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The King of Fighters XV/Chizuru Kagura/Combos: Difference between revisions
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EclipticEve (talk | contribs) Created page with "{{#lst:{{BASEPAGENAME}}/Combos|Links}} {{ComboLegend-KOFXV}} {{CharNavbox_XV}} ==Combos== ===Rush Auto Combo=== '''Meterless:'''<br> '''1 Bar:'''<br> '''2 Bars:'''<br> '''3 Bars:'''<br> ===Meterless=== {|class="wikitable" ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes |- | || || || || || Anywhere || |} ===EX=== {|class="wikitable" ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes |- | || || || || || Anywhere..." |
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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/> | |||
The other starters in each table should also work in each case, but may not. | |||
Chizuru's specials typically are able to combo from both her lights and heavies. Because of this, most of her combos will simply say '''Starter''', while showing damage from her bolded Light and Heavy Starters below. | |||
===Light Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''2B > 2A > 5B''' || 65 || Standard low light confirm. | |||
|- | |||
| 2B > 2A > 2A > 5B || 85 || Point-blank use only. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''cl.C/2C > 6A''' || 112 || Standard heavy starter. Consistent after jump ins. | |||
|- | |||
| cl.D > 6A || 122 || Stronger, ideal for punishes. Has less range than cl.C making it harder to use. | |||
|- | |||
| cl.A, cl.D > 6A || 141 || Light-heavy frame trap/link, but requires near point-blank range. | |||
|- | |||
| 6B || 60 || 6B by itself can cancel into specials. Can be a niche punish option. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|- | |||
| 3D || 60 || Quick Max starter. | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
'''General Notes:''' | |||
Combos that end in 214D can omit the 214K ender for a safe jump set-up. | |||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move | |||
|- | |||
| cl.A > A > A > C || 197 || 1 || Rush combo ending in a super | |||
|- | |||
| cl.A > A > A > D || 325 || 2 || Rush combo ending in a Max super | |||
|- | |||
| cl.A > A > A > A || 456 || 3 || Rush combo ending in a Climax super | |||
|} | |||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |- | ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| '''Starter''' > 236A || 120/170 || 115/150 || 0 || 18.5%/23% || Anywhere || Easy confirm, leads to supers. | |||
|- | |||
| '''Starter''' > 214D ~ K ~ 214K || 156/209 || 175/210 || 0 || 23%/27.5% || Anywhere || Stronger confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry. | |||
|- | |||
| '''Heavy Starter''' > 623C || 244 || 170 || 0 || 35.5% || Anywhere || Max damage, but can whiff at further ranges. Won't work after three light normals, only two. | |||
|- | |||
| CD > 214B ~ 214K || 150 || 200 || 0 || 23.5% || Anywhere || By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack. | |||
|- | |- | ||
| || | | CD, 6B > 623C || 211 || 200 || 0 || 37.5% || Corner || | ||
|} | |} | ||
===EX=== | ===EX=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |- | ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| '''Starter''' > 214AC ~ P, 6B > 214D ~ K ~ 214K || 261/321 || 215/250 || 0.5 || 29%/33.5% || Anywhere || Standard 0.5 bar combo for any starter. Note: for many combos with this structure, you can end with 623C for more damage, but this will not work with the example light starter midscreen, as the opponent will be too far away. This always works in the corner however. | |||
|- | |||
| CD, 214AC, 6B > 623C || 257 || 200 || 0.5 || 37.5% || Midscreen || Note: most combos starting from CD will not work if Chizuru's back is too close to the corner. | |||
|- | |||
| CD, 6B > 214BD ~ K ~ 214K, 623C || 272 || 200 || 0.5 || 37.5% || Corner || | |||
|- | |- | ||
|} | |} | ||
===1 Bar=== | ===1 Bar=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter | |- | ||
! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes | |||
|- | |||
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C || 363/431 || 175/210 || 1 || 37%/41.5% || Anywhere || Natural extension from her 0.5 bar combo. | |||
|- | |||
| '''Starter''' > 214C ~ P > 2141236A || 244/302 || 125/160 || 1 || 14%/18.5% || Anywhere || Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel. Also note: Most combos ending in the seal super(2141236P) will allow for an OTG 236C ender in the corner. | |||
|- | |||
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C || 312 || 200 || 1 || 37.5% || Anywhere* || | |||
|- | |||
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623AC || 375/445 || 115/150 || 1.5 || 13%/17.5% || Anywhere || Swaps 623C for 623AC for a small damage boost. | |||
|- | |- | ||
| || | | '''Starter''' > 214AC ~ P, 6B > 236A > 2141236C || 334/399 || 155/190 || 1.5 || 24.5%/29% || Anywhere || Trades damage to seal the opponent. | ||
|} | |} | ||
===2 | ===2 Bar=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |- | ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C || 417/489 || 145/180 || 2 || 31%/35.5% || Anywhere || | |||
|- | |||
| '''Starter''' > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236C || 368/440 || 255/290 || 2 || 7%/11.5% || Anywhere || Go-to 1000 and 1250 Max Gauge combo, ends with sealing the opponent. | |||
|- | |||
| '''Starter''' > BC, cl.D > 6A > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C || 423/494 || 255/290 || 2 || 7%/11.5% ||| Anywhere || 1500 Max Gauge. | |||
|- | |||
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C || 360 || 170 || 2 || 31.5% || Anywhere* || | |||
|- | |- | ||
| || | | '''Starter''' > 214AC ~ P, 6B > 236A > 2141236AC || 439/512 || 155/190 || 2.5 || 24.5%/29% || Anywhere || Level 2 seals for longer than level 1(6.66 seconds as opposed to 5.33). | ||
|- | |||
|} | |} | ||
===3 | ===3 Bar=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |- | ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 507/587 || 145/180 || 3 || 31%/35.5% || Anywhere || | |||
|- | |||
| '''Starter''' > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236CD || 558/625 || 255/290 || 3 || 7%/11.5% || Anywhere || 1000 Max Gauge. | |||
|- | |||
| '''Starter''' > BC, cl.D > 6A > 623C > 2141236C > 2141236CD || 571/653 || 215/250 || 3 || 7%/11.5% || Anywhere || 1250 and 1500 Max Gauge. | |||
|- | |||
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 435 || 170 || 3 || 31.5% || Anywhere* || | |||
|- | |||
| '''Starter''' > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD || 596/679 || 145/180 || 3.5 || 13%/17.5% || Anywhere || Mid-combo Quick Max, stylish but generally not worth it unless the extra 20-30 damage will kill. | |||
|- | |- | ||
|} | |} | ||
===4 | ===4 Bar=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |- | ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |||
| '''Starter''' > BC, cl.D > 6A > 623C > 2141236AC > 2141236CD || 661/751 || 215/250 || 4 || 7%/11.5% || Anywhere || 1250 and 1500 Max Gauge. | |||
|- | |- | ||
| || | | '''Starter''' > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD || 686/777 || 145/180 || 4.5 || 13%/17.5% || Anywhere || | ||
|} | |} | ||
===5 | ===5 Bar=== | ||
{|class="wikitable" | {| class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |- | ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | |||
|- | |- | ||
| | | Placeholder | ||
|} | |} | ||
==External Links== | ==External Links== | ||
{{#ev:youtube| | {{#ev:youtube|l9FKiiQha-w|||'''Chizuru Combos by Meno'''|frame}} | ||
{{#ev:youtube|EcQ_QMH5zzQ|||'''Chizuru Combos (ver. 1.33+) by Kakuge'''|frame}} | |||
{{Navbox XV}} | {{Navbox XV}} | ||
[[Category:The King of Fighters XV]] | [[Category:The King of Fighters XV]] |
Latest revision as of 01:51, 3 January 2024
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).
The other starters in each table should also work in each case, but may not.
Chizuru's specials typically are able to combo from both her lights and heavies. Because of this, most of her combos will simply say Starter, while showing damage from her bolded Light and Heavy Starters below.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 5B | 65 | Standard low light confirm. |
2B > 2A > 2A > 5B | 85 | Point-blank use only. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6A | 112 | Standard heavy starter. Consistent after jump ins. |
cl.D > 6A | 122 | Stronger, ideal for punishes. Has less range than cl.C making it harder to use. |
cl.A, cl.D > 6A | 141 | Light-heavy frame trap/link, but requires near point-blank range. |
6B | 60 | 6B by itself can cancel into specials. Can be a niche punish option. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
3D | 60 | Quick Max starter. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes: Combos that end in 214D can omit the 214K ender for a safe jump set-up.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 125 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 197 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 325 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 456 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 236A | 120/170 | 115/150 | 0 | 18.5%/23% | Anywhere | Easy confirm, leads to supers. |
Starter > 214D ~ K ~ 214K | 156/209 | 175/210 | 0 | 23%/27.5% | Anywhere | Stronger confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry. |
Heavy Starter > 623C | 244 | 170 | 0 | 35.5% | Anywhere | Max damage, but can whiff at further ranges. Won't work after three light normals, only two. |
CD > 214B ~ 214K | 150 | 200 | 0 | 23.5% | Anywhere | By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack. |
CD, 6B > 623C | 211 | 200 | 0 | 37.5% | Corner |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC ~ P, 6B > 214D ~ K ~ 214K | 261/321 | 215/250 | 0.5 | 29%/33.5% | Anywhere | Standard 0.5 bar combo for any starter. Note: for many combos with this structure, you can end with 623C for more damage, but this will not work with the example light starter midscreen, as the opponent will be too far away. This always works in the corner however. |
CD, 214AC, 6B > 623C | 257 | 200 | 0.5 | 37.5% | Midscreen | Note: most combos starting from CD will not work if Chizuru's back is too close to the corner. |
CD, 6B > 214BD ~ K ~ 214K, 623C | 272 | 200 | 0.5 | 37.5% | Corner |
1 Bar
Combo | Damage | Stun | Meter Cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C | 363/431 | 175/210 | 1 | 37%/41.5% | Anywhere | Natural extension from her 0.5 bar combo. |
Starter > 214C ~ P > 2141236A | 244/302 | 125/160 | 1 | 14%/18.5% | Anywhere | Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel. Also note: Most combos ending in the seal super(2141236P) will allow for an OTG 236C ender in the corner. |
CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C | 312 | 200 | 1 | 37.5% | Anywhere* | |
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623AC | 375/445 | 115/150 | 1.5 | 13%/17.5% | Anywhere | Swaps 623C for 623AC for a small damage boost. |
Starter > 214AC ~ P, 6B > 236A > 2141236C | 334/399 | 155/190 | 1.5 | 24.5%/29% | Anywhere | Trades damage to seal the opponent. |
2 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C | 417/489 | 145/180 | 2 | 31%/35.5% | Anywhere | |
Starter > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236C | 368/440 | 255/290 | 2 | 7%/11.5% | Anywhere | Go-to 1000 and 1250 Max Gauge combo, ends with sealing the opponent. |
Starter > BC, cl.D > 6A > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C | 423/494 | 255/290 | 2 | 7%/11.5% | Anywhere | 1500 Max Gauge. |
CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C | 360 | 170 | 2 | 31.5% | Anywhere* | |
Starter > 214AC ~ P, 6B > 236A > 2141236AC | 439/512 | 155/190 | 2.5 | 24.5%/29% | Anywhere | Level 2 seals for longer than level 1(6.66 seconds as opposed to 5.33). |
3 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC | 507/587 | 145/180 | 3 | 31%/35.5% | Anywhere | |
Starter > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236CD | 558/625 | 255/290 | 3 | 7%/11.5% | Anywhere | 1000 Max Gauge. |
Starter > BC, cl.D > 6A > 623C > 2141236C > 2141236CD | 571/653 | 215/250 | 3 | 7%/11.5% | Anywhere | 1250 and 1500 Max Gauge. |
CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC | 435 | 170 | 3 | 31.5% | Anywhere* | |
Starter > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD | 596/679 | 145/180 | 3.5 | 13%/17.5% | Anywhere | Mid-combo Quick Max, stylish but generally not worth it unless the extra 20-30 damage will kill. |
4 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > BC, cl.D > 6A > 623C > 2141236AC > 2141236CD | 661/751 | 215/250 | 4 | 7%/11.5% | Anywhere | 1250 and 1500 Max Gauge. |
Starter > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD | 686/777 | 145/180 | 4.5 | 13%/17.5% | Anywhere |
5 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Placeholder |