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

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'''General Notes:'''
'''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===
===Rush Auto Combo===

Revision as of 07:31, 13 May 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 briefly.
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

General Notes:

Rush Auto Combo

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

0 Meter

Combo Damage Stun Meter Gain Location Notes
2B > 2B > 5B > 236A 140 130 20% Anywhere Easy confirm, leads to supers.
2B > 2B > 5B > 214D ~ K ~ 214K 176 190 25% Anywhere Stronger light confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry.
5D > 6A > 623C 217 170 30% Anywhere
CD > 214B ~ 214D 166 200 25% Anywhere By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack.
CD, 6B > 623C 219 200 30% Corner

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

The King of Fighters XV
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