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

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| '''[X]''' || Hold input briefly.
| '''[X]''' || Hold input briefly.
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| '''P & K''' || P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
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| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).
| '''X/Y''' || Do either X move or Y move in a combo (Both final damage & stun values will be shown).

Revision as of 17:12, 9 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.
P & K P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
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
2B > 2B 58 Standard low light confirm. (Some combos allow a third '2B').

Heavy Starters

Combo Damage Notes
j.C/D > cl.C > 6B 172 Standard jump-in starter. f.C(1) allows for same combos which can be a saving grace
if barely outside of cl.C range.
2B > cl.B > 6A 85 Low light confirm that allows for 'Heavy Starter' Combos. Must be close to opponent.
2C > 6B 108 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.
cl.D > 6B 118 Most damaging combo starter.

Other Starters

Combo Damage Notes
CD 75
6B > MAX 45 Overhead starter. Not an overhead when canceled into.
3D > MAX 60 Low profile slide starter. Good range and goes under a lot of things,
including many projectiles.

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

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 129 0 Rush combo ending in a special move
cl.A > A > A > C 212 1 Rush combo ending in a super
cl.A > A > A > D 348 2 Rush combo ending in a Max super
cl.A > A > A > A 439 3 Rush combo ending in a Climax super

Beginner Combos

Combo Damage Meter cost Location notes
2B > 2B > 214A 110 0 Anywhere
j.D > cl.C > 6B > 214C 253 0 Anywhere
2B > 2B > 214AC 178 0.5 Anywhere
2B > 2B > 214A > 236236A 246 1 Anywhere
j.D > cl.C > 6B > 214BD, j.236BD, 6A > 623D 418 1 Anywhere
2B > 2B > 214A > 236236AC 374 2 Anywhere
2B > 2B > 214A > 214236CD 451 3 Anywhere
2B > 2B > 214A > 236236A > 214236CD 246 4 Anywhere

Meterless

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

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC 178 60 Anywhere Use when too far for 623BD full connect.
Light Starter > 623BD 182 60 Anywhere Oki is worth using over 214AC, but falls out at far range.
Heavy Starter > 623AC 291 180 Anywhere Side swap with good oki. Use when cornered.
Heavy Starter > 214BD, j.236D 311 220 Anywhere
Heavy Starter > 236CD, Dash cl.D > 6B > 214C 340 370 Anywhere Requires 1 Bar
Heavy Starter > 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
Light Starter > 214A > 236236A/C 246 140 Anywhere
Heavy Starter > 214BD, j.236BD, dl.6A > 214D ~ (j.236B) 414 300 Anywhere j.236B leaves you next to opponent with advantage.
Heavy Starter > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B 432 300 Corner/Midscreen Corner combo, works from Midscreen.
Heavy Starter > 214BD, j.236BD, 6A > 623BD 442 220 1.5 Bar Anywhere
Heavy Starter > 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
Light Starter > 214A > 236236AC 374 140 Anywhere
Light/Heavy Starter > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D 413/505 250/370 Anywhere 3rd Character
Heavy Starter > 214BD, j.236BD, dl.6A > 214C > 214214B/D 499 300 Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > 214A > 236236A/C > 214214BD 485/570 140/260 Anywhere
Light/Heavy Starter > 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
Light/Heavy Starter > 214A > 236236A/C > 214236CD 571/650 140/260 Anywhere
Light/Heavy Starter > 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
Heavy Starter > 214BD, j.236BD, 6A > MAX, 214C > 214214BD > 214236CD 824 300 Anywhere

External Links

Chris Combos by Meno
Chris Combos by Kakuge

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters