Difference between revisions of "The King of Fighters XV/Chizuru Kagura/Combos"

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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
|-
| ''',''' || Link the previous move into the following move.
|-
| '''(X)''' || A move in brackets must whiff (not hit).<br />Can also mean the move must be Kara Canceled.
|-
| '''~''' || Cancel the previous special into the following special.
|-
| '''cl.''' || Close to opponent.
|-
| '''f.''' || Far from opponent.
|-
| '''j.''' || Jumping move.
|-
| '''AA''' || Anti-air. Hit the opponent while they're mid-air.
|-
| '''[X]''' || Hold input.
|-
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage/stun values will be shown).
|-
| '''X * N'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>Multiple inputs will be bundled into "{}".
|-
|}
==Starters==
'''Keep in mind:''' The combos in the "Combos" section have been tested using the first starter in each category '''(the combos in Bold)'''.<br/>
The other starters in each table should also work in each case, but may not.
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''?''' ||  || Standard low light confirm.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''j.X > ?''' ||  || Standard jump-in starter.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
|  cl.A > A > A > B || ||  || 0 ||  || Anywhere|| Rush combo ending in a special move
|  cl.A > A > A > B || ||  || 0 ||  || Anywhere|| Rush combo ending in a special move
|-
|-
|  cl.A > A > A > C || ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|-
|-
|  cl.A > A > A > D || ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|-
|-
|  cl.A > A > A > A || ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|}
|}



Revision as of 00:20, 29 April 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
X Starter Use the corresponding starter(s) from the 'Starters' section of this page.
> Cancel the previous move into the following move.
If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
, Link the previous move into the following move.
(X) A move in brackets must whiff (not hit).
Can also mean the move must be Kara Canceled.
~ Cancel the previous special into the following special.
cl. Close to opponent.
f. Far from opponent.
j. Jumping move.
AA Anti-air. Hit the opponent while they're mid-air.
[X] Hold input.
X/Y Do either X move or Y move in a combo (Both final damage/stun values will be shown).
X * N
{X} * N
Repeat 'X' input 'N' amount of times.
Multiple inputs will be bundled into "{}".

Starters

Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.

Light Starters

Combo Damage Notes
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Notation Guide

General Notes

  • Anywhere that uses 2B 2A can also use cl.C/2C/cl.D 6A for the starter.
  • Up close you can usually get two 2Bs before needing to go to 2A to cancel. If you are pushed out a bit or start with a jumpin, you may want to just use one 2B for consistency.

Rush Auto Combo

Combo Damage Stun Meter cost Meter Gain Location notes
cl.A > A > A > B 0 Anywhere Rush combo ending in a special move
cl.A > A > A > C 1 Anywhere Rush combo ending in a super
cl.A > A > A > D 2 Anywhere Rush combo ending in a Max super
cl.A > A > A > A 3 Anywhere Rush combo ending in a Climax super

0 Meter

Combo Damage Stun Meter Gain Location Notes
2B > 2B > 5B > 236A 140 130 Anywhere
2B > 2B > 5B > 214D.K.214K 176 190 Anywhere
2B > 5B > 214C.P.214P 155 160 Anywhere Point Blank Only
2B > 5B > 623C 163 120 Anywhere Point Blank Only
5D > 6A > 214D.K.214K 173 160 Anywhere
CD > 214D.K.214D 166 200 Anywhere

0.5 Meters

Caption text
Combo Damage Stun Meter Gain Location Notes
2B > 2B > 5B > 214PP.P > 6B > 214D.K.214D 298 230 Anywhere
2B > 2B > 5B > 214PP.P > 6B > 214B.K 270 180 Anywhere Safe Jump Setup
CD > 214PP.P > 6B > 214D.K.214D 288 240 Anywhere

1 Meter

Combo Damage Stun Meter Gain Location Notes
2B > 2B > 5B > 236A > 2141236A 260 130 Anywhere
2B > 2B > 2A > 2141236A Anywhere
2B > 2B > 2A > 214PP.P > 6B 214KK.K.214K > 623C Anywhere
2B > 2B > 2A > 214KK.K.214K > 214PP.P.214P > 236A Anywhere
2B > 2B > 2A > 214KK.K.214K > 214PP.P.214P > 623C Corner
2B > 2B > 2A > 214KK.K.214K > 214PP.P.214P > 6B > 623C Anywhere
2B > 2B > 5B > 236A > 2141236P 260 130 Anywhere
2B > 2B > 5B > 214C.C > 2141236P (264/140) 260 140 Anywhere
2B > 2B > 5B > 214PP.P > 6B > 214KK.K.214K > 623C 396 140 Anywhere
5C > 6A > 236CD > cl.C > 6A > 214PP.P > 6B > 623C Anywhere
5C > 6A > 236236B > 2B > 66 > cl.D > 6B Midscreen
5C > 6A > 236236B > 2B > CD > 6B > 623C Corner
5D > 6A > 236CD > 5D > 6A > 214D.K.214D 314 320 Anywhere
5D > 6A > 214C.P > 2141236A 312 Anywhere Do 214C into 41236A to Super Cancel 214C
5D > 2141236A 222 70 Anywhere

1.5 Meters

Combo Damage Stun Meter Gain Location notes
2B > 2B > 5B > 214PP.P > 6B > 236A > 2141236P 371 170 Anywhere
j.C > 5D > 6A> 214PP.P > 6B > 214KK.K.214K > 623PP 526 220 Anywhere
236CD > 214PP.P > 6B > 214KK.K.214K > 623C 449 100 Anywhere

2 Meters

Combo Damage Stun Meter Gain Location notes
2B > 2B > 2A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236A Anywhere
5C > 6A > 236236B > 2B > CD > 6B > 214C~P >2141236A Corner
5C > 6A > 236236KK > 2C > 3D > 5D > 6A > 214D.K.214K Anywhere
5C> 6A > Quick Max > cl.D > 6A > 214AC~P > 6B > 214BD~K~214K > 236 > 2141236A 507 300 0.15 Anywhere
5D > 6A > 236236KK > 2C > 3D > 5D > 6A > 623C 513 390 Anywhere
5D > 6A > MAX > 5D > 6A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236P 517 300 Anywhere Mid or Anchor
5D > MAX > 5D > 6A > 214PP.P > 6B > 236A > 2141236P 433 260 Anywhere
J.C > 5D > 6A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236A 554 260 Anywhere

3 Bars

Caption text
Combo Damage Stun Meter Gain Location Notes
5D > 6A > 236236BD > 2C > 3D > cl.D > 6A > 236A > 2141236P 570 370 0.49 Anywhere
5D > MAX > 5D > 6A > 214PP.P > 6B > 214KK.K.214 > 236A > 2141236PP 575 260 Anywhere Anchor
5D > MAX > 5D > 6A > 214C.P > 2141236P > 2141236CD 641 230 Anywhere Mid or Anchor

4 Bars

Caption text
Combo Damage Stun Meter Gain Location Notes
cl.D > 6A > 236236BD > 2C > 3D... cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 236A > 2141236P 716 410 0.55 Anywhere
5D > MAX > 5D > 6A > 2141236PP > 2141236CD 746 230 Anywhere Anchor

5 Bars

Caption text
Combo Damage Stun Meter Gain Location Notes
cl.D > 6A > 236236BD > 2C > 3D > cl.D > 6A > 236CD > 66 > cl.D > 6A > 236236CD > 2C > 3D > cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 623C 750 760 0.4 Anywhere Preferably back to corner

External Links

Chizuru Combos by Meno

Navigation

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