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The King of Fighters XV/Chizuru Kagura/Combos: Difference between revisions
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! Combo !! Damage !! Stun !! Meter Gain !! Location !! Notes | ! Combo !! Damage !! Stun !! Meter Gain !! Location !! Notes | ||
|- | |- | ||
| 2B > 2B > 5B > 236A || 140 || 130 || | | 2B > 2B > 5B > 236A || 140 || 130 || 20% || Anywhere || Easy confirm, leads to supers. | ||
|- | |- | ||
| 2B > 2B > 5B > 214D | | 2B > 2B > 5B > 214D ~ K ~ 214K || 176 || 190 || 25% || Anywhere || Stronger light confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry. | ||
|- | |- | ||
| | | 5D > 6A > 623C || 217 || 170 || 30% || Anywhere || | ||
|- | |- | ||
| | | CD > 214B ~ 214D || 166 || 200 || 25% || Anywhere || By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack. | ||
|- | |- | ||
| CD, 6B > 623C || 219 || 200 || 30% || Corner || | |||
| CD > | |||
|} | |} | ||
Revision as of 07:31, 13 May 2022
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. |
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.
Light Starters
Combo | Damage | Notes |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes:
- Anywhere that uses 2B 2A can also use cl.C/2C/cl.D 6A for the starter.
- Up close you can usually get two 2Bs before needing to go to 2A to cancel. If you are pushed out a bit or start with a jumpin, you may want to just use one 2B for consistency.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 0 | Rush combo ending in a special move | |
cl.A > A > A > C | 1 | Rush combo ending in a super | |
cl.A > A > A > D | 2 | Rush combo ending in a Max super | |
cl.A > A > A > A | 3 | Rush combo ending in a Climax super |
0 Meter
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2B > 5B > 236A | 140 | 130 | 20% | Anywhere | Easy confirm, leads to supers. |
2B > 2B > 5B > 214D ~ K ~ 214K | 176 | 190 | 25% | Anywhere | Stronger light confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry. |
5D > 6A > 623C | 217 | 170 | 30% | Anywhere | |
CD > 214B ~ 214D | 166 | 200 | 25% | Anywhere | By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack. |
CD, 6B > 623C | 219 | 200 | 30% | Corner |
0.5 Meters
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2B > 5B > 214PP.P > 6B > 214D.K.214D | 298 | 230 | Anywhere | ||
2B > 2B > 5B > 214PP.P > 6B > 214B.K | 270 | 180 | Anywhere | Safe Jump Setup | |
CD > 214PP.P > 6B > 214D.K.214D | 288 | 240 | Anywhere |
1 Meter
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
2B > 2B > 5B > 236A > 2141236A | 260 | 130 | Anywhere | ||
2B > 2B > 2A > 2141236A | Anywhere | ||||
2B > 2B > 2A > 214PP.P > 6B 214KK.K.214K > 623C | Anywhere | ||||
2B > 2B > 2A > 214KK.K.214K > 214PP.P.214P > 236A | Anywhere | ||||
2B > 2B > 2A > 214KK.K.214K > 214PP.P.214P > 623C | Corner | ||||
2B > 2B > 2A > 214KK.K.214K > 214PP.P.214P > 6B > 623C | Anywhere | ||||
2B > 2B > 5B > 236A > 2141236P | 260 | 130 | Anywhere | ||
2B > 2B > 5B > 214C.C > 2141236P (264/140) | 260 | 140 | Anywhere | ||
2B > 2B > 5B > 214PP.P > 6B > 214KK.K.214K > 623C | 396 | 140 | Anywhere | ||
5C > 6A > 236CD > cl.C > 6A > 214PP.P > 6B > 623C | Anywhere | ||||
5C > 6A > 236236B > 2B > 66 > cl.D > 6B | Midscreen | ||||
5C > 6A > 236236B > 2B > CD > 6B > 623C | Corner | ||||
5D > 6A > 236CD > 5D > 6A > 214D.K.214D | 314 | 320 | Anywhere | ||
5D > 6A > 214C.P > 2141236A | 312 | Anywhere | Do 214C into 41236A to Super Cancel 214C | ||
5D > 2141236A | 222 | 70 | Anywhere |
1.5 Meters
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
2B > 2B > 5B > 214PP.P > 6B > 236A > 2141236P | 371 | 170 | Anywhere | ||
j.C > 5D > 6A> 214PP.P > 6B > 214KK.K.214K > 623PP | 526 | 220 | Anywhere | ||
236CD > 214PP.P > 6B > 214KK.K.214K > 623C | 449 | 100 | Anywhere |
2 Meters
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
2B > 2B > 2A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236A | Anywhere | ||||
5C > 6A > 236236B > 2B > CD > 6B > 214C~P >2141236A | Corner | ||||
5C > 6A > 236236KK > 2C > 3D > 5D > 6A > 214D.K.214K | Anywhere | ||||
5C> 6A > Quick Max > cl.D > 6A > 214AC~P > 6B > 214BD~K~214K > 236 > 2141236A | 507 | 300 | 0.15 | Anywhere | |
5D > 6A > 236236KK > 2C > 3D > 5D > 6A > 623C | 513 | 390 | Anywhere | ||
5D > 6A > MAX > 5D > 6A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236P | 517 | 300 | Anywhere | Mid or Anchor | |
5D > MAX > 5D > 6A > 214PP.P > 6B > 236A > 2141236P | 433 | 260 | Anywhere | ||
J.C > 5D > 6A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236A | 554 | 260 | Anywhere |
3 Bars
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
5D > 6A > 236236BD > 2C > 3D > cl.D > 6A > 236A > 2141236P | 570 | 370 | 0.49 | Anywhere | |
5D > MAX > 5D > 6A > 214PP.P > 6B > 214KK.K.214 > 236A > 2141236PP | 575 | 260 | Anywhere | Anchor | |
5D > MAX > 5D > 6A > 214C.P > 2141236P > 2141236CD | 641 | 230 | Anywhere | Mid or Anchor |
4 Bars
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
cl.D > 6A > 236236BD > 2C > 3D... cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 236A > 2141236P | 716 | 410 | 0.55 | Anywhere | |
5D > MAX > 5D > 6A > 2141236PP > 2141236CD | 746 | 230 | Anywhere | Anchor |
5 Bars
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
cl.D > 6A > 236236BD > 2C > 3D > cl.D > 6A > 236CD > 66 > cl.D > 6A > 236236CD > 2C > 3D > cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 623C | 750 | 760 | 0.4 | Anywhere | Preferably back to corner |