KOF XV K' *NEW UPDATED* Easiest/Basic/Beginner Stun TOD 100% Combo (Read Descriptions)
Combo developed and performed by Raptor Sentry
This is an update to the previous one ( • KOF XV K' Easiest/Basic/Beginner Stun... )
Landing 4B after 214BD~214BD will work on every character.
Now that follow ups after Lvl 2 Chain Drive are possible, thanks to patch 2.41, this lends to easier finisher options where doing CD, 236C isn't required. As mentioned in a previous video, when you hear K' shout "HUH?!" as he ends the lvl 2 Chain Drive with the final hit, start doing your tiger knee'd EX Minute Spike (2147BD). You don't have to worry about doing 2144BD. You don't even need to concern yourself with the timing needed to have the Instant Air EX Minute Spike hit at a high altitude, as demonstrated in the video. If you do happen to nail it at a high altitude, you will have to wait a bit before doing 623A xx lvl 1 Chain Drive as the opponent needs to fall for a bit in order to properly catch them with the rest of the sequence.
This version of the combo does not require any micro dashing at all as 2C automatically moves K' forward.
Same general points still apply from the previous version:
Yes, all things considered, this is the most basic TOD combo you can do with K', and if you're someone who has never tried doing K' TODs, but you're interested, this is the one I recommend you start with.
There is no fast whiffed 2A~6A, no concern for timing and spacing when jumping in, and, for those that aren't comfortable with them yet, no cl.A, cl.C linking. Plus, it already provides more than enough meter to kill, with a post dizzy combo that doesn't demand a lot - no CD, 236C starter.
This combo comes with three major elements that you want to get a grasp on:
1.) Being able to land CD, 236C in the corner (a rough visual reference that can help is, after CD lands, you want to bust out 236C before the motion lines come out from when the opponent gets knocked in the wall. Again, this is a ROUGH visual reference, it's not reliable, but, it should help in developing the muscle memory, which is what the sequence ultimately boils down to).
2.) Learning how to adjust to land 4B against low altitude launched opponents.
3.) Getting down whiffed 2A~6B, 214D, 623C~6D.
Points 2 and 3 are definitely important, and are a must to get down for K'. Even if you aren't going for TODs, their general utilization in combos not only nets optimized damage, but also makes way for combos with generous meter return (exhibited here • KOF XV K' Basic Combos (Midscreen & C... ), so you might as well tackle them ASAP.
If you try to get around doing points 1-3, you will find yourself reaching for advanced execution actions (i.e. Tiger Knee'd EX Minute Spikes) in order to nail a dizzy - spending meter to the point where securing a kill may not be possible at all.
General lessons learned will be spacing and timing, and this does work on the entire cast. I recommend practicing the combo against different characters as the timing differs among hitbox classes (hence why playing K' is difficult as his combos demand a lot of execution prowess, not just technically, but also being able to adapt accordingly).
If you're a beginner, and struggling to complete this combo, while also losing your patience, chances are this isn't the character for you. Or, for the sake of taking care of yourself, you should at least take a step back and return some other time.
Outside of beginner practice, this is also a good combo to do in Training Mode for warming up. This combo also serves as a good indicator to see if you're having an "off" day - if you're not a beginner, but find yourself struggling and requiring multiple tries to complete the combo, chances are, it might not be a good day for you to be playing a complex anchor K'.