Difference between revisions of "The King of Fighters XV/Clark Still/Combos"

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{{ComboLegend-KOFXV}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}
==Combo Notation Guide==
{|class="wikitable"
! Notation !! Meaning
|-
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page.
|-
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>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)'''.<br/>
===Light Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A''' || 38 || Standard low confirm. Works in practically any situation.
|-
| 2B > 2A > 2A || 60 || Bonus damage low confirm. Must be relatively close. Unreliable after a jump-in.
|-
| 2B > cl.B > 2A || 65 || Highest damage low confirm. Must be very close.
|}
===Heavy Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| '''cl.C(1) > 6B''' || 96 || Standard, reliable heavy starter. Works in practically any situation.
|-
| cl.B, cl.C(1) > 6B || 121 || Light link into cl.C. With good reactions, you can confirm into cl.C. Can be tricky to connect after a jump-in.
|-
| 2C > 6B || 131 || Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup.
|}
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)


==Combos==
==Combos==
'''Note''': Clark's most practical BnBs are the first listed '''Light Starter''' and '''Heavy Starter'''. Following entries are situational or for completeness.
===Rush Auto Combo===
===Rush Auto Combo===
 
{|class="wikitable sortable"
{|class="wikitable"
! Combo!! Damage !! Meter cost !! notes
! 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 > B || 138 || 0 || Rush combo ending with A Gatling Attack.
|-
|-
|  cl.A > A > A > C || ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || 242 || 1 || Rush combo ending with Ultra Argentine Backbreaker.
|-
|-
|  cl.A > A > A > D || ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || 354 || 2 || Rush combo ending with MAX Ultra Argentine Backbreaker.
|-
|-
|  cl.A > A > A > A || ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 446 || 3 || Rush combo ending with Ultra Clark Buster (Climax).
|}
|}


===Meterless===
===Meterless===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > 41236A > 22C/22K || 157/182 || 45 || .225/.25 || Anywhere || Reliable, high damage combo ender. 41236A combos from lights at practically any range.
|-
| '''Heavy Starter''' > 214C, 214A || 229 || 295 || 0.36 || Anywhere || +41/+68 on tech/knockdown.
|-
| '''Light Starter''' > 214A || 110 || 125 || 0.17 || Anywhere || Maintains sides. +38/+65 on tech/knockdown. Grants an autotimed safejump.
|-
| '''Light Starter''' > 623A || 110 || 125 || 0.17 || Anywhere || Maintains sides. +48/+75 on tech/knockdown. Can drop at some ranges.
|-
| '''Light Starter''' > 623C || 137 || 125 || 0.2 || Anywhere || Maintains sides. +30/+57. Grants a shallow autotimed safehop. Best used in the corner.
|-
| '''Light Starter''' > f.B, 2D > 6BD || 133 || 145 || 0.15 || Anywhere || +24/+51 on tech/knockdown.
|-
|-
| j.A > 6B > 41236D > 236C || 270 || || 0 || || Anywhere ||  
| '''Light Starter''' > 41236D > 236P || 185 || 45 || .257 || Anywhere || Max damage ender. 41236D has limiting range, especially after a jump-in. Requires near immediate chains/special cancel.
|-
|-
| cr.B > cr.A > 41236A/C, (chain throws) || 172 || || 0 ||  || Anywhere ||  
| '''Heavy Starter''' > 214C, 2D > 6BD || 229 || 285 || 0.31 || Anywhere || +24/+51 on tech/knockdown.
|-
|-
| cr.A > cl.C > 6D > 214C > 623C || 249 || || 0 || || Anywhere ||  
| '''Heavy Starter''' > 214C > 623A/C || 237 || 215 || 0.32 || Anywhere || Max damage. +44 knockdown but sends them far away.
|}
|}


===EX===
===0.5 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| '''Light Starter''' > 214AC, 41236A > 22C/22K || 232/254 || 45 || 0.225/0.25 || Anywhere || Most versatile combo from a light starter.
|-
| '''Heavy Starter''' > 214C, 214A, 41236AC > 22C/22K || 307/340 || 295 || 0.36 || Anywhere || Builds a significant portion of the EX meter before you even spend it.
|-
| '''Light Starter''' > 214A, 41236AC > 22C/22K || 199/239 || 125 || .167 || Anywhere || Poor use of .5 bar but an easy damage dump after a 214A confirm.
|-
| '''Light Starter''' > 41236BD, 214A || 241 || 125 || .17 || Anywhere || Close range combo that sets up for further meter spending. +41/+68 on tech/knockdown.
|-
| '''Light Starter''' > 623AC, 41236D > 236P || 245 || 45 || 0.257 || Anywhere || Must be point blank with perfect chains/cancels. Can't add an extra light. Significantly more reliable after cl.C > 6B.
|-
|-
| cl.C > 6B > 623AC > 41236D > 236B|| 303 || || 0.5  ||  || Anywhere ||
| '''Light Starter''' > 214AC, 214A || 190 || 125 || 0.17 || Anywhere || Maintains sides. +42/+69 on tech/knockdown. Can apply oki afterwards.
|-
|-
| cr.B > cr.A > 214AC > 214A || 205 || || 0.5  ||  || Anywhere ||
| '''Light Starter''' > 214AC, 623C || 214 || 125 || 0.2 || Anywhere || Maintains sides. +35/+62 on tech/knockdown. Launches too far away for oki.
|-
|-
| cr.B > cr.A > 214A > 41236AC, (chain throws) || 254 || || 0.|| || Anywhere ||
| '''Light Starter''' > 214AC, 623C, 214A || 274 || 205 || .33 || Corner || Maintains sides. +41/+68 on tech/knockdown.
|-
|-
| '''Light Starter''' > 41236BD, 623C, 214A || 329 || 205 || .33 || Back to Corner || Max damage when cornered. +41/+68 on tech/knockdown.
|}
|}


===1 Bar===
===1 Bar===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cl.C > 6B > 623AC > 41236D > 236C || 382 || || 1 || || Anywhere ||  
| '''Heavy Starter''' > 623AC, 41236BD > 214A || 368 || 195 || 1 || || Anywhere ||
|-
| '''Light Starter''' > 214AC, 214A, 41236AC > (chain throws) || 268(ddt)/301(roll) || 125 || 1 || || Anywhere ||
|-
| '''Light Starter''' > 214AC, 623C, 214A, 41236AC > (chain throws) || 299(ddt)/326(roll) || 205 || 1 || || Corner ||
|-
| '''Light Starter''' > 41236BD, 623C, 214A, 41236AC > (chain throws) || 360(ddt)/390(roll) || 205 || 1 || || Back facing corner ||
|-
| '''Heavy Starter''' > 623AC, 41236BD > 214A, 41236AC > (chain throws) || 428(ddt)/455(roll) || 195 || 1.5 || || Anywhere ||  
|-
|-
| cr.B > cr.A > 214AC > 214A > 41236AC, (chain throws) || 316 || || 1 || || Anywhere ||  
| 41236BD, 214A, 41236AC > (chain throws) || 321(ddt)/361(roll) || 80 || 1 || || Anywhere ||
|-
|-
| cl.C > 6B > 623AC > 41236BD > 214A > 41236AC, (chain throws) || 415 ||  || 1.5 || || Anywhere ||  
| 41236K/623K > 236P > 6321463214P || 266(41236)/264(623K) || 0 || 1 || || Anywhere || Basic super extension to normal command grabs for extra damage, but less efficient than using 2 EX moves
|}
|}


===2 Bars===
===2 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cr.D > cl.D/st.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC || 484 ||  || 2 || || Anywhere ||  
| '''Light/Heavy Starter''' > max > cl.C(1) > 6B > 623AC, 41236D > 236C > [SC] 6321463214P || 369(light)/444(heavy)|| 120(light)/150(heavy) || 2 ||  || Anywhere || 2nd/3rd character only
|-
| 41236K/623K > 236P > 6321463214AC || 361(41236)/359(623K) || 0 || 2 || || Anywhere || Basic super extension to normal command grabs for extra damage
|}
|}


===3 Bars===
===3 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 6D > max > cr.C > 6D > 214C > 63214,63214D ||  ||  || 3 ||  || Anywhere ||  
| 6B > Quick Max, 2C > 6B > 426BD, 214A > 2141236CD || 513 || 230 || 3 || N/A || Anywhere || Available as mid.
|-
| 6B > max > 2C > 6B > 214C > 4123641236K > 2141236CD || 526 || 250 || 3 ||  || Anywhere || 3rd character only
|-
| 41236K/623K > 236P > 2141236CD || 425(41236)/423(623K) || 0 || 3 || || Anywhere || Rather meter inefficient and more worthwhile to go for 41236BD to avoid OTG scaling
|-
| 41236BD, 214A > 2141236CD || 624 || 80 || 3.5 ||  || Anywhere || Big damage off an instant command grab
|}
|}


===4 Bars===
===4 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 6D > max > cr.C > 6D > 214C > 63214,63214D > climax || 526 ||  || 4 ||  || Anywhere ||  
| 6B > max > 2C > 6B > 214C(2) > 4123641236BD > climax || 601 || 250 || 4 ||  || Anywhere ||
|-
| '''Heavy Starter''' > 214C(2) > 4123641236K > 2141236CD || 684 || 105 || 4 ||  || Anywhere ||
|-
|'''426BD''', 214A(2) > 2141236CD || 624 || 80 || 3.5 || || Anywhere || Can also be done with any other starter, damage taken from raw EX command grab.
|}
|}


===5 Bars===
===5 Bars===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
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==External Links==
==External Links==
{{#ev:youtube|(LINK)|||'''Clark Combos by Meno'''|frame}}
{{#ev:youtube|-whqly_twXY|||'''Clark Combos by Meno'''|frame}}
 
{{#ev:youtube|Td0fGPlM1KI|||'''Clark Combo Guide''' by [https://twitter.com/rooflemonger rooflemonger]|frame}}


{{#ev:youtube|II4ICvyQDyA|||'''Clark Combos by Kakuge / Fighting Games'''|frame}}
{{#ev:youtube|II4ICvyQDyA|||'''Clark Combos by Kakuge / Fighting Games'''|frame}}

Revision as of 03:36, 6 February 2023

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).

Light Starters

Combo Damage Notes
2B > 2A 38 Standard low confirm. Works in practically any situation.
2B > 2A > 2A 60 Bonus damage low confirm. Must be relatively close. Unreliable after a jump-in.
2B > cl.B > 2A 65 Highest damage low confirm. Must be very close.

Heavy Starters

Combo Damage Notes
cl.C(1) > 6B 96 Standard, reliable heavy starter. Works in practically any situation.
cl.B, cl.C(1) > 6B 121 Light link into cl.C. With good reactions, you can confirm into cl.C. Can be tricky to connect after a jump-in.
2C > 6B 131 Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup.

Other Starters

Combo Damage Notes
CD 75

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

Combos

Note: Clark's most practical BnBs are the first listed Light Starter and Heavy Starter. Following entries are situational or for completeness.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 138 0 Rush combo ending with A Gatling Attack.
cl.A > A > A > C 242 1 Rush combo ending with Ultra Argentine Backbreaker.
cl.A > A > A > D 354 2 Rush combo ending with MAX Ultra Argentine Backbreaker.
cl.A > A > A > A 446 3 Rush combo ending with Ultra Clark Buster (Climax).

Meterless

Combo Damage Stun Meter Gain Location notes
Light Starter > 41236A > 22C/22K 157/182 45 .225/.25 Anywhere Reliable, high damage combo ender. 41236A combos from lights at practically any range.
Heavy Starter > 214C, 214A 229 295 0.36 Anywhere +41/+68 on tech/knockdown.
Light Starter > 214A 110 125 0.17 Anywhere Maintains sides. +38/+65 on tech/knockdown. Grants an autotimed safejump.
Light Starter > 623A 110 125 0.17 Anywhere Maintains sides. +48/+75 on tech/knockdown. Can drop at some ranges.
Light Starter > 623C 137 125 0.2 Anywhere Maintains sides. +30/+57. Grants a shallow autotimed safehop. Best used in the corner.
Light Starter > f.B, 2D > 6BD 133 145 0.15 Anywhere +24/+51 on tech/knockdown.
Light Starter > 41236D > 236P 185 45 .257 Anywhere Max damage ender. 41236D has limiting range, especially after a jump-in. Requires near immediate chains/special cancel.
Heavy Starter > 214C, 2D > 6BD 229 285 0.31 Anywhere +24/+51 on tech/knockdown.
Heavy Starter > 214C > 623A/C 237 215 0.32 Anywhere Max damage. +44 knockdown but sends them far away.

0.5 Bar

Combo Damage Stun Meter Gain Location notes
Light Starter > 214AC, 41236A > 22C/22K 232/254 45 0.225/0.25 Anywhere Most versatile combo from a light starter.
Heavy Starter > 214C, 214A, 41236AC > 22C/22K 307/340 295 0.36 Anywhere Builds a significant portion of the EX meter before you even spend it.
Light Starter > 214A, 41236AC > 22C/22K 199/239 125 .167 Anywhere Poor use of .5 bar but an easy damage dump after a 214A confirm.
Light Starter > 41236BD, 214A 241 125 .17 Anywhere Close range combo that sets up for further meter spending. +41/+68 on tech/knockdown.
Light Starter > 623AC, 41236D > 236P 245 45 0.257 Anywhere Must be point blank with perfect chains/cancels. Can't add an extra light. Significantly more reliable after cl.C > 6B.
Light Starter > 214AC, 214A 190 125 0.17 Anywhere Maintains sides. +42/+69 on tech/knockdown. Can apply oki afterwards.
Light Starter > 214AC, 623C 214 125 0.2 Anywhere Maintains sides. +35/+62 on tech/knockdown. Launches too far away for oki.
Light Starter > 214AC, 623C, 214A 274 205 .33 Corner Maintains sides. +41/+68 on tech/knockdown.
Light Starter > 41236BD, 623C, 214A 329 205 .33 Back to Corner Max damage when cornered. +41/+68 on tech/knockdown.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 623AC, 41236BD > 214A 368 195 1 Anywhere
Light Starter > 214AC, 214A, 41236AC > (chain throws) 268(ddt)/301(roll) 125 1 Anywhere
Light Starter > 214AC, 623C, 214A, 41236AC > (chain throws) 299(ddt)/326(roll) 205 1 Corner
Light Starter > 41236BD, 623C, 214A, 41236AC > (chain throws) 360(ddt)/390(roll) 205 1 Back facing corner
Heavy Starter > 623AC, 41236BD > 214A, 41236AC > (chain throws) 428(ddt)/455(roll) 195 1.5 Anywhere
41236BD, 214A, 41236AC > (chain throws) 321(ddt)/361(roll) 80 1 Anywhere
41236K/623K > 236P > 6321463214P 266(41236)/264(623K) 0 1 Anywhere Basic super extension to normal command grabs for extra damage, but less efficient than using 2 EX moves

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > max > cl.C(1) > 6B > 623AC, 41236D > 236C > [SC] 6321463214P 369(light)/444(heavy) 120(light)/150(heavy) 2 Anywhere 2nd/3rd character only
41236K/623K > 236P > 6321463214AC 361(41236)/359(623K) 0 2 Anywhere Basic super extension to normal command grabs for extra damage

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
6B > Quick Max, 2C > 6B > 426BD, 214A > 2141236CD 513 230 3 N/A Anywhere Available as mid.
6B > max > 2C > 6B > 214C > 4123641236K > 2141236CD 526 250 3 Anywhere 3rd character only
41236K/623K > 236P > 2141236CD 425(41236)/423(623K) 0 3 Anywhere Rather meter inefficient and more worthwhile to go for 41236BD to avoid OTG scaling
41236BD, 214A > 2141236CD 624 80 3.5 Anywhere Big damage off an instant command grab

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
6B > max > 2C > 6B > 214C(2) > 4123641236BD > climax 601 250 4 Anywhere
Heavy Starter > 214C(2) > 4123641236K > 2141236CD 684 105 4 Anywhere
426BD, 214A(2) > 2141236CD 624 80 3.5 Anywhere Can also be done with any other starter, damage taken from raw EX command grab.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

External Links

Clark Combos by Meno
Clark Combo Guide by rooflemonger
Clark Combos by Kakuge / Fighting Games

Navigation

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