KOF XV K' Stun TOD 100% 94 Hit Midscreen Combo 3 (Stun Route Only Has Two Possible Finishers 2 of 2)
Combo developed and performed by Raptor Sentry, Finisher developed by @StarkWang0614
The post-dizzy finisher is arguably the hardest finisher combo for K', but I can break it down by the important points to help you get the hang of it (FYI, this is going to be one of those combos where you want to visually focus more on your opponent instead of yourself):
1.) After 236C-6D, you want to bust out 236AC-6B immediately afterwards, this is to provide contributed elevation, so you can't slack with it.
2.) Pay close attention to 00:17 - 00:19 (I highly recommend that you start watching this part with playback speed at 0.25) - you have to wait for the fireball to come out and collide with the opponent completely. When this occurs, the opponent will be slightly knocked upwards. Proceed to step 3.
3.) Once you identify that aforementioned small knock up, THEN, you do far 5D. Again, watch 00:17 - 00:19, after that small knock up from before, following up with the standing far heavy kick will cause yet another tiny knock up, which is what you want. If you don't see it, it means you did far standing heavy kick too soon, so by the time you do the low elevation Instant Air EX Minute Spike, 236C-6A will miss completely.
4.) Now that you've made that second small knock up happen, as soon as you spot it, IMMEDIATELY do 2144BD (just think of that, don't worry about the fact that far 5D cannot be cancelled into anything). If you're too leisurely with your time doing 2144BD, then after 623A xx Chain Drive, the Max Meter ends and you'll lose access to the Climax.
Lastly, following up on a previous video, showcasing another finisher that can kill at 475 (https://youtu.be/QgfLPr8CIh0), as mentioned before, if you do a stun route that deals 475 damage, the highest damaging finishers that can do 760 dmg and above (whether starting with CD, 236C, or jump ins) always come up short from getting the kill. This combo only deals 752 dmg, while its "sibling" does 750 dmg, yet they both get the kill from 475 dmg. (There is also a finisher I've done numerous times in other videos - CD, 236C, cl.D, 4B, 236C-6D, 236C-6A, 236AC-6B, j.C xx 214BD, 623A xx Lvl 1 Chain Drive xx Climax - that does 750 dmg as well, yet, if used as a finisher after a 475 dmg stun route, it brings it all to a total of 997, TOD failed.)
What both combos have in common is that they each have a section where, although it all combos, there is a significant delay between two non-juggle starting hits. In this combo, it's far 5D to 2144BD. In the other combo, it's 4B, delay cancelled into 214D~214D. This leads me to presume that KOF XV has a semblence of "Uncombo" physics.
For those that are too young to know what the hell that means, in Marvel vs. Capcom 1 and Marvel Super Heroes, they each shared a glitched physic where, if one was to do careful delays between hits in a combo, it tricks the game into not tallying hit count, while at the same time, the delays are done specifically where hit stun is maintained and the next hit will come out just before hit stun wears off. The reason why high level players do this is because Uncombos also reset damage scaling. If you ever watch a high level MvC1 or MSH match, and see slow juggles that don't tally up, but their opponent quickly dies, that's what's going on.
KOF XV still tallies hit counts as long as a connection between hits can be made, regardless of delay, but there seems to be a degree of damage scaling refreshing that occurs. This is my hypothesis Ias to why these two specific combos can accomplish kills from a 475 damage stun combo, while other higher damaging combos fail.
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