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

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Line 71: Line 71:
| '''{Starter 1}''' > 623D || 148 || 100 ||  ||  || Anywhere || No oki mid-screen, best used in the corner.
| '''{Starter 1}''' > 623D || 148 || 100 ||  ||  || Anywhere || No oki mid-screen, best used in the corner.
|-
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| '''{Starter 2/3}''' > 214C || 253 || 260 ||  ||  || Anywhere ||
| '''{Starter 3}''' > 214C || 253 || 260 ||  ||  || Anywhere ||
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Line 83: Line 83:
| || '''{Starter 1}''' > 623BD || 182 || 60 ||  || Anywhere || Oki is worth using over 214AC.
| || '''{Starter 1}''' > 623BD || 182 || 60 ||  || Anywhere || Oki is worth using over 214AC.
|-
|-
| || '''{Starter 2/3}''' > 623AC || 291 || 180 ||  || Anywhere || Side swap with good oki. Use when cornered.
| || '''{Starter 3}''' > 623AC || 291 || 180 ||  || Anywhere || Side swap with good oki. Use when cornered.
|-
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| || '''{Starter 2/3}''' > 214BD, j.236D || 311 || 220 ||  || Anywhere ||
| || '''{Starter 3}''' > 214BD, j.236D || 311 || 220 ||  || Anywhere ||
|-
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| || '''{Starter 2/3}''' > 236CD, Dash cl.D > 6B > 214C || 340 || 370 ||  || Anywhere || Requires 1 Bar
| || '''{Starter 3}''' > 236CD, Dash cl.D > 6B > 214C || 340 || 370 ||  || Anywhere || Requires 1 Bar
|-
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| || '''{Starter 2/3}''' > 214BD, j.236B, cl.D || 363 || 290 ||  || Corner || Can get corner cl.D link from near mid-screen if you use j.236D instead.
| || '''{Starter 3}''' > 214BD, j.236B, cl.D || 363 || 290 ||  || Corner || Can get corner cl.D link from near mid-screen if you use j.236D instead.
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Line 99: Line 99:
| '''{Starter 1}''' > 214A > 236236A/C || 246 || 140 ||  ||  || Anywhere ||  
| '''{Starter 1}''' > 214A > 236236A/C || 246 || 140 ||  ||  || Anywhere ||  
|-
|-
| '''{Starter 2/3}''' > 214BD, j.236BD, dl.6A > 214D, (j.236B) || 414 || 300 ||  ||  || Anywhere || j.236B leaves you next to opponent with advantage.
| '''{Starter 3}''' > 214BD, j.236BD, dl.6A > 214D, (j.236B) || 414 || 300 ||  ||  || Anywhere || j.236B leaves you next to opponent with advantage.
|-
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| '''{Starter 2/3}''' > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B || 432 || 300 ||  ||  || Corner/Midscreen || Corner combo, works from Midscreen.
| '''{Starter 3}''' > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B || 432 || 300 ||  ||  || Corner/Midscreen || Corner combo, works from Midscreen.
|-
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| '''{Starter 2/3}''' > 214BD, j.236BD, 6A > 623BD || 442 || 220 || 1.5 Bar ||  || Anywhere ||
| '''{Starter 3}''' > 214BD, j.236BD, 6A > 623BD || 442 || 220 || 1.5 Bar ||  || Anywhere ||
|-
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| '''{Starter 2/3}''' > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623BD || 470 || 260 || 1.5 Bar ||  || Corner/Midscreen ||
| '''{Starter 3}''' > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623BD || 470 || 260 || 1.5 Bar ||  || Corner/Midscreen ||
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Line 117: Line 117:
| '''{Starter 1/3}''' > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D || 413 '''/''' 505 || 250 '''/''' 370 ||  ||  || Anywhere || 3rd Character
| '''{Starter 1/3}''' > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D || 413 '''/''' 505 || 250 '''/''' 370 ||  ||  || Anywhere || 3rd Character
|-  
|-  
| '''{Starter 2}''' > 214BD, j.236BD, dl.6A > 214C > 214214B/D || 499 || 300 ||  ||  || Anywhere ||
| '''{Starter 3}''' > 214BD, j.236BD, dl.6A > 214C > 214214B/D || 499 || 300 ||  ||  || Anywhere ||
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Revision as of 19:54, 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. Uses same combos as {Starter 3}.
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 3} > 214C 253 260 Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 1} > 214AC 178 60 Anywhere Use when too far for 623BD full connect.
{Starter 1} > 623BD 182 60 Anywhere Oki is worth using over 214AC.
{Starter 3} > 623AC 291 180 Anywhere Side swap with good oki. Use when cornered.
{Starter 3} > 214BD, j.236D 311 220 Anywhere
{Starter 3} > 236CD, Dash cl.D > 6B > 214C 340 370 Anywhere Requires 1 Bar
{Starter 3} > 214BD, j.236B, cl.D 363 290 Corner Can get corner cl.D link from near mid-screen if you use j.236D instead.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 1} > 214A > 236236A/C 246 140 Anywhere
{Starter 3} > 214BD, j.236BD, dl.6A > 214D, (j.236B) 414 300 Anywhere j.236B leaves you next to opponent with advantage.
{Starter 3} > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B 432 300 Corner/Midscreen Corner combo, works from Midscreen.
{Starter 3} > 214BD, j.236BD, 6A > 623BD 442 220 1.5 Bar Anywhere
{Starter 3} > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623BD 470 260 1.5 Bar Corner/Midscreen

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 1} > 214A > 236236AC 374 140 Anywhere
{Starter 1/3} > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D 413 / 505 250 / 370 Anywhere 3rd Character
{Starter 3} > 214BD, j.236BD, dl.6A > 214C > 214214B/D 499 300 Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 1/3} > 214A > 236236A/C > 214214BD 485 / 570 140 / 260 Anywhere
{Starter 1/3} > MAX, cl.D > 214C > 214214B/D > 214236CD 571 / 661 210 / 330 Anywhere 2nd or 3rd Character

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 1/3} > 214A > 236236A/C > 214236CD 571 / 650 140 / 260 Anywhere
{Starter 1/3} > MAX, cl.D > 214C > 214214BD > 214236CD 672 / 751 210 / 330 Anywhere 2nd or 3rd Character

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
{Starter 3} > 214BD, j.236BD, 6A > MAX, 214C > 214214BD > 214236CD 824 300 Anywhere

External Links

Chris Combos by Meno

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters