Difference between revisions of "The King of Fighters XV/Chris/Combos"

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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| ||  ||  ||  ||  || Anywhere ||  
| '''{Starter 1}''' > 214A || 110 || 140 ||  ||  || Anywhere || Leaves opponent standing in advantage
|-
| '''{Starter 1}''' > 623D || 148 || 100 ||  ||  || Anywhere || No oki mid-screen, best used in the corner.
|-
| '''{Starter 2/3}''' > 214C || 253 || 260 ||  ||  || Anywhere ||
|-
|}
|}



Revision as of 17:59, 5 April 2022

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

Combo Notation Guide

Notation Meaning
{Starter X} 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 canceled before it finishes.
~ 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 * N Repeat 'X' input 'N' amount of times.

Starters

Number Combo Damage Stun Notes
1 2B > 2B 58 60 Standard low light confirm. (Some combos allow a third '2B').
2 2B > cl.B > 6A 85 100 Close low light confirm. Allows for stronger follow-ups than 2B > 2B.
3 j.C/D > cl.C > 6B 172 180 Standard jump-in starter. f.C(1) allows for same combos which can be a saving grace
if barely outside of cl.C range.
4 2C > 6B 108 130 Next best option after jump-in. Combos from further than cl.C thanks to the second hit of 2C. Use when too far for cl.C.
5 cl.D > 6B 118 130 Most damaging combo starter.
6 CD 75 100

Combos

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

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 1} > 214A 110 140 Anywhere Leaves opponent standing in advantage
{Starter 1} > 623D 148 100 Anywhere No oki mid-screen, best used in the corner.
{Starter 2/3} > 214C 253 260 Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Chris Combos by Meno

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters