KOF XV New Patch 2.41 - These Are Getting Kinda Silly...
Combos performed by Raptor Sentry
Joe TOD developed/discovered by @陳育儒-y6u
UPDATE: In case anyone cares about my opinion, I'm actually split down the center on this, I think it's funny (and if I find something funny in a fighting game, it's usually towards something that is situational), but I can sympathize with those who are against the general changes to counter hit j.CD (general corner carry potential, big damage potential depending on character used). Also, I don't mind people wanting to have a discussion on the matter, but please keep it civil - don't start things off making taunts to other camps/trying to bait others into arguing with you, or making statements that show that you didn't actually watch the video, read the descriptions, or made the effort to try all the combos yourself. My channel's comments section is not a free space for starting unneeded quarrels, and I've already had to snip a couple of recent ones that wanted to get at so and so's prior comments, before deciding to cut things off at the source. Chill, or go spend that energy doing something else, this isn't Reddit.
In case there are still those who haven't figured it out yet, the new patch 2.41 change to Counter Hit j.CD is that when it lands, and the opponent gets knocked into the air, they now are subjected to a longer air time, which allows for a large variety of follow ups. No, I didn't ask for this, I don't know of anyone who has.
Notice that some of the counter hit jump CD's either did 100 or 112. This is because, if from a short jump, regardless of where you hit the opponent, the damage is 100. Otherwise, if from a normal jump, regardless of where you hit the opponent, it's 112 damage. There are going to be some where you have to land a normal jump CH j.CD in order to get a qualified kill. Keep this in mind as a way to train yourself on doing consistent short hops.
The last two show that it's possible to get kills without having to rely on being at the corner with a short hop j.CD and a quick Blue Max activation - with Antonov's recent far standing D buff, it's really taking him places, and Elisabeth's TOD may look familiar, but notice how it doesn't need to start at the corner anymore.
Although not every character can do a midscreen TOD, or Blue Max mid-activate corner TOD, from CH j.CD, a number of characters can net around 800-900 damage (Vice is an example • KOF XV Vice Hilarious 944 Damage j.CD... ). And even if a mid/far screen TOD, let alone dealing big damage, is not going to happen for every character, available follow up options can usually lead to carrying the opponent all the way to the corner. Lastly, take note, not all the characters need a full five meters to do their respective TODs.
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