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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

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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

External Links

Chris Combos by Meno

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters