KOF XV K' Three 2B Starter TOD Combos (All Screens, Includes A NEW & EXCLUSIVE 104 Hit TOD Combo)

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UPDATE: Good thing I was able to do these before patch 2.10. Since the new patch, all versions of Air Minute Spike had their damage nerfed, therefore, at least the fullscreen and midscreen combos, no longer kill from full health.

First, the DISCLAIMER: None of these combos will work on Chris, Orochi Chris, Meitenkun, or Sylvie. Specifically the stun routes, as they involve low altitude cl.A, 2144BD, 623C-6D.

Combo #1: Aside from the 2A at the start, this is a copy of @Kjoa's version of the fullscreen 2B starter combo. I did this in honor of him, for being a mentor, and inspiration to me for having started doing K’ TODs in the first place.

Combo #2: This is a variation of @StarkWang0614's fullscreen 2B starter combo, except it’s done midscreen. This I also done in honor of him as he was the first to demonstrate the 2B starter K' TOD combo.

Aside from showing that it’s possible to do one midscreen, which I haven’t seen anyone else done, there are two things I wanted to exhibit here:

- The combo began with 2B, cl.B. Unlike starting with 2B, 2A, or standing close A, the resulting damage at the stun will be 480 damage, instead of 475. This opens up the use of a third finisher option, demonstrated by @GameStuff, https://youtu.be/ogmzcG7kX_o?si=-cSa5AzV4a8_LZvp.

- Following up on my No Jump-in Midscreen TOD combo (https://youtu.be/BWcvbXqqGOo), as I had mentioned there, without a jump-in, there will be a distance discrepancy which is realized after doing Quick Max, CD, 236BD. As this time you are starting the combo off light hits, the distance discrepancy further extends. Therefore, you will have to do a quick 214BD~214BD in order to cross the distance and properly connect your second set of cl.A, cl.C (2 hits), 4B.

Combo #3: This one I developed, with elements I’ve learned from the above. Unfortunately, the usual 16 hit, double light DP, finisher will not get the kill. I’ve tried, and it resulted in 998 damage (I wouldn’t doubt that it’s possible to get a kill with the 16 hitter if you were to have the Counter-Hit setting turned on, but I didn't want to use "cheats" lol). Therefore, I had to go for the strongest 15 hit finisher to make sure that the kill is secured, and hey, this time around, Athena, Nakoruru, Haohmaru, and Yuri won’t be excluded from this corner TOD.

Despite my colleagues, and myself, having demonstrated that it’s possible to do a TOD from 2B, I won’t lie or tell you otherwise – these combos are HARD, and they all have numerous parts that are easy to mess up.

If you go for either the fullscreen, or midscreen option, your choice of finishers are limited to 2 guaranteed options, 3 if you started off with 2B, cl. B. Perhaps there are other available options (after stunning with 480 damage), but I doubt there are many. Either way, as if it wasn't enough that the stun routes are among the most execution demanding combos in the game, the 2-3 finisher options are all advanced level (Gamestuff's finisher can be considered the easiest one).

If you commit to any of these, it’s definitely an all or nothing sorta deal - an error can cost you a match. Thus, whether or not any of these can be considered "practical," I leave that up to you to decide.




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