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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.


==Combos==
===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.
|}


[[The King of Fighters XV#Controls|Notation Guide]]
===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.)


'''General Notes'''
==Combos==


* Anywhere that uses 2B 2A can also use cl.C/2C/cl.D 6A for the starter.
'''General Notes:'''
* Up close you can usually get two 2Bs before needing to go to 2A to cancel. If you are pushed out a bit or start with a jumpin, you may want to just use one 2B for consistency.
Combos that end in 214D can omit the 214K ender for a safe jump set-up.


===Rush Auto Combo===
===Rush Auto Combo===
{|class="wikitable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || ||  || 0 ||  || Anywhere|| Rush combo ending in a special move
|  cl.A > A > A > B || 125 || 0 || Rush combo ending in a special move
|-
|-
|  cl.A > A > A > C || ||  || 1 ||  || Anywhere|| Rush combo ending in a super
|  cl.A > A > A > C || 197 || 1 || Rush combo ending in a super
|-
|-
|  cl.A > A > A > D || ||  || 2 ||  || Anywhere|| Rush combo ending in a Max super
|  cl.A > A > A > D || 325 || 2 || Rush combo ending in a Max super
|-
|-
|  cl.A > A > A > A || ||  || 3 ||  || Anywhere|| Rush combo ending in a Climax super
|  cl.A > A > A > A || 456 || 3 || Rush combo ending in a Climax super
|}
|}


===0 Meter===
===Meterless===
{| class="wikitable"
{| class="wikitable sortable"
|-
|-
! Combo !! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| 2B > 2B > 5B > 236A || 140 || 130 || || Anywhere ||  
| '''Starter''' > 236A || 120/170 || 115/150 || 0 || 18.5%/23% || Anywhere || Easy confirm, leads to supers.
|-
|-
| 2B > 2B > 5B > 214D.K.214K|| 176 || 190 || || Anywhere || Example
| '''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.
|-
|-
| 2B > 5B > 214C.P.214P || 155 || 160 || || Anywhere || Point Blank Only
| '''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.
|-
|-
| 2B > 5B > 623C || 163 || 120 || || Anywhere || Point Blank Only
| 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.
|-
|-
| 5D > 6A > 214D.K.214K || 173 || 160 || || Anywhere ||
| CD, 6B > 623C || 211 || 200 || 0 || 37.5% || Corner ||
|-
| CD > 214D.K.214D || 166 || 200 ||  || Anywhere ||  
|}
|}


===0.5 Meters===
===EX===
{| class="wikitable"
{| class="wikitable sortable"
|+ Caption text
|-
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
! Combo !! Damage !! Stun !! 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.
|-
|-
| 2B > 2B > 5B > 214PP.P > 6B > 214D.K.214D || 298 || 230 || || Anywhere ||
| 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.
|-
|-
| 2B > 2B > 5B > 214PP.P > 6B > 214B.K || 270 || 180 || || Anywhere || Safe Jump Setup
| CD, 6B > 214BD ~ K ~ 214K, 623C || 272 || 200 || 0.5 || 37.5% || Corner ||  
|-
|-
| CD > 214PP.P > 6B > 214D.K.214D || 288 || 240 || || Anywhere ||
|}
|}


===1 Meter===
===1 Bar===
{|class="wikitable"
{| class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
! Combo !! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| (2B) 2B 2A 236A 2141236A || || || || || Anywhere||  
| '''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.
|-
|-
| (2B) 2B 2A 2141236A || || || || || Anywhere||  
| '''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.
|-
|-
| (2B) 2B 2A 214AC~P 6B 214BD~D~214K 623C || || || || || Anywhere||  
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C || 312 || 200 || 1 || 37.5% || Anywhere* ||
|-
|-
| (2B) 2B 2A 214BD~K~214K 214AC~P~dl.214P 236A || || || || || 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.
|-
|-
| (2B) 2B 2A 214BD~K~214K 214AC~P~dl.214P 623C || || || || || Corner||  
| '''Starter''' > 214AC ~ P, 6B > 236A > 2141236C || 334/399 || 155/190 || 1.5 || 24.5%/29% || Anywhere || Trades damage to seal the opponent.
|}
 
===2 Bar===
{| class="wikitable sortable"
|-
|-
| (2B) 2B 2A 214BD~K~214K 214AC~P 6B 623C ||  ||  ||  ||  || Anywhere||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cl.C 6A 236CD cl.C 6A 214AC~P 6B 623C || || || || || Anywhere||  
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C || 417/489 || 145/180 || 2 || 31%/35.5% || Anywhere ||
|-
|-
| cl.C 6A 236236B 2B 66 cl.D 6B || || || || || Midscreen||  
| '''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.
|-
|-
| cl.C 6A 236236B 2B CD 6B 623C || || || || || Corner ||  
| '''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).
|-
|}
|}


===1.5 Meters===
===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 ||
|-
|-
| cl.C 6A 236CD cl.C 6A 214AC~P 6B 236A 2141236A || || || || || Anywhere||  
| '''Starter''' > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236CD || 558/625 || 255/290 || 3 || 7%/11.5% || Anywhere || 1000 Max Gauge.
|}
 
 
===2 Meters===
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cl.C 6A 236236B 2B CD 6B 214C~P 2141236A || || || || || Corner||  
| '''Starter''' > BC, cl.D > 6A > 623C > 2141236C > 2141236CD || 571/653 || 215/250 || 3 || 7%/11.5% || Anywhere || 1250 and 1500 Max Gauge.
|-
|-
|(2B) 2B 2A 214AC~P 6B 214BD~K~214K 236A 2141236A || || || || || Anywhere||  
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 435 || 170 || 3 || 31.5% || Anywhere* ||
|-
|-
|cl.C 6A 236236BC 2C 3D cl.D 6A 214D~K~214K || || || || || Midscreen||  
| '''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.
|-
|-
|cl.C > 6A > Quick Max > cl.D > 6A > 214AC~P > 6B > 214BD~K~214K > 236 > 2141236A || 507 || 300 || 2 || 0.15 || Anywhere ||
|}
|}


===4 Bars===
===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.
|-
|-
| cl.D > 6A > 236236BD > 2C > 3D... cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 236A > 2141236P || 716  || 410 || 4 || 0.55 || Anywhere ||  
| '''Starter''' > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD || 686/777 || 145/180 || 4.5 || 13%/17.5% || Anywhere ||
|}
|}


===3 Bars===
===5 Bar===
{|class="wikitable"
{| class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| cl.D > 6A > 236236BD > 2C > 3D... cl.D > 6A > 236A > 2141236P || 570 || 370 || 3 || 0.49 || Anywhere ||
! Combo !! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|}
 
===5 Bars===
{|class="wikitable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| cl.D > 6A > 236236BD > 2C > 3D... cl.D > 6A > 236CD > run up > cl.D > 6A > 236236CD > 2C > 3D... cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 623C || 750 || 760 || 5 || 0.4 || Anywhere || Preferably back to corner
| Placeholder
|}
|}


==External Links==
==External Links==
{{#ev:youtube|l9FKiiQha-w|||'''Chizuru Combos by Meno'''|frame}}
{{#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

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.
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

External Links

Chizuru Combos by Meno
Chizuru Combos (ver. 1.33+) by Kakuge

Navigation

The King of Fighters XV
System

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Characters