The King of Fighters XV/Chris/Combos

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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 > 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

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.
cl.D > 6B 118 More damaging combo starter.
cl.A, cl.C > 6B 127 Close A link into heavy.
5C 70 Far C can cancel, leading to combos.
CD > 214A, 2A > 6A 151 In the corner, cancelling CD into 214A causes the last hit of 214A to hit meaty, giving Chris enough advantage to link a light normal after.

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.
cl.D > 3D > MAX 137 Optimal Quick Max starter.

(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 Gain Location notes
Light Starter > 214A 100 140 15% Anywhere Leaves opponent standing in advantage
Light Starter > 623D 136 100 25% Anywhere Very tight and spacing dependant, but possible. More consistent in the corner.
Heavy Starter > 214C 194 190 25% Anywhere Ends in a soft knockdown.
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.
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.
CD > 214A, 2A > 6A > 214C 217 290 40% Corner An example of the corner CD link. Damage and stun is quite good.
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.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > 214AC 164 60 5% Anywhere Very simple way to tack on some extra damage.
Heavy Starter > 214BD > j.236D 256 150 20% Anywhere Go-to EX combo for damage.
Heavy Starter > 623AC 252 110 10% Anywhere Side swap with good oki. Use when cornered.
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.
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.
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.
CD > (214A), 214BD > j.236D 214 140 20% Non-Corner This won't work too close to the corner.
CD > (214A), 623BD 191 100 10% Near Corner A bit more reliable.

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

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