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The King of Fighters XV/Orochi Chris/Combos: Difference between revisions
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| cl.C > 6B > 41236D > 2141236AC || | | cl.C > 6B > 41236D > 2141236AC || 500 || 110 || 2 || 0.3 || Anywhere || | ||
|- | |||
| cl.C > 6B > 41236D > 236236BD > Run > 6A > 214A > 623A || 540 || 230 || 2 || 0.6 || Anywhere || | |||
|} | |} | ||
Revision as of 21:48, 10 November 2023
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.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 2B | 51 | Standard low light confirm. Chris can often combo into higher damage combo from lights using 6A, but the option isn't always available so it's good to know your options. You may have to omit the last 2B at further spacings. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6B | 108 | Standard heavy and jump-in 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. |
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.D > 6B | 118 | More damaging combo starter. |
cl.A, cl.C > 6B | 127 | Close A link into heavy. |
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 | ? | 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 |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214A | 119 | 100 | 0 | ~18% | Anywhere | Soft knockdown |
Light Starter > 623C | 164 | 180 | 0 | ~26% | Anywhere | Slightly shorter max range than 214A, but more damage, stun, meter gain, and Super Cancelable |
Heavy Starter > 41236D > 623A | 249 | 150 | 0 | ~40% | Anywhere | Soft knockdown |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Cl.C > 6B > 214AC > 623C | 302 | 0.5 | 0.4 | Anywhere | Basic Heavy EX combo. Nearly meter neutral with great damage. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.C > 6B > 41236D > 2141236A/C | 360-385 | 110 | 1 | 0.25 | Anywhere | Basic 1 Bar Super Combo. Super can be briefly charged to increase damage output from 360 to 385. |
cl.C > 6B > 623C > 2141236A/C | 356 | 270 | 1 | 0.3 | Anywhere | Good damage and corner carry. Puts opponent fullscreen; you can C Fireball here with minimal risk. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.C > 6B > 41236D > 2141236AC | 500 | 110 | 2 | 0.3 | Anywhere | |
cl.C > 6B > 41236D > 236236BD > Run > 6A > 214A > 623A | 540 | 230 | 2 | 0.6 | Anywhere |
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 |