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

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The other starters in each table should also work in each case, but may not.  
The other starters in each table should also work in each case, but may not.  


===Light Starters===
{|class="wikitable"
! Combo !! Damage !! Notes
|-
| '''2B > 2A > 2B''' || 51 || Standard low light confirm. Chris can often combo into higher damage combo from lights using 6A, but the option isn't always available so it's good to know your options. You may have to omit the last 2B at further spacings.
|}


===Heavy Starters===
===Starters===
{|class="wikitable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''cl.C/2C > 6B''' || 108 || Standard heavy and jump-in starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. 2C reaches further and doesn't have any additional scaling even though it's two hits, but is a bit slower.
| '''2B > 2A > 6A''' || 65 || Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input.
|-
|-
| 2B > 2A > 6A || 65 || Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input.
| '''cl.C/2C > 6B''' || 108 || Standard heavy starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. 2C reaches further and doesn't have any additional scaling even though it's two hits, but is a bit slower.
|-
|-
| cl.D > 6B || 118 || More damaging combo starter.  
| cl.D > 6B || 118 || More damaging combo starter.  
|-
|-
| cl.A, cl.C > 6B || 127 || Close A link into heavy.
| cl.A, cl.C/2C > 6B || 127 || Close A link into heavy.
|-
| 2B > 2A > 2B || 51 || Low light confirm.  
|-
|-
| 5C || 70 || Far C can cancel, leading to combos.
| 5C || 70 || Far C can cancel, leading to combos.
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===Other Starters===
===Other Starters===
{|class="wikitable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| CD || 75 ||
| CD || 75 ||
|-
|-
| 6B > MAX || 45 || Overhead starter. Not an overhead when canceled into.  
| 6B || 60 || Overhead Quick Max 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.
| 3D || 60 || Low profile slide Quick Max starter. Good range and goes under a lot of things, including many projectiles.
|-
|-
| cl.D > 3D > MAX || 137 || Optimal Quick Max starter.
| cl.D > 3D || 137 || Optimal Quick Max starter.
|}
|}
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.)
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section unless specified.)


==Combos==
==Combos==
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|}
|}


===Beginner Combos===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Meter cost !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
| 2B > 2B > 214A || 110 || 0 || Anywhere ||
|-
| j.D > cl.C > 6B > 214C || 253 || 0 || Anywhere ||
|-
|-
| 2B > 2B > 214AC || 178 || 0.5 || Anywhere ||
| '''Starter''' > 623D || 150/198 || 125/150 || 26%/30% || Anywhere ||  
|-
|-
| 2B > 2B > 214A > 236236A || 246 || 1 || Anywhere ||
| '''Starter''' > 214C || 146/194 || 165/190 || 22%/26% || Anywhere || Better frame advantage post knockdown, but leaves you farther away.
|-
|-
| j.D > cl.C > 6B > 214BD, j.236BD, 6A > 623D || 418 || 1 || Anywhere ||
| '''Starter''' > 623A || 150/198 || 85/110 || 22%/26% || Anywhere || Sideswap knockdown, but be aware '''this can drop''' off a max range light starter.
|-
|-
| 2B > 2B > 214A > 236236AC || 374 || 2 || Anywhere ||
| CD > (214A), run, 6A > 214C || 168 || 180 || 30.5%(35.5%) || Midscreen || Despite Chris having the fastest run speed in the game, he has trouble converting from a CD midscreen due to the long recovery on his CD. Thankfully he can cancel into 214A, which is safe and pushes him further on hit, allowing for a conversion. If you're near the corner, omit the 214A.
|-
| 2B > 2B > 214A > 214236CD || 451 || 3 || Anywhere ||
|-
| 2B > 2B > 214A > 236236A > 214236CD || 246 || 4 || Anywhere ||
|-
|-
| j.236K, cl.D || 136 || 110 || 17% || Corner || 623D is possible but the height on the j.236K needs to be very specific. j.236D is the easiest to combo from.
|}
|}


