The King of Fighters XV/Billy Kane/Combos

From Dream Cancel Wiki
Jump to navigation Jump to search

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 > 5A 51 Standard low light confirm.
2B/cl.B > cl.A > cl.B > 5A 86/101 Point blank roll-throw OS confirm (hide a heavy with cl.A)

Heavy Starters

Combo Damage Notes
cl.D > 6B 118 Optimal heavy punish (force stand to get 6B).
2C > 6B 108 When you're unsure of cl.D connecting 2C also forces standing.

Other Starters

Combo Damage Notes
s.CD 75 Important normal
CH j.CD 100 Air-to-air counterhit starter
far B > 2A 53 Standing low MAX confirm
5C 70 Far reaching MAX cancel

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

Combos

General Notes

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 185 0 Rush combo ending in a special move.
cl.A > A > A > C 242 1 Rush combo ending in a super. Use B ender into super instead for 301 damage.
cl.A > A > A > D 348 2 Rush combo ending in a Max super.
cl.A > A > A > A 445 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 623B 138 140 0 20% Anywhere The simplest confirm into a special, add a 623P when in the corner.
Heavy Starter > 623B 210 190 0 25% Anywhere Heavy starter, add a 623P when in the corner.
cl.B > cl.A+C, cl.B, 5A > 623B 183 200 0 25% Anywhere Point blank starter with roll-throw OS kneaded in. Close B is double the damage compared to 2B.
s.CD > (6A), 6B, 623B 169 220 0 25% Anywhere Standard CD conversion. Replace 6A whiff with 6B in case you're too far.
426C>236P, cl.AAAB 290 300 0 49% Anywhere In case you land the pullback close enough you get an autocombo.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623BD, 5C 190 130 0,5 10% Anywhere Not recommended since it does bad damage.
Heavy starter > 214AC>236P, 623D, 5C 388 320 0,5 40% Anywhere Good damage, good stun. Remember to delay 214AC>236P. Sideswitches in the corner.
Heavy starter > 623BD, 623B, 623P 367 240 0,5 48% Corner If you want to keep the corner instead of doing the anywhere combo for less damage and stun.
s.CD > (6A), 6B, 214AC>236P, 623D, 5C 285 350 0,5 40% Midscreen CD-conversion in midscreen. Switch 6A whiff to 6B depending on range. Delay 236P to get 426A.
s.CD > 6B, 623BD, 5C 285 350 0,5 40% Corner Same route as the anywhere combo, sideswitches for best damage and stun.
s.CD > 623D, 623BD, 214C, 2C 262 390 0,5 51% Corner Keeps the corner and gains back the used meter with tremendous stun value. Delay 623D but not for too long.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623B > 236236K 272 140 1 20% Anywhere Not terribly effective damage but the only way to spend if you went for the confirm.
Light starter > 623BD > 214AC>236P, 623D, 5C 327 270 1 35% Anywhere Better damage and stun than going for the super.
Heavy starter > 214AC>236P, 426AC>236P, 623B 395 190 1 26% Anywhere Remember to delay up-extender to make 426AC more consistent. Forced sideswitch in midscreen.
cl.D > 623D, 214AC>236P, 426AC>236P, 623P 440 260 1 47% Corner This will double sideswitch them back to the corner. You have enough time to for safejumps.
Heavy starter > 623BD, 214AC, 623D, 623P 415 300 1 49% Corner Worse damage but better stun and keeps the corner too. If you need to sideswitch just add the extension to 214AC.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B 285 220 1 26% Midscreen As always, switch 6A to 6B accordingly. Sideswitches
s.CD > (6A), 6B, 623BD, 214AC>236P, 623D 274 350 1 30% Midscreen You can end with 5C if close to the corner. 288dmg/350stun in that case.
236CD, 426AC>236P, 623P 278 40 1 15% Anywhere Not cost effective, but if it kills it kills.
236CD, 623D, 214AC, 214C, 2C 389 190 1 45% Corner You need to hit Shatter Strike at a close enough range to connect with 623D.
426C>236P, cl.AAAB, 236236K 358 230 1 45% Anywhere In case you land the pullback close enough you get an autocombo into super.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623B > 236236BD 380 140 2 22% Anywhere Quite bad damage.
Light starter > 623BD, 214AC>236P, 623D, 236236K 393 200 2 23% Anywhere Slightly better damage and stun.
Light starter > 623B > 623P > 236236BD 443 180 2 37% Corner Better damage than wheel super.
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236K 485 190 2 26% Anywhere Remember to delay up-extender to make 426AC more consistent. Add 623P after 623B in the corner.
Heavy starter > 623BD, 214AC, 623D > 214C>236P > 2363214P 522 350 2 55% Corner You can also opt out of super by doing 214C, 2C instead.
s.CD > (6A), 6B, 623BD, 214AC>236P, 623D, 236236K 364 280 2 27% Midscreen As always, switch 6A to 6B accordingly.
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B 422 80 2 15% Anywhere This'll work anywhere but keep an eye on sideswitches
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B 479 130 2 30% Corner This'll work anywhere but keep an eye on sideswitches

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light starter > 623B > 2363214P > 236236BD 521 140 3 22% Corner You may add a 623P after 623B for more meter gain but way less damage. Remember to cancel the last hit of the wheel.
Light starter > 623B > 236236K > 236214AC 501 140 3 22% Anywhere Less damage but works everywhere in the latest patch.
Heavy starter > 214AC>236P, 426AC>236P, 623B, 236236BD 557 190 3 26% Anywhere Remember to delay up-extender to make 426AC more consistent. 623P before super in the corner for more meter and damage.
s.CD > (6A), 6B, 214AC>236P, 426AC>236P, 623B, 236236BD 447 220 2 26% Midscreen As always, switch 6A to 6B accordingly. If you land in the corner add 623P into wheel super for about 550 damage.
236CD, 426AC>236P, 214AC>236P, 426AC>236P, 623B, 236236K 512 80 3 15% Anywhere Piddly stun damage.
236CD, 6B, 214AC>236P, 623D, 236236BD 570 180 3 22% Anywhere Antiair Shatter Strike combo.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

Billy Combos by Kakuge
Billy Combos by Meno


Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters