KOF XV K' Stun TOD 100% UPDATED 101 Hit Corner Combo (Works on EVERYONE, Please Read Descriptions)

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Published on ● Video Link: https://www.youtube.com/watch?v=CCCzuwe9uCQ



Duration: 0:39
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Combo developed and performed by Raptor Sentry

Special thanks again to @hkg0616 for creating the foundation for the 100 hit combo.

This is possibly the max number of hits one can do with a K' corner combo TOD against Chris, Orochi Chris, Meitenkun, Athena, Sylvie, Nakoruru, Haohmaru, and Yuri. Read further for explanation.

For referencing, the following finisher combos will be categorized accordingly:

Finisher A - CD, 236C, cl.C two hits, 4B, 236C~6D, 236AC~6B, 214BD~214D, 4B, 236C~6A, 623A xx super xx Climax (The finisher used in this video)

Finisher B - CD, 236AC~6B, cl.C two hits, 4B, 236C~6D, 236AC~6B, 236C~6A, 623A, 623A xx super xx Climax

I'm going to answer some questions I'm sure a number of people would have:

Q: "Why wasn't Finisher B applied?"

A: I recently discovered that Finisher B does not work on Chris, Orochi Chris, Meitenkun, Athena, Sylvie, Nakoruru, Haohmaru, and Yuri. This video aims to showcase something that can be generally applied to the entire cast.

Q: "For the stun route, why didn't you modify it to allow the ending of 6B, mid air 214D, cl.A, 2144BD, 623C~6D?"

A: Against Chris, Orochi Chris, Meitenkun, and Sylvie, that combo does not work, specifically low altitude 2144BD, 623C~6D - it would only work from a high altitude jab, which you're not going to get following 6B, mid air 214D. For a visual reference of what a high altitude jab would look like, watch the stun route for this combo https://youtu.be/LNXYjfU3mo0

Per @Kjoa it connects inconsistently, and from the testing I've done, it misses so much to the point where it's not even worth trying. You can see a demonstration of this here https://youtu.be/zCdx9siiz30

Fun fact, against these tiny characters, after low altitude 2144BD, you can connect with 623A, not ideal for a stun route, but something to think about for coming up with Finisher combos.

Q: "If you had done the original stun route instead (shown here https://youtu.be/XMTQNgo9YYo) couldn't you have done the finisher ending with lvl 2 Chain Drive xx Climax?

A: This is somewhat of an interesting aspect to not just the combo, but a reminder about how certain moves build meter. Even after two whiffed special moves after stun, Finisher A would come up A PIXEL SHORT of building up the required meter for Lvl 2 Super xx Climax. The only way to make it work is to do three whiffed special moves, which I'm not into doing. But, if you are, for exhibition sake, then hey, go to town.

The only way to keep it to just two whiffed special moves following stun, if using Finisher A, would involve replacing cl.C with cl.D. Standing close heavy kick actually builds a pixel more meter than standing close heavy punch (cl.C also scales down damage). But it goes without saying that using the kick option sacrifices one hit from the combo. Unless you wanna do three whiffed special moves, the end result will always be a 100 hit combo.

For visual reference of the aforementioned meter behavior: https://youtu.be/XMTQNgo9YYo

If you notice, in this combo, the two whiffed Minute Spikes after stun wasn't necessary (though you would make back almost half a meter so thats something to consider), I honestly didn't notice until well after doing the combo due to zoning in and doing what I thought was necessary at the time LMAO. To date, this would be the only K' TOD of 100 hits or more that didn't require one to whiff specials to build meter for the kill.

Q: In that case, if not against Chris, O. Chris, Meitenkun, and Sylvie, could one use the stun route used in your 103 hit combo video (https://youtu.be/OJ2wFGIAKj8) and end it with Finisher A?

A: No, Finisher B was utilized for that purpose because it builds a significant amount of meter, this is due to the fact that it utilizes two DP's. With that in mind, and the aforementioned breakdown of meter building, watch the 103 hit combo video again - in that video, I use Finisher B, and the very last hit right before cancelling into Chain Drive super was what gained the final bit of meter needed to access the super with Climax. Finisher A's meter building is not as significant.

Last, but not least, an important thing to keep in mind when doing Finisher A - you have to enter the inputs fast. If however you replace cl.C with cl.D, you afford yourself the convenience of being able to take your time.




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