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The King of Fighters XV/Whip/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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

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

Combos

Rush Auto Combo

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

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
cl.B*2 > 2B > 41236P 170 135 0 25% Anywhere
cl.A > cl.C > 6A*5 > 63214A 258 200 0 35% Corner
cl.D (1st hit) > 6A*5 > 63214A 217 140 0 30% Anywhere
2D > 63214A (Last Hit) 171 70 0 20% Anywhere Your go to anti air confirm
2D > 63214A (Both Hits) 204 110 0 25% Anywhere If you get a favorable launch or near corner you can get both hits if you walk forward
2D > 41236P (Last Hit) 140 70 0 20% Anywhere Easier anti-air confirm, its possible to get both hits but its unlikely

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

0.5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > cl.C > 6A*5 > 63214AC > 2D > 63214A 357 310 0.5 49% Anywhere Landing "Strength Shot A" (63214A) You have to hold [A] and walk forward to get both hits!
cl.A > cl.C > 6A*5 > 63214AC > 2D > 41236P 351 330 0.5 50% Anywhere You use "Boomerang Shot" (41236P) if you're going to super cancel or switch sides
cl.B*2 > 2B > 63214AC > 2D > 63214A 305 185 0.5 35% Anywhere
cl.B*2 > 2B > 63214AC > 2D > 41236P 298 205 0.5 35% Anywhere
cl.C > 6A*5 > 63214AC > 2D > 63214A 355 280 0.5 48% Anywhere
cl.C > 6A*5 > 63214AC > 2D > 41236P 348 300 0.5 48% Anywhere
cl.D > 6A*5 > 63214AC > 2D > 63214A 365 290 0.5 48% Anywhere Close D is always going to net you more damage, best used for hard punishes
cl.D > 6A*5 > 63214AC > 2D > 41236P 358 310 0.5 49% Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Shatter Strike > 63214AC > 2D > 63214A 361 110 1 30% Anywhere Works as an anti-air or on the ground.
cl.B*2 > 2B > 63214AC > 63214AC > 2D > 63214A 351 185 1 35% Anywhere
f.C > 63214AC > 63214AC > 2D > 63214A 396 180 1 35% Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
cl.B*2 > 2B > 63214AC > 63214AC > 2D > 41236P > 236236K > 2A 422 235 2 35% Anywhere Gotta run up to land the 2A OTG
cl.B*2 > 2B > 63214AC > 2D > 41236P > 236236K > 2A 386 235 1.5 35% Anywhere
cl.C > 63214AC > 63214AC > 2D > 41236P > 236236K > 2A 470 230 2 35% Anywhere
cl.D > 63214AC > 63214AC > 2D > 41236P > 236236K > 2A 480 240 2 35% Anywhere
cl.A > cl.C > 6A*5 > 63214AC > 2D > 41236P > 236236K > 2A 431 360 1.5 48% Anywhere
cl.D > 6A*5 > 63214AC > 2D > 41236P > 236236K > 2A 446 340 1.5 48% Anywhere
2B > 3A > MAX MODE QUICK > cl.D > 6A*5 > 63214AC > 2D > 41236P > 236236K > 2A 405 415 2 10% Anywhere Your go to max mode confirm, adding the two cl.B only gives you 10 more damage for 415
cl.A > cl.C > 6A*4 > MAX MODE QUICK > cl.D > 6A*5 > 63214AC > 2D > 41236P > 236236K > 2A 465 520 2 20% Anywhere If you land a raw cl.C it nets you 4 more damage for 469
cl.D > 6A*4 > MAX MODE QUICK > cl.D > 6A*5 > 63214AC > 2D > 41236P > 236236K > 2A 479 500 2 20% Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 3A > MAX MODE QUICK > cl.D > 41236P > 236236K > 21441236 CD 578 215 3 5% Anywhere
2B > 3A > MAX MODE QUICK > cl.D > 6A*5 > 63214AC > 2D > 41236P > 21441236 CD 545 385 3 5% Anywhere
cl.D > 6A*4 > MAX MODE QUICK > cl.D > 41236P > 236236K > 21441236 CD 632 300 3 10% Anywhere
cl.D > 63214AC > 63214AC > 2D > 41236P > 236236BD > 2A 566 240 3 35% Anywhere
cl.D > 6A*4 > MAX MODE QUICK > cl.D > 6A*5 > 63214AC > 2D > 41236P > 21441236 CD 620 470 3 15% Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Whip Combos by Meno

Navigation

The King of Fighters XV
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