Difference between revisions of "The King of Fighters XV/Chris/Combos"
Jump to navigation
Jump to search
BreadBeard (talk | contribs) |
BreadBeard (talk | contribs) |
||
Line 67: | Line 67: | ||
! 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
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 |