhere | Basic Raw Max combo. |
BC > 2B > 2A > 6B > 214AC > 6A > 214D > 236236K > 236236AC > CLIMAX | 971 | 255 | 4 | .26 | Anywhere | More damage and yes somehow, 214D scales less for 4 bar but not 3, make sure to delay it after the 214D as the timing can be awkward. |
Other Starters
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
CD > 6A > 214C > 623D | 247 | 330 | 0 | .49 | Anywhere | Basic Blow Back combo, can link 6A from anywhere if you run fast enough. |
CD > 236BD > 236B | 148~ | 170~ | .5 | Anywhere | If you are not confident in run up 6A, this combo will work. Damage will vary depending on number of hits of 236BD Can also end with 623K/super for more damage. | |
CD > 214D | 145 | 180 | 0 | Anywhere | Still does decent damage for no meter cost, however the knockdown is poor. Burn EX 214BD for a better knockdown to start offense. | |
236CD > 6A > 214C > 623D | 328 | 230 | .5 | .42 | Anywhere | Basic Shatter Strike combo. |
236CD > 214AC > 6A > 214C > 623D | 395 | 230 | 1 | .42 | Anywhere | Extended Shatter Strike combo. |
236CD > 6A > BC > 214C > 214B > 236236P > CLIMAX | 743 | 230 | 3.5 | .1 | Anywhere | Shatter Strike into Quick Max. |
632146P > 214A > 623D | 134 | 140 | 0 | .4 | Anywhere | Really not good to do long combos after the grab due to scaling. |
632146P > 6 > 214A > 623D | 172 | 230 | 0 | .46 | Anywhere | Really awkward microwalk to extend the combo. |