-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XV/Orochi Chris/Combos: Difference between revisions
Jump to navigation
Jump to search
Awesomeguy42 (talk | contribs) |
Ayoitsdave (talk | contribs) No edit summary |
||
(21 intermediate revisions by 4 users not shown) | |||
Line 39: | Line 39: | ||
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. | ||
=== | ===Starters=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! 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.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. | ||
Line 62: | Line 58: | ||
===Other Starters=== | ===Other Starters=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
Line 80: | Line 76: | ||
! Combo!! Damage !! Meter cost !! notes | ! Combo!! Damage !! Meter cost !! notes | ||
|- | |- | ||
| cl.A > A > A > B || | | cl.A > A > A > B || 129 || 0 || Rush combo ending in a special move | ||
|- | |- | ||
| cl.A > A > A > | | cl.A > A > A > C || 223 || 1 || Rush combo ending in a super | ||
|- | |- | ||
| cl.A > A > A > | | 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 | ||
|} | |} | ||
Line 100: | Line 89: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! 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. | ||
|} | |} | ||
Line 111: | Line 100: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! 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. | |||
|} | |} | ||
Line 118: | Line 113: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! 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 | |||
|} | |} | ||
Line 125: | Line 138: | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! 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 || | |||
|} | |} | ||
Latest revision as of 21:37, 1 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. |
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 |