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The King of Fighters XV/Clark Still/Combos: Difference between revisions
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===Heavy Starters=== | ===Heavy Starters=== | ||
'''Note:''' A '''Heavy Starter''' can access any '''Light Starter''' combo and it may be more optimal in some situations. A '''Heavy Starter''' combo will do 58 more damage than a '''Light Starter''' | '''Note:''' A '''Heavy Starter''' can access any '''Light Starter''' combo and it may be more optimal in some situations. A '''Heavy Starter''' combo will do 58 more damage and generate .06 more meter than a '''Light Starter'''. | ||
{|class="wikitable sortable" | {|class="wikitable sortable" | ||
! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes |
Revision as of 08:11, 9 February 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. |
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
Note: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A | 38 | Standard low confirm. Works in practically any situation. |
2B > 2A > 2A | 60 | Bonus damage low confirm. Must be relatively close. Unreliable after a jump-in. |
2B > cl.B > 2A | 65 | Highest damage low confirm. Must be very close. |
Heavy Starters
Note: A Heavy Starter can access any Light Starter combo and it may be more optimal in some situations. A Heavy Starter combo will do 58 more damage and generate .06 more meter than a Light Starter.
Combo | Damage | Notes |
---|---|---|
cl.C(1) > 6B | 96 | Standard, reliable heavy starter. Works in practically any situation. |
cl.B, cl.C(1) > 6B | 121 | Light link into cl.C. With good reactions, you can confirm into cl.C. Can be tricky to connect after a jump-in. |
2C > 6B | 131 | Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup. |
Other Starters
Note: 'Other Starters' won't be referenced in the 'Combos' section.
Combo | Damage | Notes |
---|---|---|
CD | 75 |
Combos
Note: Clark's most practical BnBs are the first listed Light Starter and Heavy Starter. Following entries are situational or for completeness.
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 138 | 0 | Rush combo ending with A Gatling Attack. |
cl.A > A > A > C | 242 | 1 | Rush combo ending with Ultra Argentine Backbreaker. |
cl.A > A > A > D | 354 | 2 | Rush combo ending with MAX Ultra Argentine Backbreaker. |
cl.A > A > A > A | 446 | 3 | Rush combo ending with Ultra Clark Buster (Climax). |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 41236A > 22C/22K | 157/182 | 45 | .225/.25 | Anywhere | Reliable, high damage combo ender. 41236A combos from lights at practically any range. |
Heavy Starter > 214C, 214A | 229 | 295 | 0.36 | Anywhere | +41/+68 on tech/knockdown. |
Light Starter > 214A | 110 | 125 | 0.17 | Anywhere | Maintains sides. +38/+65 on tech/knockdown. Grants an autotimed safejump. |
Light Starter > 623A | 110 | 125 | 0.17 | Anywhere | Maintains sides. +48/+75 on tech/knockdown. Can drop at some ranges. |
Light Starter > 623C | 137 | 125 | 0.2 | Anywhere | Maintains sides. +30/+57. Grants a shallow autotimed safehop. Best used in the corner. |
Light Starter > f.B, 2D > 6BD | 133 | 145 | 0.15 | Anywhere | +24/+51 on tech/knockdown. |
Light Starter > 41236D > 236P | 185 | 45 | .257 | Anywhere | Max damage ender. 41236D has limiting range, especially after a jump-in. Requires near immediate chains/special cancel. |
Heavy Starter > 214C, 2D > 6BD | 229 | 285 | 0.31 | Anywhere | +24/+51 on tech/knockdown. |
Heavy Starter > 214C > 623A/C | 237 | 215 | 0.32 | Anywhere | Max damage. +44 knockdown but sends them far away. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Light Starter > 214AC, 41236A > 22C/22K | 232/254 | 45 | 0.225/0.25 | Anywhere | Most versatile combo from a light starter. |
Heavy Starter > 214C, 214A, 41236AC > 22C/22K | 307/340 | 295 | 0.36 | Anywhere | Builds a significant portion of the EX meter before you even spend it. |
Light Starter > 214A, 41236AC > 22C/22K | 199/239 | 125 | .167 | Anywhere | Poor use of .5 bar but an easy damage dump after a 214A confirm. |
