Difference between revisions of "The King of Fighters XV/Chris/Combos"
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==Starters== | ==Starters== | ||
{|class="wikitable" | {|class="wikitable" | ||
! Number !! Combo !! Damage | ! Number !! Combo !! Damage !! Notes | ||
|- | |- | ||
| 1 || 2B > 2B || 58 | | 1 || 2B > 2B || 58 || Standard low light confirm. (Some combos allow a third '2B'). | ||
|- | |- | ||
| 2 || 2B > cl.B > 6A || 85 | | 2 || 2B > cl.B > 6A || 85 || Close low light confirm. Uses same combos as '''{Starter 3}'''. | ||
|- | |- | ||
| 3 || j.C/D > cl.C > 6B || 172 | | 3 || j.C/D > cl.C > 6B || 172 || 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 | | 4 || 2C > 6B || 108 || Next best option after jump-in. Combos from further than cl.C thanks to the second hit of 2C.<br/>Use when too far for cl.C. | ||
|- | |- | ||
| 5 || cl.D > 6B || 118 | | 5 || cl.D > 6B || 118 || Most damaging combo starter. | ||
|- | |- | ||
| 6 || CD || 75 || | | 6 || CD || 75 || | ||
|- | |||
| 7 || 6B > MAX || 45 || Overhead starter. Not an overhead when cancelled into. | |||
|- | |||
| 8 || 3D > MAX || 60 || Low profile slide starter. Good range and goes under a lot of things,<br/>including many projectiles. | |||
|} | |} | ||
Revision as of 20:46, 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 | Notes |
---|---|---|---|
1 | 2B > 2B | 58 | Standard low light confirm. (Some combos allow a third '2B'). |
2 | 2B > cl.B > 6A | 85 | Close low light confirm. Uses same combos as {Starter 3}. |
3 | j.C/D > cl.C > 6B | 172 | 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 | 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 | Most damaging combo starter. |
6 | CD | 75 | |
7 | 6B > MAX | 45 | Overhead starter. Not an overhead when cancelled into. |
8 | 3D > MAX | 60 | Low profile slide starter. Good range and goes under a lot of things, including many projectiles. |
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 129 | 70 | 0 | Anywhere | Rush combo ending in a special move | |
cl.A > A > A > C | 212 | 30 | 1 | Anywhere | Rush combo ending in a super | |
cl.A > A > A > D | 348 | 30 | 2 | Anywhere | Rush combo ending in a Max super | |
cl.A > A > A > A | 439 | 30 | 3 | Anywhere | Rush combo ending in a Climax super |
Beginner Combos
Combo | Damage | Meter cost | Location | notes |
---|---|---|---|---|
2B > 2B > 214A | 110 | 0 | Anywhere | |
j.D > cl.C > 6B > 214C | 253 | 0 | Anywhere | |
2B > 2B > 214AC | 178 | 0.5 | Anywhere | |
2B > 2B > 214A > 236236A | 246 | 1 | Anywhere | |
j.D > cl.C > 6B > 214BD, j.236BD, 6A > 623D | 418 | 1 | Anywhere | |
2B > 2B > 214A > 236236AC | 374 | 2 | Anywhere | |
2B > 2B > 214A > 214236CD | 451 | 3 | Anywhere | |
2B > 2B > 214A > 236236A > 214236CD | 246 | 4 | Anywhere |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214A | 110 | 140 | Anywhere | Leaves opponent standing in advantage | ||
{Starter 1} > 623D | 148 | 100 | Anywhere | No oki mid-screen, best used in the corner. | ||
{Starter 3} > 214C | 253 | 260 | Anywhere |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214AC | 178 | 60 | Anywhere | Use when too far for 623BD full connect. | ||
{Starter 1} > 623BD | 182 | 60 | Anywhere | Oki is worth using over 214AC. | ||
{Starter 3} > 623AC | 291 | 180 | Anywhere | Side swap with good oki. Use when cornered. | ||
{Starter 3} > 214BD, j.236D | 311 | 220 | Anywhere | |||
{Starter 3} > 236CD, Dash cl.D > 6B > 214C | 340 | 370 | Anywhere | Requires 1 Bar | ||
{Starter 3} > 214BD, j.236B, cl.D | 363 | 290 | Corner | Can get corner cl.D link from near mid-screen if you use j.236D instead. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214A > 236236A/C | 246 | 140 | Anywhere | |||
{Starter 3} > 214BD, j.236BD, dl.6A > 214D ~ (j.236B) | 414 | 300 | Anywhere | j.236B leaves you next to opponent with advantage. | ||
{Starter 3} > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B | 432 | 300 | Corner/Midscreen | Corner combo, works from Midscreen. | ||
{Starter 3} > 214BD, j.236BD, 6A > 623BD | 442 | 220 | 1.5 Bar | Anywhere | ||
{Starter 3} > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623BD | 470 | 260 | 1.5 Bar | Corner/Midscreen |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214A > 236236AC | 374 | 140 | Anywhere | |||
{Starter 1/3} > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D | 413 / 505 | 250 / 370 | Anywhere | 3rd Character | ||
{Starter 3} > 214BD, j.236BD, dl.6A > 214C > 214214B/D | 499 | 300 | Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1/3} > 214A > 236236A/C > 214214BD | 485 / 570 | 140 / 260 | Anywhere | |||
{Starter 1/3} > MAX, cl.D > 214C > 214214B/D > 214236CD | 571 / 661 | 210 / 330 | Anywhere | 2nd or 3rd Character |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1/3} > 214A > 236236A/C > 214236CD | 571 / 650 | 140 / 260 | Anywhere | |||
{Starter 1/3} > MAX, cl.D > 214C > 214214BD > 214236CD | 672 / 751 | 210 / 330 | Anywhere | 2nd or 3rd Character |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 3} > 214BD, j.236BD, 6A > MAX, 214C > 214214BD > 214236CD | 824 | 300 | Anywhere |