===Meterless===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214A || 100 || 140 || 15% || Anywhere || Leaves opponent standing in advantage
| '''Starter''' > 214AC, 623D || 237/291 || 125/150 || 26%/30% || Anywhere ||  
|-
|-
| '''Light Starter''' > 623D || 136 || 100 || 25% || Anywhere || Very tight and spacing dependant, but possible. More consistent in the corner.
| '''Starter''' > 623AC || 201/252 || 85/110 || 7%/11% || Anywhere || Sideswitch with hard knockdown, does not drop at max range.
|-
|-
| '''Heavy Starter''' > 214C || 194 || 190 || 25% || Anywhere || Ends in a soft knockdown.
| '''Starter''' > 623BD || 181/232 || 85/110 || 7%/11% || Anywhere || A little less damage but gives HKD and safejump without switching sides.
|-
|-
| CD > (214A), run, 2D || 143 || 170 || 20% || Non-Corner || Despite Chris having the fastest run speed in the game, he has trouble converting from a CD midscreen due to the long recovery on his CD. Thankfully he can cancel into 214A, which is safe and pushes him further on hit, allowing for a small conversion.
| '''Starter''' > 236CD, run, cl.D > 6B > 623D || 237/295 || 235/260 || 38%/42% || Anywhere || Requires 1 bar, but builds back half a bar due to being a Shatter Strike extension. Optimal midscreen damage for heavy, near-optimal for light.
|-
|-
| CD > (214A), 623D || 160 || 140 || 30% || Near Corner || Works if there's some space between the opponent and the corner. If the opponent is directly in the corner, the second hit of 214A will hit, leaving them standing.
| '''Starter''' > 214BD > j.236B, 623D || 269/326 || 165/190 || 35%/39% || Corner || Near mid-screen use j.236D instead.
|-
|-
| j.236K, cl.D || 136 || 110 || 20% || Corner || 623D is possible but the height on the j.236K needs to be very specific. j.236D is the easiest to combo from.
| CD > (214A), run, 6A > 623BD || 191 || 140 || 16.5% || Midscreen ||
|-
| CD, 214BD > j.236D, 623D || 236 || 180 || 35.5% || Corner ||
|}
|}


===EX===
===1 Bar===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214AC || 164 || 60 || 5% || Anywhere || Very simple way to tack on some extra damage.
| '''Starter''' > 214BD ~ j.236BD, 6A > 623D || 311/371 || 165/190 || 1 || 30%/34% || Anywhere ||  
|-
|-
| '''Heavy Starter''' > 214BD > j.236D || 256 || 150 || 20% || Anywhere || Go-to EX combo for damage.
| '''Starter''' > 214C > 236236P || 271/330 || 165/190 || 1 || 22%/26% || Anywhere || Trades damage for HKD.
|-
|-
| '''Heavy Starter''' > 623AC || 252 || 110 || 10% || Anywhere || Side swap with good oki. Use when cornered.
| '''Starter''' > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623B || 325/387 || 205/230 || 1 || 36%/40% || Corner || Corner combo, works from midscreen if you reach the corner by the end of the j.236BD. You can input the 236D as 2369D to avoid overlap with 623D.
|-
|-
| '''Heavy Starter''' > 623BD || 232 || 110 || 10% || Anywhere || A little less damage but can lead to a safe jump. Possible from lights but is spacing dependant.
| CD > (214A), 214BD ~ j.236BD, (delay) 6A > 623D || 267 || 180 || 1 || 35.5% || Midscreen || Does not work when cornered.
|-
|-
| '''Heavy Starter''' > 236CD, run, cl.D > 6B > 214C || 291 || 300 || 90% || Anywhere || Requires 1 bar, but builds back half a bar due to being a Shatter Strike extension. Optimal damage for the half bar range.
| '''Starter''' > 214BD ~ j.236BD, 6A > 623BD || 335/394 || 125/150 || 1.5 || 11%/15% || Anywhere ||
|-
|-
| '''Heavy Starter''' > 214BD > j.236B, 623B || 305 || 190 || 35% || Corner || Can get corner cl.D link from near mid-screen if you use j.236D instead. You can use cl.D for 312 dmg but the meter gain is worse.
| '''Starter''' > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623BD || 363/429 || 165/190 || 1.5 || 20%/24% || Corner ||
|-
|-
| CD > (214A), 214BD > j.236D || 214 || 140 || 20% || Non-Corner || This won't work too close to the corner.
| CD > (214A), 214BD ~ j.236BD, 6A > 623BD || 282 || 140 || 1.5 || 16.5% || Midscreen ||  
|-
|-
| CD > (214A), 623BD || 191 || 100 || 10% || Near Corner || A bit more reliable.
|}
|}


===1 Bar===
===2 Bars===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
| '''Starter''' > 214BD ~ j.236BD, (delay) 6A > 214C > 236236P || 392/458 || 205/230 || 2 || 26%/30% || Anywhere ||
|-
|-
| '''Light Starter''' > 214A > 236236A/C || 246 || 140 || || || Anywhere ||  
| '''Starter''' > BC, cl.D > 6B > 214BD ~ j.236BD, (delay) 6A > 623D || 328/394 || 275/300 || 2 || 30%/34% || Anywhere || 1000 and 1250 Max Gauge midscreen combo. You can use cl.C instead of cl.D for consistency.
|-
|-
| '''Heavy Starter''' > 214BD, j.236BD, dl.6A > 214D ~ (j.236B) || 414 || 300 || || || Anywhere || j.236B leaves you next to opponent with advantage.
| '''Starter''' > BC, cl.D > 6B > 214BD ~ j.236BD, 6A > 236D ~ j.236B, 623B || 347/416 || 315/340 || 2 || 39%/43% || Anywhere || 1000 and 1250 Max Gauge corner combo.  
|-
|-
| '''Heavy Starter''' > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B || 432 || 300 ||  ||  || Corner/Midscreen || Corner combo, works from Midscreen.
| '''Starter''' > BC, cl.D > 214BD ~ j.236BD, (delay) 6A > 214C > 236236P || 398/463 || 275/300 || 2 || 7%/11% || Anywhere || 1500 Max Gauge midscreen and corner combo. Omitting the 6B is necessary to gain enough time to fit the super in the timer.
|-
| '''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 ||
|-
|-
| CD > (214A), run, 6A > 214C > 236236AC || 339 || 220 || 2 || 31.5% || Midscreen ||
|-
| '''Starter''' > 214BD ~ j.236B, 214214BD || 411/480 || 125/150 || 2.5 || 16%/20% || Corner ||
|}
|}


===2 Bars===
===3 Bars===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214A > 236236AC || 374 || 140 || || || Anywhere ||
| '''Starter''' > 214C > 214214K > 236236AC || 496/571 || 165/190 || 3 || 22%/26% || Anywhere ||
|-
|-
| '''Light/Heavy Starter''' > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D || 413'''/'''505 || 250'''/'''370 || || || Anywhere || 3rd Character
| '''Starter''' > BC, cl.D > 6B > 214AC, 214A (1) > 2141236CD || 497/554 || 235/260 || 3 || 7%/11% || Anywhere || 1000 Max Gauge combo.
|-
| '''Heavy Starter''' > 214BD, j.236BD, dl.6A > 214C > 214214B/D || 499 || 300 ||  ||  || Anywhere ||
|-
|-
|}
| '''Starter''' > BC, cl.D > 214C > 236236P > 2141236CD || 554/623 || 235/260 || 3 || 7%/11% || Anywhere || 1250 Max Gauge combo.
 
===3 Bars===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light/Heavy Starter''' > 214A > 236236A/C > 214214BD || 485'''/'''570 || 140'''/'''260 || || || Anywhere ||
| '''Starter''' > BC, cl.D > 6B > 214C > 236236P > 2141236CD || 565/631 || 275/300 || 3 || 7%/11% || Anywhere || 1500 Max Gauge combo.
|-
|-
| '''Light/Heavy Starter''' > MAX, cl.D > 214C > 214214B/D > 214236CD || 571'''/'''661 || 210'''/'''330 || || || Anywhere || 2nd or 3rd Character
| CD > (214A), run, 6A > 214C > 214236CD || 425 || 220 || 3 || 31.5% || Midscreen ||
|-
|-
| CD > (214A), run, 6A > BC, 214C > 236236P > 2141236CD || 499 || 220 || 3 || 16.5% || Midscreen || 1250 and 1500 Max Gauge.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light/Heavy Starter''' > 214A > 236236A/C > 214236CD || 571'''/'''650 || 140'''/'''260 || || || Anywhere ||
| '''Starter''' > BC, cl.D > 214C > 236236AC > 2141236CD || 650/727 || 235/260 || 4 || 7%/11% || Anywhere || 1250 and 1500 Max Gauge. 1500 gives time for 6B after cl.D, but scaling means including this doesn't actually increase the combo damage.
|-
| BC, cl.D > 214C > 214214K > 236236AC > 2141236CD || 942 || 150 || 4 || 23% || Anywhere || Raw Max punish combo.
|-
| CD > (214A), run, 6A > BC, 214C > 236236AC > 2141236CD || 575 || 220 || 4 || 16.5% || Midscreen ||  
|-
|-
| '''Light/Heavy Starter''' > MAX, cl.D > 214C > 214214BD > 214236CD || 672'''/'''751 || 210'''/'''330 || || || Anywhere || 2nd or 3rd Character
| CD, 214BD ~ j.236BD, 6A > BC, (delay) 214C > 236236P > 214236CD || 598 || 220 || 4 || 11.5% || Corner ||  
|-
|-
|}
|}
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Heavy Starter''' > 214BD, j.236BD, 6A > MAX, 214C > 214214BD > 214236CD || 824 || 300 || || || Anywhere ||  
| '''Starter''' > 214BD, j.236BD, (delay) 6A > BC, 214C > 236236AC > 2141236CD || 718/778 || 205/230 || 5 || 4% || Anywhere || Strongest confirm combo.
|-
| '''Starter''' > 214C > 236236AC > 2141236CD || 691/783 || 165/190 || 5 || 0% || Anywhere || Slightly stronger than the above combo, but only when using a heavy starter.
|-
| CD > (214A), 214BD ~ j.236BD, (delay) 6A > BC, 214C > 236236AC > 2141236CD || 674 || 220 || 5 || 4% || Midscreen ||
|}
|}



Latest revision as of 17:47, 4 January 2024

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.


Starters

Combo Damage Notes
2B > 2A > 6A 65 Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input.
cl.C/2C > 6B 108 Standard heavy starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. 2C reaches further and doesn't have any additional scaling even though it's two hits, but is a bit slower.
cl.D > 6B 118 More damaging combo starter.
cl.A, cl.C/2C > 6B 127 Close A link into heavy.
2B > 2A > 2B 51 Low light confirm.
5C 70 Far C can cancel, leading to combos.

Other Starters

Combo Damage Notes
CD 75
6B 60 Overhead Quick Max starter. Not an overhead when canceled into.
3D 60 Low profile slide Quick Max starter. Good range and goes under a lot of things, including many projectiles.
cl.D > 3D 137 Optimal Quick Max starter.

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

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

Meterless

Combo Damage Stun Meter Gain Location notes
Starter > 623D 150/198 125/150 26%/30% Anywhere
Starter > 214C 146/194 165/190 22%/26% Anywhere Better frame advantage post knockdown, but leaves you farther away.
Starter > 623A 150/198 85/110 22%/26% Anywhere Sideswap knockdown, but be aware this can drop off a max range light starter.
CD > (214A), run, 6A > 214C 168 180 30.5%(35.5%) Midscreen Despite Chris having the fastest run speed in the game, he has trouble converting from a CD midscreen due to the long recovery on his CD. Thankfully he can cancel into 214A, which is safe and pushes him further on hit, allowing for a conversion. If you're near the corner, omit the 214A.
j.236K, cl.D 136 110 17% Corner 623D is possible but the height on the j.236K needs to be very specific. j.236D is the easiest to combo from.

EX

Combo Damage Stun Meter Gain Location notes
Starter > 214AC, 623D 237/291 125/150 26%/30% Anywhere
Starter > 623AC 201/252 85/110 7%/11% Anywhere Sideswitch with hard knockdown, does not drop at max range.
Starter > 623BD 181/232 85/110 7%/11% Anywhere A little less damage but gives HKD and safejump without switching sides.
Starter > 236CD, run, cl.D > 6B > 623D 237/295 235/260 38%/42% Anywhere Requires 1 bar, but builds back half a bar due to being a Shatter Strike extension. Optimal midscreen damage for heavy, near-optimal for light.
Starter > 214BD > j.236B, 623D 269/326 165/190 35%/39% Corner Near mid-screen use j.236D instead.
CD > (214A), run, 6A > 623BD 191 140 16.5% Midscreen
CD, 214BD > j.236D, 623D 236 180 35.5% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD ~ j.236BD, 6A > 623D 311/371 165/190 1 30%/34% Anywhere
Starter > 214C > 236236P 271/330 165/190 1 22%/26% Anywhere Trades damage for HKD.
Starter > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623B 325/387 205/230 1 36%/40% Corner Corner combo, works from midscreen if you reach the corner by the end of the j.236BD. You can input the 236D as 2369D to avoid overlap with 623D.
CD > (214A), 214BD ~ j.236BD, (delay) 6A > 623D 267 180 1 35.5% Midscreen Does not work when cornered.
Starter > 214BD ~ j.236BD, 6A > 623BD 335/394 125/150 1.5 11%/15% Anywhere
Starter > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623BD 363/429 165/190 1.5 20%/24% Corner
CD > (214A), 214BD ~ j.236BD, 6A > 623BD 282 140 1.5 16.5% Midscreen

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD ~ j.236BD, (delay) 6A > 214C > 236236P 392/458 205/230 2 26%/30% Anywhere
Starter > BC, cl.D > 6B > 214BD ~ j.236BD, (delay) 6A > 623D 328/394 275/300 2 30%/34% Anywhere 1000 and 1250 Max Gauge midscreen combo. You can use cl.C instead of cl.D for consistency.
Starter > BC, cl.D > 6B > 214BD ~ j.236BD, 6A > 236D ~ j.236B, 623B 347/416 315/340 2 39%/43% Anywhere 1000 and 1250 Max Gauge corner combo.
Starter > BC, cl.D > 214BD ~ j.236BD, (delay) 6A > 214C > 236236P 398/463 275/300 2 7%/11% Anywhere 1500 Max Gauge midscreen and corner combo. Omitting the 6B is necessary to gain enough time to fit the super in the timer.
CD > (214A), run, 6A > 214C > 236236AC 339 220 2 31.5% Midscreen
Starter > 214BD ~ j.236B, 214214BD 411/480 125/150 2.5 16%/20% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214C > 214214K > 236236AC 496/571 165/190 3 22%/26% Anywhere
Starter > BC, cl.D > 6B > 214AC, 214A (1) > 2141236CD 497/554 235/260 3 7%/11% Anywhere 1000 Max Gauge combo.
Starter > BC, cl.D > 214C > 236236P > 2141236CD 554/623 235/260 3 7%/11% Anywhere 1250 Max Gauge combo.
Starter > BC, cl.D > 6B > 214C > 236236P > 2141236CD 565/631 275/300 3 7%/11% Anywhere 1500 Max Gauge combo.
CD > (214A), run, 6A > 214C > 214236CD 425 220 3 31.5% Midscreen
CD > (214A), run, 6A > BC, 214C > 236236P > 2141236CD 499 220 3 16.5% Midscreen 1250 and 1500 Max Gauge.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.D > 214C > 236236AC > 2141236CD 650/727 235/260 4 7%/11% Anywhere 1250 and 1500 Max Gauge. 1500 gives time for 6B after cl.D, but scaling means including this doesn't actually increase the combo damage.
BC, cl.D > 214C > 214214K > 236236AC > 2141236CD 942 150 4 23% Anywhere Raw Max punish combo.
CD > (214A), run, 6A > BC, 214C > 236236AC > 2141236CD 575 220 4 16.5% Midscreen
CD, 214BD ~ j.236BD, 6A > BC, (delay) 214C > 236236P > 214236CD 598 220 4 11.5% Corner

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214BD, j.236BD, (delay) 6A > BC, 214C > 236236AC > 2141236CD 718/778 205/230 5 4% Anywhere Strongest confirm combo.
Starter > 214C > 236236AC > 2141236CD 691/783 165/190 5 0% Anywhere Slightly stronger than the above combo, but only when using a heavy starter.
CD > (214A), 214BD ~ j.236BD, (delay) 6A > BC, 214C > 236236AC > 2141236CD 674 220 5 4% Midscreen

External Links

Chris Combos by Meno
Chris Combos by Kakuge

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters