-Happy New Year 2025!

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

From Dream Cancel Wiki
Jump to navigation Jump to search
Gelatin (talk | contribs)
Faizer (talk | contribs)
 
(43 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{#lst:{{BASEPAGENAME}}/Combos|Links}}
{{ComboLegend-KOFXV}}
{{CharNavbox_XV}}
{{CharNavbox_XV}}


Line 40: Line 38:
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
| '''2B > 2A''' || 38 || Standard low confirm. Works in practically any situation. Can fit an extra 2A for bonus damage.
| '''2B, 2A, 2A''' || 60 || Standard low confirm.
|-
|-
| 2A > 2A || 48 || Light starter with less pushback than 2B, making it the preferred follow-up after jump-ins. Can fit an extra 2A for bonus damage.
| clB, clA, 2A, 2A || 96 || His highest damage string of Lights, won't use it much sadly.
|-
|-
| 2B > cl.B > 2A || 65 || Highest damage low confirm. Must be very close.
| clB, clB, clC (1) > 6B || 144 || Light into Heavy. clA works too but isn't as reliable. Doesn't work from jump ins even with just 1 clB.
|}
|}


===Heavy Starters===
===Heavy Starters===
'''Note:''' A '''Heavy Starter''' can access any '''Light Starter''' combo and it may be more optimal in some situations. A '''Heavy Starter''' combo will do 58 more damage and generate .06 more meter than a '''Light Starter'''.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
Line 54: Line 51:
| '''cl.C(1) > 6B''' || 96 || Standard, reliable heavy starter. Works in practically any situation.
| '''cl.C(1) > 6B''' || 96 || Standard, reliable heavy starter. Works in practically any situation.
|-
|-
| 2C > 6B || 131 || Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup.
| 2C > 6B || 131 || Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup, but its your go to for punishes.
|-
|-
| cl.B, cl.B, cl.C(1) > 6B || 144 || Light link into cl.C. The added hits can cause worse scaling in longer combos. Omit one cl.B after a jump-in.
| 2C || 70 || The poke.
|}
 
===Other Starters===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 || Standard CD, can be canceled into 6BD.
|-
| Counter jCD || 112 || Amazing tool for Clark.
|-
| 236CD || 75 || Shatter Strike, pretty standard.
|-
| 426BD || 150 || EX ABB, causes a sideswitch.
|}
|}


Line 74: Line 84:
|}
|}


'''Note:''' Clark has few unique '''Heavy Starter''' combos. Stats for both will be shown for all besides those.
===Meterless===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 214A || 110 || 125 || 0.17 || Anywhere || +38/+65 on tech/knockdown. Grants an autotimed safejump
| '''Light Starter''' > 214A || 128 || 155 || .20% || Anywhere || Standard Light confirm. +38/+65 on tech/knockdown. Grants an autotimed safejump
|-
|-
| '''Light Starter''' > f.B, 2D > 6BD || 133 || 145 || 0.15 || Anywhere || +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
| 2B, 2A, farB, 2D > 6BD || 133 || 145 || .15% || Anywhere || Low into Heavy. +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
|-
|-
| '''Light Starter''' > 623C || 137 || 125 || 0.2 || Anywhere || +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
| '''Starter''' > 623C || 195(H)<br/> 152(L) || 155 || .25%(H)<br/> .23%(L) || Anywhere || +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
|-
|-
| '''Light Starter''' > 41236A > 22C/22K || 157/182 || 45 || .225/.25 || Anywhere || Reliable, high damage combo ender. 41236A combos at practically any range.
| '''Starter''' > 426A > 22C > 236P || 215(H)<br/> 173(L) || 75 || .27%(H)<br/> .25%(L) || Anywhere || Requires quick timing to get off of Lights.
|-
|-
| '''Light Starter''' > 41236D > 236P || 185 || 45 || .257 || Anywhere || 41236D has limiting range (notable after jump-ins). Requires near immediate chains/special cancel.
| '''Starter''' > 426D > 236P || 243(H)<br/> 185(L) || 75 || .30%(H)<br/> .25%(L) || Anywhere || Into ABB, less reliable from Lights due to pushback.
|-
|-
| '''Heavy Starter''' > 214C, 214A || 229 || 295 || 0.36 || Anywhere || +41/+68 on tech/knockdown. 41236A sets up +0/+27 on tech/knockdown.
| '''Heavy Starter''' > 214C, 214A || 229 || 295 || .36% || Anywhere || +41/+68 on tech/knockdown. 426A sets up +0/+27 on tech/knockdown.
|-
|-
| '''Heavy Starter''' > 214C, 2D > 6BD || 229 || 285 || 0.31 || Anywhere || +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
| '''Heavy Starter''' > 214C, 2D > 6BD || 229 || 285 || .31% || Anywhere || +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
|-
| '''Heavy Starter''' > 214C > 623P || 237 || 215 || .35% || Anywhere || Most damaging meterless route, rarely actually used though.
|}
|}


===0.5 Bar===
===EX===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! 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.
| '''Starter''' > 214AC, 426A > 22C > 236P || 290(H)<br/> 241(L) || 75 || .27%(H)<br/> .25%(L) || Anywhere || Most versatile combo from Lights.
|-
|-
| '''Light Starter''' > 41236BD, 214A || 241 || 125 || .17 || Anywhere || +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
| '''Starter''' > 426BD, 214A || 299(H)<br/> 251(L) || 155 || .23%(H)<br/> .20%(L) || Anywhere || +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
|-
|-
| '''Light Starter''' > 623AC, 41236D > 236P || 245 || 45 || 0.257 || Anywhere || Must be point blank with precise chains/cancels. Significantly more reliable after cl.C > 6B.  
| '''Heavy Starter''' > 623AC, 426D > 236P || 303 || 75 || .27% || Anywhere || Works from Lights too, but its more reliable from clC.
|-
|-
| '''Light Starter''' > 214AC, 623C, 214A || 274 || 205 || .33 || Corner || +41/+68 on tech/knockdown.
| '''Heavy Starter''' > 214C, 214A, 426AC > 22C > 236P || 307 || 295 || .37% || Anywhere || Builds a significant portion of the EX meter before you even spend it.
|-
|-
| '''Light Starter''' > 41236BD, 623C, 214A || 329 || 205 || .33 || Back-to-corner || Max damage when cornered. +41/+68 on tech/knockdown.
| '''Starter''' > 214AC, 623C, 214A || 332(H)<br/> 279(L) || 135 || .40%(H)<br/>.37%(L) || Corner || +41/+68 on tech/knockdown.
|-
|-
| '''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.
| '''Starter''' > 426BD, 623C, 214A || 387(H)<br/> 335(L) || 235 || .43%(H)<br/> .40%(L) || Against Corner || Max damage when cornered, works from Lights too. +41/+68 on tech/knockdown.
|}
|}


===1 Bar===
===1 Bar===
'''Note:''' At 1 bar, Clark has no unique '''Heavy Starter''' combos that deal more damage than a '''Light Starter''' combo.
{|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''' > 41236BD, 214A, 41236AC > 22C/22K || 324/361 || 125 || 1 || .17 || Anywhere || Max midscreen damage. Maintains sides.
| '''Starter''' > 426BD, 214A, 426AC > 22C > 236P || 382(H)<br/> 329(L) || 155 || 1 || .23%(H)<br/> .20%(L) || Anywhere || Max midscreen damage. Maintains sides.
|-
| '''Light Starter''' > 623C(3) > 4123641236K || 289 || 105 || 1 || .18 || Anywhere || 4123641236K grants an autotimed safejump (the only 1-bar autotimed safejump).
|-
| '''Light Starter''' > 41236A > 22C > 236P > 6321463214P || 299 || 45 || 1 || .225 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.
|-
|-
| '''Light Starter''' > 41236D > 236P > 6321463214P || 286 || 45 || 1 || .257 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.
| '''Starter''' > 426D > 236P > 624624P || 354(H)<br/> 310(L) || 75 || 1 || .27%(H)<br/> .25%(L) || Anywhere || Grab into Super.
|-
|-
| '''Heavy Starter''' > 236CD, 66, cl.B > cl.B, cl.C > 6B > 41236D > 236P || 307 || 210 || 1 || .977 || Anywhere || 236CD is inconsistent (e.g., whiffs on standing females) but the combo refunds its cost.
| '''Starter''' > 214AC, 623C, 214A, 426AC > 22C > 236P || 404(H)<br/> 345(L) || 235 || 1 || .43%(H)<br/> .37%(L) || Corner || Max 1 Bar corner damage. Pulls opponent out of corner.
|-
|-
| '''Light Starter''' > 214AC, 623C, 214A, 41236AC > 22C/22K || 346/376 || 205 || 1 || .33 || Corner || Max corner damage. Pulls opponent out of corner.
| '''Starter''' > 214AC, 41236A > 22C > 236P > 624624P || 425(H)<br/> 364(L) || 75 || 1.5 || .27%(H)<br/> .25%(L) || Anywhere || Juggle into Super.
|-
|-
| '''Light Starter''' > 41236BD, 623C, 214A, 41236AC > 22C/22K || 407/440 || 205 || 1 || .33 || Back-to-corner || Max back-to-corner damage. Pulls opponent out of corner.
| '''Starter''' > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P || 482(H)<br/> 424(L) || 235 || 1.5 || .43%(H)<br/> .40%(L) || Against Corner || You lose the corner but also get out of it.
|-
| '''Light Starter''' > 623AC, 41236BD, 623C, 214A, 41236AC > 22C/22K || 424/451 || 205 || 1.5 || .23 || Anywhere || Meter inefficient but the only 1.5 route that does more damage than a 1 bar combo.
|}
|}


===2 Bars===
===2 Bars===
'''Note:''' Clark does not gain significant damage for the meter investment at 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
|-
|-
| '''Light Starter''' > BC > cl.C(1) > 6B > 623AC, 41236D > 236P > 6321463214P || 369 || 120 || 2 || .04 || Anywhere || 2nd/3rd character only. A very inefficient use of meter (1 extra bar for ~8 more damage).
| '''Starter''' > 623C(3) > 624624AC || 486(H)<br/> 427(L) || 135 || 2 || .23%(H)<br/> .20%(L) || Anywhere || Basic Super confirm, can do Running Three for more oki.
|-
|-
| '''Light Starter''' > 623C(3) > 4123641236BD || 396 || 105 || 2 || .18 || Anywhere || +48 knockdown allows for workable oki.
| '''Starter''' > BC, 2C > 6B > 623C(3) > 624624P || 407(H)<br/> 349(L) || 245 || 2 || .10%(H)<br/> .07%(L) || Anywhere || May need to do Gatling for a safer confirm, otherwise it's a basic QM confirm after pokes like farC. '''1000/1250/1500MAX'''
|-
|-
| '''Light Starter''' > 623C(3) > 6321463214AC || 403 || 105 || 2 || .18 || Anywhere || 7 more damage! At the cost of oki!
| '''Starter''' > BC, clC (1) > 6B > 623AC, 426D > 236P > 624624P || 437(H)<br/> 383(L) || 150 || 2 || .10%(H)<br/> .07%(L) || Anywhere || Extended QM confirm that doesn't work on Point. '''1250/1500MAX'''
|-
|-
| '''Light Starter''' > 41236A > 22C > 236P > 6321463214AC || 392 || 45 || 1 || .225 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.
| '''Starter''' > 214AC, 426A > 22C > 236P > 624624AC || 509(H)<br/> 446(L) || 75 || 2.5 || .27%(H)<br/> .25%(L) || Anywhere || Standard extension.
|-
| '''Light Starter''' > 41236D > 236P > 6321463214AC || 381 || 45 || 1 || .257 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.
|}
|}


Line 152: Line 155:
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > BC > 2C > 6B > 623C(3) > 4123641236K > 2141236CD || 617 || 215 || 3 || .04 || Anywhere || 3rd position. Omit 6B for 2nd position (costs 13 damage).  
| '''Starter''' > BC, 2C > 623C(3) > 426426K > CLIMAX || 662(H)<br/> 587(L) || 205 || 3 || .10%(H)<br/> .07%(L) || Anywhere || You can add a 6B on Anchor. '''1250/1500MAX'''
|-
|-
| '''Light Starter''' > 623C(3) > 4123641236K > 6321463214AC || 557 || 105 || 3 || .18 || Anywhere || 1st position meter dump.
| '''Starter''' > 623C(3) > 426426K > 624624AC || 639(H)<br/> 566(L) || 135 || 3 || .23%(H)<br/> .20%(L) || Anywhere || Basic Point meter dump.
|-
| '''Light Starter''' > 41236A > 22C > 236P > 2141236CD || 486 || 45 || 3 || .225 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be Climax canceled.
|-
| '''Light Starter''' > 41236D > 236P > 2141236CD || 455 || 45 || 3 || .257 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be Climax canceled.
|-
| 6B > BC > 2C > 6B > 623C(3) > 4123641236K > 2141236CD || 547 || 210 || 3 || .065 || Anywhere || 3rd position. Omit 6B for 2nd position (costs 32 damage).
|-
| '''Light Starter''' > BC > 2C > 6B > 41236BD, 623C, 214A > 2141236CD || 625 || 315 || 3 || .04 || Back-to-corner || 3rd position only. cl.C offers greater consistency but costs 28 damage.
 
|}
|}


Line 170: Line 164:
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > BC > 2C > 6B > 623C(3) > 4123641236BD > 2141236CD || 672 || 215 || 4 || .04 || Anywhere || 3rd position. Omit 6B for 2nd position (costs 17 damage).
| '''Starter''' > BC, 2C > 623C(3) > 426426BD > CLIMAX || 713(H)<br/> 642(L) || 205 || 3 || .10%(H)<br/> .07%(L) || Anywhere || You can still add a 6B on Anchor. '''1250/1500MAX'''
|-
| '''Light Starter''' > 623C(3) > 4123641236K > 2141236CD || 665 || 105 || 4 || .18 || Anywhere || Minimal damage loss compared to the Quick Max variation. Does more damage than the Quick Max combo in 2nd position.
|-
| 6B > BC > 2C > 6B > 623C(3) > 4123641236BD > 2141236CD || 622 || 210 || 4 || .065 || Anywhere || 3rd position. Omit 6B for 2nd position (costs 32 damage).
|}
|}


Line 181: Line 171:
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 623C(3) > 4123641236BD(3) > 2141236CD || 725 || 105 || 5 || .18 || Anywhere || With j.A > 2C > 6B, Clark caps out at 803 damage.
| '''Starter''' > 623C(3) > 426426BD > CLIMAX || 783(H)<br/> 699(L) || 135 || 5 || .23%(H)<br/> .20%(L) || Anywhere || The dump.
|}
 
==Other Starters==
'''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.
 
===CD===
{|class="wikitable sortable"
! Combo !! Damage !! Notes
|-
| CD || 75 ||
|}
|}


===41236K===
===Blowback and Shatter Strike===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 41236B/D > 236P || 165 || 0 || 0 || .217 || Anywhere || Damage baseline.
| CD, 426C > 22C > 236P || 167 || 100 || 0 || .25% || Anywhere || Reliable, simple confirm that requires no immediate cancels.
|-
|-
| 41236BD, 214A || 226 || 80 || .5 || .13 || Anywhere || +41/+68 on tech/knockdown.  
| CD > 6BD, (CD) > 214C > 623P || 182 || 240 || 0 || .27% || Anywhere || Step opens the floodgates for his CD combos, whiff the 2nd CD to make sure Gatling lands, but a microdash will do the job too.
|-
|-
| 41236BD, 623C, 214A || 325 || 160 || .5 || .29 || Back-to-corner || +41/+68 on tech/knockdown.  
| CD > 6BD, (CD) > 214C, 623C, 214A || 238 || 400 || 0 || .49% || Midscreen || Insane payoff, works from Midscreen and anywhere closer to the corner.
|-
|-
| 41236BD, 214A, 41236AC > 22C/22K || 321/361 || 80 || 1 || .13 || Anywhere || Significant damage increase.
| Counter jCD, 426P > 22C > 236P || 238 || 80 || 0 || .25% || Anywhere || Basic jCD confirm, work at any range.
|-
|-
| 41236BD, 623C, 214A, 41236AC > 22C/22K || 414/454 || 160 || 1 || .29 || Back-to-corner ||  
| Counter jCD, 214C, 426A > 22C > 236P || 298 || 220 || 0 || .43% || Anywhere || Require timing, too late and it won't work.
|-
|-
| 41236B/D > 236P > 6321463214P || 266 || 0 || 1 || .217 || Anywhere || Extremely inefficient but a simple meter dump without risking 41236BD.
| Counter jCD, 214C, 623C, 214A || 341 || 380 || 0 || .51% || Near Corner || Same as from normal CD but you have to be closer to the corner.
|-
|-
| 41236BD, 623C, 623AC, 41236AC > 22C/22K || 416/449 || 80 || 1.5 || .16 || Back-to-corner || Not worth the extra meter.
| 236CD, 214C > 623P || 208 || 140 || .5 || .23% || Anywhere || Simple Shatter Strike confirm.
|-
|-
| 41236B/D > 236P > 6321463214AC || 361 || 0 || 2 || .217 || Anywhere || Extremely inefficient but a simple meter dump without risking 41236BD.
| 236CD, 214C, 623C, 214A || 278 || 300 || .5 || .45% || Near Corner || Same as the other versions of this.
|-
|-
| 41236B/D > 236P > 2141236CD || 425 || 0 || 3 || .217 || Anywhere || Extremely inefficient but a simple meter dump without risking 41236BD.
| (AA) 236CD, 214C, 426A > 22C > 236P || 240 || 140 || .5 || .35% || Anywhere || Really annoying to time.
|-
| 41236BD, 214A > 2141236CD || 624 || 80 || 3.5 || .13 || Anywhere || Excellent damage for meter cost and can be done anywhere.
|-
| 41236BD, 623C, 214A > 2141236CD || 701 || 160 || 3.5 || .29 || Back-to-corner || Preposterous damage.
|}
|}


==External Links==
==External Links==

Latest revision as of 11:06, 15 March 2025

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

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, 2A 60 Standard low confirm.
clB, clA, 2A, 2A 96 His highest damage string of Lights, won't use it much sadly.
clB, clB, clC (1) > 6B 144 Light into Heavy. clA works too but isn't as reliable. Doesn't work from jump ins even with just 1 clB.

Heavy Starters

Combo Damage Notes
cl.C(1) > 6B 96 Standard, reliable heavy starter. Works in practically any situation.
2C > 6B 131 Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup, but its your go to for punishes.
2C 70 The poke.

Other Starters

Combo Damage Notes
CD 75 Standard CD, can be canceled into 6BD.
Counter jCD 112 Amazing tool for Clark.
236CD 75 Shatter Strike, pretty standard.
426BD 150 EX ABB, causes a sideswitch.

Combos

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).

Note: Clark has few unique Heavy Starter combos. Stats for both will be shown for all besides those.

Meterless

Combo Damage Stun Meter Gain Location Notes
Light Starter > 214A 128 155 .20% Anywhere Standard Light confirm. +38/+65 on tech/knockdown. Grants an autotimed safejump
2B, 2A, farB, 2D > 6BD 133 145 .15% Anywhere Low into Heavy. +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Starter > 623C 195(H)
152(L)
155 .25%(H)
.23%(L)
Anywhere +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
Starter > 426A > 22C > 236P 215(H)
173(L)
75 .27%(H)
.25%(L)
Anywhere Requires quick timing to get off of Lights.
Starter > 426D > 236P 243(H)
185(L)
75 .30%(H)
.25%(L)
Anywhere Into ABB, less reliable from Lights due to pushback.
Heavy Starter > 214C, 214A 229 295 .36% Anywhere +41/+68 on tech/knockdown. 426A sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C, 2D > 6BD 229 285 .31% Anywhere +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C > 623P 237 215 .35% Anywhere Most damaging meterless route, rarely actually used though.

EX

Combo Damage Stun Meter Gain Location Notes
Starter > 214AC, 426A > 22C > 236P 290(H)
241(L)
75 .27%(H)
.25%(L)
Anywhere Most versatile combo from Lights.
Starter > 426BD, 214A 299(H)
251(L)
155 .23%(H)
.20%(L)
Anywhere +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
Heavy Starter > 623AC, 426D > 236P 303 75 .27% Anywhere Works from Lights too, but its more reliable from clC.
Heavy Starter > 214C, 214A, 426AC > 22C > 236P 307 295 .37% Anywhere Builds a significant portion of the EX meter before you even spend it.
Starter > 214AC, 623C, 214A 332(H)
279(L)
135 .40%(H)
.37%(L)
Corner +41/+68 on tech/knockdown.
Starter > 426BD, 623C, 214A 387(H)
335(L)
235 .43%(H)
.40%(L)
Against Corner Max damage when cornered, works from Lights too. +41/+68 on tech/knockdown.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 426BD, 214A, 426AC > 22C > 236P 382(H)
329(L)
155 1 .23%(H)
.20%(L)
Anywhere Max midscreen damage. Maintains sides.
Starter > 426D > 236P > 624624P 354(H)
310(L)
75 1 .27%(H)
.25%(L)
Anywhere Grab into Super.
Starter > 214AC, 623C, 214A, 426AC > 22C > 236P 404(H)
345(L)
235 1 .43%(H)
.37%(L)
Corner Max 1 Bar corner damage. Pulls opponent out of corner.
Starter > 214AC, 41236A > 22C > 236P > 624624P 425(H)
364(L)
75 1.5 .27%(H)
.25%(L)
Anywhere Juggle into Super.
Starter > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P 482(H)
424(L)
235 1.5 .43%(H)
.40%(L)
Against Corner You lose the corner but also get out of it.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 623C(3) > 624624AC 486(H)
427(L)
135 2 .23%(H)
.20%(L)
Anywhere Basic Super confirm, can do Running Three for more oki.
Starter > BC, 2C > 6B > 623C(3) > 624624P 407(H)
349(L)
245 2 .10%(H)
.07%(L)
Anywhere May need to do Gatling for a safer confirm, otherwise it's a basic QM confirm after pokes like farC. 1000/1250/1500MAX
Starter > BC, clC (1) > 6B > 623AC, 426D > 236P > 624624P 437(H)
383(L)
150 2 .10%(H)
.07%(L)
Anywhere Extended QM confirm that doesn't work on Point. 1250/1500MAX
Starter > 214AC, 426A > 22C > 236P > 624624AC 509(H)
446(L)
75 2.5 .27%(H)
.25%(L)
Anywhere Standard extension.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > BC, 2C > 623C(3) > 426426K > CLIMAX 662(H)
587(L)
205 3 .10%(H)
.07%(L)
Anywhere You can add a 6B on Anchor. 1250/1500MAX
Starter > 623C(3) > 426426K > 624624AC 639(H)
566(L)
135 3 .23%(H)
.20%(L)
Anywhere Basic Point meter dump.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > BC, 2C > 623C(3) > 426426BD > CLIMAX 713(H)
642(L)
205 3 .10%(H)
.07%(L)
Anywhere You can still add a 6B on Anchor. 1250/1500MAX

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 623C(3) > 426426BD > CLIMAX 783(H)
699(L)
135 5 .23%(H)
.20%(L)
Anywhere The dump.

Blowback and Shatter Strike

Combo Damage Stun Meter Cost Meter Gain Location Notes
CD, 426C > 22C > 236P 167 100 0 .25% Anywhere Reliable, simple confirm that requires no immediate cancels.
CD > 6BD, (CD) > 214C > 623P 182 240 0 .27% Anywhere Step opens the floodgates for his CD combos, whiff the 2nd CD to make sure Gatling lands, but a microdash will do the job too.
CD > 6BD, (CD) > 214C, 623C, 214A 238 400 0 .49% Midscreen Insane payoff, works from Midscreen and anywhere closer to the corner.
Counter jCD, 426P > 22C > 236P 238 80 0 .25% Anywhere Basic jCD confirm, work at any range.
Counter jCD, 214C, 426A > 22C > 236P 298 220 0 .43% Anywhere Require timing, too late and it won't work.
Counter jCD, 214C, 623C, 214A 341 380 0 .51% Near Corner Same as from normal CD but you have to be closer to the corner.
236CD, 214C > 623P 208 140 .5 .23% Anywhere Simple Shatter Strike confirm.
236CD, 214C, 623C, 214A 278 300 .5 .45% Near Corner Same as the other versions of this.
(AA) 236CD, 214C, 426A > 22C > 236P 240 140 .5 .35% Anywhere Really annoying to time.

External Links

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

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters