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The King of Fighters XV/Chris/Combos: Difference between revisions
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{{ComboLegend-KOFXV}} | {{ComboLegend-KOFXV}} | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''{Starter X}''' || 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 canceled before it finishes. | |||
|- | |||
| '''~''' || 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. | |||
|- | |||
| '''X * N''' || Repeat 'X' input 'N' amount of times. | |||
|- | |||
|} | |||
==Starters== | |||
{|class="wikitable" | |||
! Number !! Combo !! Damage !! Stun !! Notes | |||
|- | |||
| 1 || 2B > 2B || 58 || 60 || Standard low light confirm. (Some combos allow a third '2B'). | |||
|- | |||
| 2 || 2B > cl.B > 6A || 85 || 100 || Close low light confirm. Allows for stronger follow-ups than 2B > 2B. | |||
|- | |||
| 3 || j.C/D > cl.C > 6B || 172 || 180 || Standard jump-in starter. f.C(1) allows for same combos which can be a saving grace<br/> if barely outside of cl.C range. | |||
|- | |||
| 4 || 2C > 6B || 108 || 130 || Next best option after jump-in. Combos from further than cl.C thanks to the second hit of 2C. Use when too far for cl.C. | |||
|- | |||
| 5 || cl.D > 6B || 118 || 130 || Most damaging combo starter. | |||
|- | |||
| 6 || CD || 75 || 100 || | |||
|} | |||
==Combos== | ==Combos== |
Revision as of 17:46, 5 April 2022
Combo Notation Guide
Notation | Meaning |
---|---|
{Starter X} | 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 canceled before it finishes. |
~ | 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. |
X * N | Repeat 'X' input 'N' amount of times. |
Starters
Number | Combo | Damage | Stun | Notes |
---|---|---|---|---|
1 | 2B > 2B | 58 | 60 | Standard low light confirm. (Some combos allow a third '2B'). |
2 | 2B > cl.B > 6A | 85 | 100 | Close low light confirm. Allows for stronger follow-ups than 2B > 2B. |
3 | j.C/D > cl.C > 6B | 172 | 180 | Standard jump-in starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. |
4 | 2C > 6B | 108 | 130 | Next best option after jump-in. Combos from further than cl.C thanks to the second hit of 2C. Use when too far for cl.C. |
5 | cl.D > 6B | 118 | 130 | Most damaging combo starter. |
6 | CD | 75 | 100 |
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 0 | Anywhere | Rush combo ending in a special move | |||
cl.A > A > A > C | 1 | Anywhere | Rush combo ending in a super | |||
cl.A > A > A > D | 2 | Anywhere | Rush combo ending in a Max super | |||
cl.A > A > A > A | 3 | Anywhere | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |