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The other starters in each table should also work in each case, but may not.  
The other starters in each table should also work in each case, but may not.  


===Light Starters===
{|class="wikitable"
! 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===
===Starters===
{|class="wikitable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! 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.
|-
|-
| 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.C/2C > 6B''' || 108 || Standard heavy 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.
|-
|-
| cl.D > 6B || 118 || More damaging combo starter.  
| cl.D > 6B || 118 || More damaging combo starter.  
|-
|-
| cl.A, cl.C > 6B || 127 || Close A link into heavy.
| cl.A, cl.C/2C > 6B || 127 || Close A link into heavy.
|-
| 2B > 2A > 2B || 51 || Low light confirm.  
|-
|-
| 5C || 70 || Far C can cancel, leading to combos.
| 5C || 70 || Far C can cancel, leading to combos.
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===Other Starters===
===Other Starters===
{|class="wikitable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo !! Damage !! Notes
|-
|-
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! Combo!! Damage !! Meter cost !! notes
! Combo!! Damage !! Meter cost !! notes
|-
|-
|  cl.A > A > A > B || ? || 0 || Rush combo ending in a special move
|  cl.A > A > A > B || 129 || 0 || Rush combo ending in a special move
|-
|-
|  cl.A > A > A > C || ? || 1 || Rush combo ending in a super
|  cl.A > A > A > C || 223 || 1 || Rush combo ending in a super
|-
|-
|  cl.A > A > A > D || ? || 2 || Rush combo ending in a Max super
|  cl.A > A > A > D || 350 || 2 || Rush combo ending in a Max super
|-
|-
|  cl.A > A > A > A || ? || 3 || Rush combo ending in a Climax super
|  cl.A > A > A > A || 444 || 3 || Rush combo ending in a Climax super
|}
|}


===Beginner Combos===
===Meterless===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| Placeholder combo || 0 || 0 || 0 || 0% || Anywhere || Placeholder notes
| '''Starter''' > 41236D > 623A || 196/249 || 125/150 || 0 || ~40% || Anywhere || Can omit the 623A followup for less damage but better oki. Jumping forward after 623A will give you a 4f safe jump on quick rise.
|}
 
===Meterless===
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| '''Light Starter''' > 214A || 119 || 100 || 0 || ~18% || Anywhere || Soft knockdown
| '''Starter''' > 623C || 178/228 || 205/230 || 0 || ~25% || Anywhere || Trades damage for stun(also if you struggle to do half circles in a pinch). You won't really want to do this combo midscreen since the damage is worse than above and the knockdown is terrible.
|-
|-
| '''Light Starter''' > 623C || 164 || 180 || 0 || ~26% || Anywhere || Slightly shorter max range than 214A, but more damage, stun, meter gain, and Super Cancelable
| 2B > 2B > 2B > 623C || 155 || 165 || 0 || ~25% || Anywhere || This is your only consistent and best meterless light confirm. If you are pushed out too far for 2A you will need to do this.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| Placeholder combo || 0 || 0 || 0.5 || 0% || Anywhere || Placeholder notes
| '''Starter''' > 214AC, 6A > 214A, 623A || 282/339 || 205/230 || 0.5 || ~40% || Anywhere || Basic ex combo, extremely meter efficient.
|-
| 41236BD > 214C || 170 || 40 || 0.5 || ~10% || Anywhere || Midscreen ex command grab combo that gives a very strong hard knockdown for setting up a manually timed safe jump or an ambiguous crossup.
|-
| 41236BD, 6A > 623C || 205 ||  160 || 0.5 || ~25% || Anywhere || Midscreen ex command grab combo for higher damage, but a far worse knockdown
|-
| 41236BD, 6A > 214A, 623A || 213 || 120 || 0.5 || ~35% || Corner || Corner ex command grab combo, less stun than above but 90% of the time you want damage instead of stun.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| Placeholder combo || 0 || 0 || 1 || 0% || Anywhere || Placeholder notes
| '''Starter''' > 623C > 236236K, 6A > 623C || 368/433 || 345/370 || 1.0 || ~60% || Anywhere || Good damage and metergain.
|-
| 2B > 2B > 2B > 623C > 236236K, 6A > 623C || 345 || 305 || 1.0 || ~60% || Anywhere || Same combo as above, but works off of 2B as well making it his best combo when doing 2B strings.
|-
| '''Starter''' > 623C > 236236K, 6A > 214A, 623A || 376/442 || 305/330 || 1.0 || ~60% || Corner || Corner combo similar to above, just with a bit more damage.
|-
| '''Starter''' > 41236D > 2141236P || 324/385 || 85/110 || 1.0 || ~25% || Anywhere || Trades damage for Hard Knockdown. Make sure to charge the super for better damage (300/360 without charge)
|-
| 41236BD, 6A > 214AC, 623C || 247 || 160 || 1.0 || ~25% || Anywhere || Spend the extra half a bar for just 40 more damage and a bit more corner carry. Not really worth the extra half bar.
|-
| '''Starter''' > 623C > 236236K, 6A > 214AC, 623C || 415/484 || 345/370 || 1.5 || ~60% || Anywhere ||
|-
| '''Starter''' > 214AC, 6A > 214A, 623A > 2141236P || 418/486 || 205/230 || 1.5 || ~45% || Anywhere || Make sure to charge the super for better damage (399/465 without charge). This is the combo you want to try to go for as much as possible, very meter efficient with solid knockdown and corner carry.
|-
| '''Starter''' > 214AC, 6A > 214A, 623A > 236236K, 623C || 440/511 || 325/350 || 1.5 || ~60% || Corner || Corner optimal for meter cost
|-
| 41236BD, 6A > 623C > 2141236P || 301 || 140 || 1.5 || ~25% || Anywhere || Command grab combo midscreen with super
|-
| 41236BD, 6A > 214A, 623A > 236236K, 623C || 326 || 240 || 1.5 || ~50% || Corner || Decent damage off command grab in the corner
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
|-
|-
| Placeholder combo || 0 || 0 || 2 || 0% || Anywhere || Placeholder notes
| '''Starter''' > 623C > 236236K, 6A > 623C > 2141236P || 463/537 || 325/350 || 2.0 || ~55% || Anywhere || Make sure to charge super for better damage (448/521 without charge)
|-
| '''Starter''' > 623C > 236236K, 6A > 214A, 623A > 2141236P || 481/557 || 305/330 || 2.0 || ~65% || Corner || Slight corner optimization on the above combo. (uncharged super damage 466/541 )
|-
| '''Starter''' > 214AC, 6A > 214A, 623A > 2141236AC || 506/580 || 205/230 || 2.5 || ~40% || Anywhere || (uncharged super damage 496/570)
|-
| '''Starter''' > 623C > 236236K, 6A > 214AC, 623C>2141236A || 511/579 || || 2.5 || ~55% || Anywhere || Slightly more optimal off of the 2b 2a starter and better meter build than above, however timing the charged super is more difficult
|-
|  41236BD, 6A > 214A, 623A>236236K, 623C> 2141236P || 426 || 220 || 2.5 || ~50% || Corner ||
|}
|}



Latest revision as of 21:37, 1 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.
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.


Starters

Combo Damage Notes
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.C/2C > 6B 108 Standard heavy 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.
cl.D > 6B 118 More damaging combo starter.
cl.A, cl.C/2C > 6B 127 Close A link into heavy.
2B > 2A > 2B 51 Low light confirm.
5C 70 Far C can cancel, leading to combos.

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 223 1 Rush combo ending in a super
cl.A > A > A > D 350 2 Rush combo ending in a Max super
cl.A > A > A > A 444 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 41236D > 623A 196/249 125/150 0 ~40% Anywhere Can omit the 623A followup for less damage but better oki. Jumping forward after 623A will give you a 4f safe jump on quick rise.
Starter > 623C 178/228 205/230 0 ~25% Anywhere Trades damage for stun(also if you struggle to do half circles in a pinch). You won't really want to do this combo midscreen since the damage is worse than above and the knockdown is terrible.
2B > 2B > 2B > 623C 155 165 0 ~25% Anywhere This is your only consistent and best meterless light confirm. If you are pushed out too far for 2A you will need to do this.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC, 6A > 214A, 623A 282/339 205/230 0.5 ~40% Anywhere Basic ex combo, extremely meter efficient.
41236BD > 214C 170 40 0.5 ~10% Anywhere Midscreen ex command grab combo that gives a very strong hard knockdown for setting up a manually timed safe jump or an ambiguous crossup.
41236BD, 6A > 623C 205 160 0.5 ~25% Anywhere Midscreen ex command grab combo for higher damage, but a far worse knockdown
41236BD, 6A > 214A, 623A 213 120 0.5 ~35% Corner Corner ex command grab combo, less stun than above but 90% of the time you want damage instead of stun.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 236236K, 6A > 623C 368/433 345/370 1.0 ~60% Anywhere Good damage and metergain.
2B > 2B > 2B > 623C > 236236K, 6A > 623C 345 305 1.0 ~60% Anywhere Same combo as above, but works off of 2B as well making it his best combo when doing 2B strings.
Starter > 623C > 236236K, 6A > 214A, 623A 376/442 305/330 1.0 ~60% Corner Corner combo similar to above, just with a bit more damage.
Starter > 41236D > 2141236P 324/385 85/110 1.0 ~25% Anywhere Trades damage for Hard Knockdown. Make sure to charge the super for better damage (300/360 without charge)
41236BD, 6A > 214AC, 623C 247 160 1.0 ~25% Anywhere Spend the extra half a bar for just 40 more damage and a bit more corner carry. Not really worth the extra half bar.
Starter > 623C > 236236K, 6A > 214AC, 623C 415/484 345/370 1.5 ~60% Anywhere
Starter > 214AC, 6A > 214A, 623A > 2141236P 418/486 205/230 1.5 ~45% Anywhere Make sure to charge the super for better damage (399/465 without charge). This is the combo you want to try to go for as much as possible, very meter efficient with solid knockdown and corner carry.
Starter > 214AC, 6A > 214A, 623A > 236236K, 623C 440/511 325/350 1.5 ~60% Corner Corner optimal for meter cost
41236BD, 6A > 623C > 2141236P 301 140 1.5 ~25% Anywhere Command grab combo midscreen with super
41236BD, 6A > 214A, 623A > 236236K, 623C 326 240 1.5 ~50% Corner Decent damage off command grab in the corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 623C > 236236K, 6A > 623C > 2141236P 463/537 325/350 2.0 ~55% Anywhere Make sure to charge super for better damage (448/521 without charge)
Starter > 623C > 236236K, 6A > 214A, 623A > 2141236P 481/557 305/330 2.0 ~65% Corner Slight corner optimization on the above combo. (uncharged super damage 466/541 )
Starter > 214AC, 6A > 214A, 623A > 2141236AC 506/580 205/230 2.5 ~40% Anywhere (uncharged super damage 496/570)
Starter > 623C > 236236K, 6A > 214AC, 623C>2141236A 511/579 2.5 ~55% Anywhere Slightly more optimal off of the 2b 2a starter and better meter build than above, however timing the charged super is more difficult
41236BD, 6A > 214A, 623A>236236K, 623C> 2141236P 426 220 2.5 ~50% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 3 0% Anywhere Placeholder notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 4 0% Anywhere Placeholder notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 5 0% Anywhere Placeholder notes

External Links

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