KOF XV K' Basic Combos (Midscreen & Corner)
Combos performed by Raptor Sentry
Outro Music: Tritan - "Hollow Life" (feat. Ratfoot)
from NCS https://youtube.com/@NoCopyrightSounds
Yes, all things considered, a number of these combos are basic. As I noted in https://youtu.be/TPAFeTBJlEM even if you're not going for TODs, but you still want to play K', learning how to adjust to catch an airborne opponent with 4B, and getting down whiffed 2A~6B, 214D, 623C~6D are essential as they provide extension opportunities, optimized damage, and even meter return (take note of a number of combos with meter return - one of the reasons why, in tournament settings, K' is considered the most practical at Point Position). Also worth mentioning is the distance carrying potential.
Other noteworthy tricks that you should consider getting down:
1.) Instant Air Low EX Minute Spike - 2144BD (you can even try 44214BD). There's also the option of doing a non-EX low air instant Minute Spike for combo finishers.
Tiger Knee motion is still an option, but there is no consistency in being able to get it out at the lowest ideal altitude.
2.) Fast whiffed 2A~6A, if you're not comfortable doing them for TODs, you should at least get them down for "lesser" combos (and maybe in time, you'll develop the comfort of doing them repetitively)
Without doing the above, if you've already messed around with K', you'll notice that his general damage output isn't very high, and is barely acceptable when doing combos with jump ins or close heavy attacks minus extension options.
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