Light Starter > 41236BD, 214A | 241 | 125 | .17 | Anywhere | Close range combo that sets up for further meter spending. +41/+68 on tech/knockdown. |
Light Starter > 623AC, 41236D > 236P | 245 | 45 | 0.257 | Anywhere | Must be point blank with perfect chains/cancels. Can't add an extra light. Significantly more reliable after cl.C > 6B. |
Light Starter > 214AC, 214A | 190 | 125 | 0.17 | Anywhere | Maintains sides. +42/+69 on tech/knockdown. Can apply oki afterwards. |
Light Starter > 214AC, 623C | 214 | 125 | 0.2 | Anywhere | Maintains sides. +35/+62 on tech/knockdown. Launches too far away for oki. |
Light Starter > 214AC, 623C, 214A | 274 | 205 | .33 | Corner | Maintains sides. +41/+68 on tech/knockdown. |
Light Starter > 41236BD, 623C, 214A | 329 | 205 | .33 | Back to Corner | Max damage when cornered. +41/+68 on tech/knockdown. |
1 Bar
Note: At 1 bar, Clark has no unique Heavy Starter combos that deal more damage than a Light Starter combo.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 41236BD, 214A, 41236AC > 22C/22K | 324/361 | 125 | 1 | .17 | Anywhere | Maintains sides. Max midscreen damage. |
Light Starter > 214AC, 623C, 214A, 41236AC > 22C/22K | 346/376 | 205 | 1 | .33 | Corner | Max corner damage. |
Light Starter > 41236BD, 623C, 214A, 41236AC > 22C/22K | 407/440 | 205 | 1 | .33 | Back corner | Max back-to-corner damage. |
Light Starter > 623AC, 41236BD, 623C, 214A | 364 | 205 | 1 | .33 | Back to corner | Suboptimal back-to-corner damage but it gives Clark the corner. +41/+68 on tech/knockdown. |
Light Starter > 623C(3) > 4123641236K | 289 | 105 | 1 | .18 | Anywhere | 4123641236K grants an autotimed safejump. Possibly the only 1 bar method to get an autotimed safejump. |
Light Starter > 214AC, 214A, 41236AC > 22C/22K | 268/301 | 125 | 1 | .17 | Anywhere | A simple way to cash out if you confirmed into 214AC. |
Heavy Starter > 214C, 623AC, 2C > 41236AC > 22C/22K | 338/368 | 285 | 1 | .3 | Corner | The only unique 1 bar Heavy Starter combo (and it does less than the Light Starter combo). |
Light Starter > 623AC, 41236BD, 214A, 41236AC > 22C/22K | 357/387 | 125 | 1.5 | .17 | Anywhere | A rather pitiful increase in damage for an extra .5 but one of his only 1.5 routes. |
41236A > 22C/41236K/623K > 236P > 6321463214P | ~280 | - | 1 | - | Anywhere | Can super cancel any 236P (Flashing Elbow) for bonus damage, but this is less efficient than using 2 EX moves |
2 Bars
Note: Clark does not gain significant damage for the meter investment at 2 bars.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.C(1) > 6B > 623AC, 41236D > 236P > 6321463214P | 369 | 120 | 2 | .04 | Anywhere | 2nd/3rd character only. A very inefficient use of meter (1 extra bar for ~8 more damage). |
Light Starter > 623C(3) > 4123641236BD | 396 | 105 | 2 | .18 | Anywhere | +48 knockdown allows for decent oki. |
Light Starter > 623C(3) > 6321463214AC | 403 | 105 | 2 | .18 | Anywhere | 7 more damage! At the cost of oki! |
41236A > 22C/41236K/623K > 236P > 6321463214AC | ~380 | - | 2 | - | Anywhere | Can super cancel any 236P (Flashing Elbow) for bonus damage. Light Starter/Raw 236P averages around 380 damage. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
6B > Quick Max, 2C > 6B > 426BD, 214A > 2141236CD | 513 | 230 | 3 | N/A | Anywhere | Available as mid. |
6B > max > 2C > 6B > 214C > 4123641236K > 2141236CD | 526 | 250 | 3 | Anywhere | 3rd character only | |
41236K/623K > 236P > 2141236CD | 425(41236)/423(623K) | 0 | 3 | Anywhere | Rather meter inefficient and more worthwhile to go for 41236BD to avoid OTG scaling | |
41236BD, 214A > 2141236CD | 624 | 80 | 3.5 | Anywhere | Big damage off an instant command grab |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
6B > max > 2C > 6B > 214C(2) > 4123641236BD > climax | 601 | 250 | 4 | Anywhere | ||
Heavy Starter > 214C(2) > 4123641236K > 2141236CD | 684 | 105 | 4 | Anywhere | ||
426BD, 214A(2) > 2141236CD | 624 | 80 | 3.5 | Anywhere | Can also be done with any other starter, damage taken from raw EX command grab. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |