Template:ComboLegend-KOFXV
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
Note: 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
Note: A Heavy Starter can access any Light Starter combo and it may be more optimal in some situations.
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
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
|
Light Starter > 623C(3) > 4123641236K |
289 |
105 |
1 |
.18 |
Anywhere |
Oki.
|
Light Starter > 41236A > 22C > 236P > 6321463214P |
299 |
45 |
1 |
.17 |
Anywhere |
Cash out if you confirmed into 41236A for solid damage.
|
Light Starter > 41236BD, 214A, 41236AC > 22C/22K |
324/361 |
125 |
1 |
|
Anywhere |
High damage
|
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 |
|
Heavy Starter > 623AC, 41236BD > 214A |
368 |
195 |
1 |
|
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 Kakuge / Fighting Games
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