Difference between revisions of "The King of Fighters XV/Shun'ei/Combos"

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| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || Optimal MAX Mode punish.
| ''(MAX Mode)'' BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD || 795 || 200 || 3 || 0% || Anywhere || Optimal MAX Mode punish.
|-
| CD > (214A), 214C > 236236K > 236236AC || 542 || 160 || 3 || 25% || Anywhere || Don't forget you might have to go for 214A instead of 214C if you're too far.
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| CD > (214A), 623A > 236236P > 236236BD || 532 || 180 || 3 || 25%  || Corner || If you prefer 236236BD oki.
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| '''Light Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 625 || 230 || 3.5 || 40% || Corner || Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient.
| '''Light Starter''' > 623AC, 623C, 214C > 236236P > 236236BD || 625 || 230 || 3.5 || 40% || Corner || Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient.

Latest revision as of 00:44, 5 August 2022

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 Stun Meter Gain Notes
2B > 2B > 2A 51 60 5.5% Standard low light confirm.

Heavy Starters

Combo Damage Stun Meter Gain Notes
cl.D > 6A 122 120 12.5% Grounded punish starter. Can use cl.C instead for more consistency in certain situations and worse damage.
f.C > 6A 82 80 8.3% Spaced punish starter.
j.X, cl.C > 6A 176 180 18% Standard jump-in starter. Usually more consistent than cl.D due to cl.D pushback. Values calculated using heavy jump normals, but you can use j.A/j.B as well.

Other Starters

Combo Damage Stun Meter Gain Notes
CD 75 100 7.5% If you trade and don't get knocked down you can still convert off CD.
cl.D > 6B 113 120 12.5% Leads to his air specials.
6B > j.236C 102 80 13.5% Pressure sequence/frametrap that leads to conversions. Keep in mind j.236C whiffs after 6B at certain midscreen spacings.
6B > j.236AC 125 40 4.5% Same as above. Sometimes whiffs midscreen after 6B, and sometimes you'll only get 2 hits off j.236AC instead of 3, which limits your conversions.
Counterhit j.CD 100 80 8% Leads to juggles.
236CD 75 0 0% Shatter Strike.
6A 60 90 6% Shun'ei's reactable overhead.

Combos

Note: For combos that use non-canceled j.236C to juggle in the corner, you need to use a Tiger Knee motion. (2369C)

Rush Auto Combo

Builds 9% meter and deals 45 stun before combo ender.

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move.
cl.A > A > A > C 230 1 Rush combo ending in a super.
cl.A > A > A > D 350 2 Rush combo ending in a Max super.
cl.A > A > A > A 443 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 214A 106 120 16% Anywhere Crouching light meterless BNB. Subtract a cr.B or not depending on range.
2B > Rush Autocombo 133 105 20% Anywhere Better Shun'ei low confirm, believe it or not.
Heavy Starter > 623C, 2D 266 270 40% Anywhere You can cancel 2D into 214A to build some meter, this makes your okizeme weaker though.
Heavy Starter > 214C 194 180 25% Anywhere The damage and meter gain are significantly less, but this does grant you a safejump.
cl.D > 6B > j.236C, 214C 235 220 33% Corner
CD > (214A), 214C 143 160 25% Midscreen This combo can work without the 214A whiff, though cancelling CD into 214A makes it safer in general. If done at CD tip range, 214C will whiff - you can 214A again instead. You can do this same combo if CD trades, just dash up a little before 214C. Doesn't work in the corner unless you skip the 214A whiff.
CD > (214A), 623A, cl.C 194 250 30% Corner High damage option that ends in an air reset. If you don't go for the 214A buffer, you can do 623C, 2D instead for more damage.
CD, 623C, 2D 211 250 33% Corner High damage option that ends in a soft knockdown. You can do this same combo if CD trades, just dash up a little before 623C - it might not work if you're too far from your opponent.
Counterhit j.CD, 214C 176 140 20% Anywhere
Counterhit j.CD, 623C, 2D 252 230 33% Corner Harder to counterhit confirm than the above combo.
Counterhit j.CD > j.236C, 623C, 2D 301 270 40% Corner Even harder to counterhit confirm.
Counterhit j.CD > j236C, 214C 229 180 30% Corner Variation on the above combo that sacrifices damage/stun/meter gain for 214C okizeme.
6B > j.236C, 214C 174 220 22.5% Corner Meterless conversion off frametrap in the corner.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236AC, 214C 183 120 0.5 20% Anywhere Easy to execute and grants a safejump.
Light Starter > 236AC, 623C, 2D 247 210 0.5 30% Anywhere Soft knockdown but higher damage/stun/meter build. If you aren't point blank or in the corner then 2D will whiff - end with 214A instead in those situations.
Light Starter/Heavy Starter > 623AC, 623C, 214C 260/346 200/260 0.5 35%/40% Anywhere Stronger confirm, but the Light Starter has more difficult execution. You can use 2B>2B>62A>3AC as a shortcut.
cl.D > 6B > j.236C, 623AC, 623C, 214C 376 300 0.5 55% Corner Meter positive.
Light Starter/Heavy Starter > 623AC, j.236C, 623C, 2D 297/385 280/310 0.5 40%/45% Corner Optimal corner combo. Sacrifices 214C okizeme for damage/stun. More technical and difficult than the above combo.
CD > (214A), 623AC, 623C, 214C 284 240 0.5 40% Anywhere This combo won't work if you're cornered and too close to the opponent when you hit CD, and sometimes you'll hit CD at tip range near the corner where 623AC won't combo after your 214A. Sometimes you can pick up with 623AC but won't be able to get 623C after, go for 214C after 623AC in these situations instead. You can also do this combo in the corner if your CD trades, although you might have to dash up a little bit before 623AC. You can hit confirm CD when you're near the corner and skip the 214A buffer on hit or combo into 214A instead to avoid whiffing 623AC and giving up your combo.
CD > (214A), 623AC, j.236C, 623C, 2D 321 290 0.5 45% Corner Technical TK Blau Wing optimal. You can also do this combo if your CD trades, although you might have to dash up a little before 623AC.
CD (Trade), 66, 214AC 177 100 0.5 7.5% Anywhere Trade combo for CD. Need to dash up a little bit before the 214AC.
Counterhit j.CD, 214AC 214 80 0.5 8% Anywhere
Counterhit j.CD, 623AC, 214C 269 140 0.5 20% Anywhere Harder confirm than above. You can check your 623AC spacing to see if you need to use this route or not.
Counterhit j.CD, 623AC, 623C, 214C 337 220 0.5 40% Anywhere Even harder confirm.
Counterhit j.CD, 623AC, 623A, 623C, 2D 392 310 0.5 45% Corner Version of the above that sacrifices 214C okizeme for damage/stun/meter build.
Counterhit j.CD > j.236C, 623AC, 623C, 214C 381 260 0.5 45% Corner Hardest confirm.
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 2D 432 350 0.5 55% Corner Version of the above that sacrifices 214C okizeme for damage/stun/meter build.
6B > j.236C, 623AC, 623C, 214C 326 220 0.5 45% Corner Optimal conversion off 6B > j.236C in the corner.
6B > j.236AC, 214C 200 100 0.5 16% Anywhere You need to get all 3 hits of j.236AC, if you only get 2 hits off j.236AC then 214C will whiff. This combo always works in the corner.
6B > j.236AC, 623C, 2D 253 190 0.5 30% Corner Even with the worse okizeme, this combo is pretty much always worth it over the above combo.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C 315/403 200/260 1 35%/40% Anywhere Optimal light confirm.
Light Starter > 214A > 236236K 258 120 1 16% Anywhere Alternative route if you want to sacrifice damage/stun/meter build for a sideswitch and 236236K okizeme.
2B > Rush Autocombo (214A Ender/B) > 236236K 275 105 1 20% Anywhere Variation on the above that sacrifices stun for damage/meter build. You can do 236K for the Rush Autocombo ender, and then do another 236K to cancel into super.
Heavy Starter > 623C, 214A > 236236K 405 260 1 40% Anywhere
Light Starter > 236AC, 623AC, j.236C, 623C, 2D 360 250 1 40% Corner Optimal corner combo off of a light confirm. Technical execution, stick to the 236AC, 623AC, 623C, 214C route until you can handle this route's difficulty.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C 441 300 1 55% Corner Optimal corner combo. Light confirms will usually push Shun'ei too far to connect j.236C. You can skip the Tiger Knee Blau Wing until you get the execution down.
cl.D > 6B > j.236C, 623AC, 623C, 236AC, cl.C 421 310 1 45% Corner Alternate combo with 6B. Against Meitenkun, Yuri, and Chris, cl.C will whiff. In that case, use the above combo instead or the standard 236AC, 623AC, 623C, 214C route.
CD > (214A), 623AC, 623C, 214AC 312 180 1 30% Anywhere If you're too far to link 623AC into 623C, you can do 623AC, delayed 214AC instead. You can also do 2A14AC instad of manually delaying 214AC. You can do this combo if CD trades, skip the 214A whiff and dash up a little before 623AC.
CD > (214A), 214C > 236236K 295 160 1 25% Midscreen Alternative route that sacrifices damage/stun for sideswitch/meter build/236236K okizeme. Don't forget you might have to opt for 214A instead of 214C if you're too far. You can do this same combo if CD trades, you just might have to dash up a little before 214C. If you aren't confident you can run up and hit 214C, then you can just go straight into 236236K instead for more consistency.
CD > (214A), 623AC, j.236AC, 623C, 214C 322 240 1 40% Corner Technical corner route that ends in 214C knockdown. Your execution needs to be solid or you won't be able to juggle with 214C at the end. You can do this same combo if your CD trades, you just have to skip the 214A whiff and dash up a little before 623AC.
CD, 623C, 214A > 236236K or P 341/333 240 1 35% Corner You can do this same combo if CD trades, you just might have to dash up a little before 623C.
CD > (214A), 623AC, j.236C, 623C, 214AC 347 220 1 40% Corner Optimal corner combo. Stick to other routes until you have the Tiger Knee down. You can do this same combo if CD trades, just dash up a little before 623AC.
Counterhit j.CD, 214C xx 236236K 346 140 1 20% Anywhere
Counterhit j.CD, 623AC, 623C, 214AC 369 160 1 25% Anywhere Harder confirm than above. You might have to skip 623C depending on spacing.
Counterhit j.CD, 623AC, 623A, 623C, 214AC 422 240 1 35% Corner
Counterhit j.CD > j.236C, 623AC, 623A, 623C, 214AC 460 280 1 45% Corner Harder confirm than above.
6B > j.236C, 236236K 272 80 1 13.75% Anywhere
6B > j.236C, 623AC, 623C, 214AC 356 160 1 30% Corner
6B > j.236AC, 214AC 221 40 1 4.5% Anywhere Need at least 2 hits of j.236AC to combo. If you only get 1 hit of j.236AC then this combo won't work.
6B > j.236AC, 623AC, 623A, 623C, 214AC 389 200 1 33% Corner
6A > 236236K or P 192/186 90 1 6% Anywhere Conversion off of Shun'ei's reactable overhead.
236CD, 214C 155 60 0.5 (1) 12.5% Anywhere Shatter Strike conversion. Shatter Strike refunds half a bar on hit.
236CD, 623C, 2D 236 150 0.5 (1) 25% Anywhere Sacrifices 214C okizeme for damage/stun/meter build.
236CD, 623AC, 623C, 214C 326 140 1 30% Anywhere
236CD, 623AC, j.236C, 623C, 2D 372 190 1 33% Corner Corner optimal, sacrifices 214C okizeme for damage/stun/meter build.
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214AC 341/431 140/200 1.5 22.5%/30% Anywhere Easy BnB. This version can have better okizeme in the corner compared to combos that end in super.
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236K or P [382/376]/[478/472] 200/260 1.5 33%/40% Anywhere Generally better than above. Harder light confirm.
Light Starter > 236AC, 623C, 214A > 236236K or P 367/361 200 1.5 33% Anywhere Easier light confirm.
Light Starter > 623AC, j.236C, 623C, 214A > 236236K or P 401/395 240 1.5 45% Corner Light confirm corner optimal. Harder to confirm and difficult to execute.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236K or P 498/492 300 1.5 55% Corner Corner optimal.
CD > (214A), 623AC, 623C, 214C > 236236K or P 406/400 240 1.5 40% Anywhere You can get this route and the below route if CD trades in the corner, run up slightly before 623AC.
CD > (214A), 623AC, j.236AC, 623C, 214AC 344 180 1.5 30% Corner Dubious route that allows you access to auto-timed spaced safejump oki, which can be slightly better than 236236P safejump oki in the corner. You can safely ignore this route unless you're really trying to get 214AC okizeme.
Counterhit j.CD, 623AC, 623C, 214C > 236236K or P 479 220 1.5 40% Anywhere
6B > j.236C, 623AC, 236AC, 623A, 214AC 402 160 1.5 27.5% Corner
6B > j.236AC, 214C > 236236K 331 100 1.5 18% Anywhere Only works if you get all 3 hits from j.236AC. If you get less hits from j.236AC then you can go straight into 236236K instead.
6B > j.236AC, 623AC, 623A, 623C, 214AC 389 200 1.5 33% Corner
236CD, 623C, 214A > 236236K or P 391 140 1.5 27.5% Anywhere
236CD, 623AC, 623C, 214AC 360 80 1.5 18% Anywhere May be preferable over the above route for 214AC oki.
236CD, 623AC, j.236AC, 623C, 214C 377 140 1.5 30% Corner Technical route that ends in 214C knockdown.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter/Heavy Starter > 236AC, 623AC, 623C, 214C > 236236K or P [429/423]/[525/519] 200/260 2 35%/40% Anywhere
2B > Rush Autocombo (214A Ender/B) > 236236BD 383 105 2 20% Anywhere May be the preferable route if you want spaced safejump oki in the corner.
Light Starter > 236AC, 623AC, 236AC, 623A, 214AC 380 140 2 18% Corner Another optional route if you prefer to sacrifice damage for spaced safejump oki.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236K or P 555/549 300 2 55% Corner
Heavy Starter > 623C, 214A > 236236BD 517 260 2 40% Corner Optional route if you prefer to sacrifice damage for spaced safejump oki.
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P 403/399 285 2 7.5% Anywhere 1500 Max timer combo. Weaker than your regular combos, but can be applicable in scenarios where you want to extend your pressure/confirms with another 2B cancelled into 5B. "..." will denote 2B > 2B > 2B > 5B. These routes are also appropriate for Quick MAX buffered pokes.
(QM) ... > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P 380/376 325 2 7.5% Anywhere 1250 Max timer combo.
(QM) ... > BC, cl.C > 623AC, 623C, 214C > 236236K or P 364/360 285 2 7.5% Anywhere 1000 Max timer combo.
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, 623AC, 623C, 214C > 236236K or P 624/618 320 2 0% Anywhere MAX Mode punish for huge whiffs like reversals.
(MAX Mode) BC, j.D, cl.C > 6A > 236AC, j.236AC, 623AC, 236AC, 623A, 214A > 236236K or P 642/638 320 2 0% Corner 1500 Max timer corner combo.
CD > (214A), 214C > 236236BD or AC 407 160 2 25% Midscreen Can be used in trade situations.
(QM) CD > BC, cl.C > 6A > 236AC, 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] 407/405 270/290 2 7.5% Anywhere 1500 Max timer combo that can lead to better oki than above. More difficult to hit confirm than CD > (214A) routes.
(QM) CD > BC, cl.D > 6A > 623AC, 623C, 214C > 236236K or P 414/410 260 2 7.5% Anywhere 1250 Max timer combo. Getting the cl.D can be finnicky, you can do this combo with cl.C instead for only 1 less damage than the above combo.
(QM) CD > BC, cl.C > 6A > 623AC, [dl. 214C > 236236K]/[dl. 623C > 236236P] 364/362 270/290 2 7.5% Anywhere 1000 Max timer combo.
CD > (214A), 623AC, j.236AC, 623C, 214C > 236236K or P 416/412 160 2 25% Corner Technical corner combo. You can skip the j.236AC for a combo that's slightly weaker than the 214C > Super route. Can be used in trade situations.
CD, 623C, 214A > 236236BD 449/446 240 2 35% Corner Corner optimal.
Counterhit j.CD, 214C > 236236BD 473 140 2 20% Anywhere
Counterhit j.CD, 623C, 214A > 236236BD 518 220 2 35% Corner
6B > j.236C, 236236BD 399 80 2 13.5% Anywhere
6B > j.236C, 214C > 236236BD 454 140 2 22.5% Corner
6B > j.236AC, 623AC, 623A, 623C, 214A > 236236K or P 460/454 260 2 45% Corner
(QM) 6A > BC, cl.C > 236AC, 623AC, 623C, 214C > 236236K or P 354/350 300 2 6% Anywhere 1500 Max timer combo. Midscreen optimal.
(QM) 6A > BC, cl.C > 6A > 623AC, 623C, 214C > 236236K or P 334/330 340 2 6% Anywhere 1250 Max timer combo. Midscreen optimal.
(QM) 6A > BC, cl.C > 623AC, 623C, 214C > 236236K or P 323/319 300 2 6% Anywhere 1000 Max timer combo. Midscreen optimal.
6A > 236236BD 300 90 2 6% Anywhere Optional route for if you want spaced safejump oki in the corner.
236CD, 623AC, 623C, 214C > 236236K or P 478/470 140 2 30% Anywhere
236CD, 623AC, j.236C, 623C, 214A > 236236K or P 502/494 180 2 35% Corner
Light Starter/Heavy Starter > 623AC, 623C, 214C > 236236BD or AC [490/474]/[586/577] 200/260 2.5 35%/40% Anywhere
Light Starter > 236AC, 623C, 214A > 236236BD or AC 475/466 200 2.5 33% Anywhere Easier light confirm.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236BD 606 300 2.5 55% Corner
Light Starter > 623AC, j.236C, 623C, 214A > 236236BD 507 240 2.5 40% Corner
CD > (214A), 623AC, 623C, 214C > 236236BD 514 240 2.5 40% Anywhere Being near the corner and hitting CD at tip range will cause 623AC to whiff. Either hit confirm CD in those situations and skip the 214A buffer on hit, or confirm into 623A instead.
CD > (214A), 623AC, j.236C, 623C, 214A > 236236BD 531 280 2.5 50% Corner Technical corner optimal.
Counterhit j.CD, 623AC, 623C, 214C > 236236BD or AC 587/584 220 2.5 35% Anywhere
Counterhit j.CD, 623AC, j.236C, 623C, 214A > 236236BD 608 260 2.5 45% Corner Technical corner optimal.
6B > j.236C, 623AC, 623C, 214C > 236236BD 566 220 2.5 40% Corner
6B > j.236AC, 214C > 236236BD 430 100 2.5 18% Anywhere If you don't get all 3 hits on j.236AC then you need to go straight into 236236BD and skip the 214C.
6B > j.236AC, 623C, 214A > 236236BD 481 180 2.5 33% Corner
236CD, 623C, 214A > 236236BD or AC 518 140 2.5 28% Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) Light Starter/Heavy Starter > BC, cl.C > 6A > 623C, 214A > 236236K > 214236CD 577/680 310/370 3 5.5%/12.5% Anywhere 1500 Max timer combo. Damage/stun optimal. Don't forget you can switch 2A for 2B in Quick MAX confirms, and you might be able to add a f.B depending on spacing.
(QM) Light Starter > BC, cl.C > 6A > 214C > 236236K > 214236CD 554 230 3 5.5% Anywhere
Light Starter > 236AC, 623AC, 623C, 214C > 236236BD 535 200 3 35% Anywhere Sacrifice damage/stun for better okizeme and meter build.
Heavy Starter > 623C, 214A > 236236K/P > 236236AC/BD 652/647 260 3 40% Anywhere
Light Starter > 236AC, 623AC, j.236C, 623C, 214A > 236236BD 550 240 3 40% Corner Corner optimal.
Heavy Starter > 236AC, j.236C, 623AC, 623C, 214C > 236236BD 661 300 3 55% Corner Corner optimal.
(QM) 2B > 2B > 2B > 5B > BC, cl.C > 623AC, 623C, 214C > 214236CD 515 285 3 7.5% Anywhere 1000 Max timer combo. Can be done from a light starter, but it's suboptimal.
(MAX Mode) BC, j.D, cl.C > 623AC, 623C, 214C > 236236K > 214236CD 795 200 3 0% Anywhere Optimal MAX Mode punish.
CD > (214A), 214C > 236236K > 236236AC 542 160 3 25% Anywhere Don't forget you might have to go for 214A instead of 214C if you're too far.
CD > (214A), 623A > 236236P > 236236BD 532 180 3 25% Corner If you prefer 236236BD oki.
Light Starter > 623AC, 623C, 214C > 236236P > 236236BD 625 230 3.5 40% Corner Only worth it in the 2nd position. At 3rd position Quick Max combos are more efficient.
cl.D > 6B > j.236C, 623AC, 623C, 214C > 236236P > 236236BD 712 300 3.5 55% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
(QM) ... > BC, cl.C > 6A > 214C > 236236BD > 214236CD 694 260 4 10% Anywhere 1250 Max timer combo. Optimal for 4 bars. Does 761 damage from a cl.D > 6A starter.
(QM) ... > BC, cl.C > 6A > 623C, 214A > 236236BD > 214236CD 717 340 4 10% Anywhere 1500 Max timer combo. Does 786 damage from a cl.D > 6A starter.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Shun'ei Combos by Meno

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