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The King of Fighters XV/Chizuru Kagura/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
|-
|-
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 507/587 || 145/180 || 3 || 31%/35.5% || Anywhere ||
| '''Starter''' > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 491/570 || 145/180 || 3 || 29%/33.5% || Anywhere ||
|-
|-
| '''Starter''' > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236CD || 558/625 || 255/290 || 3 || 7%/11.5% || Anywhere || 1000 Max Gauge.  
| '''Starter''' > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236CD || 546/612 || 255/290 || 3 || 7%/11.5% || Anywhere || 1000 Max Gauge.  
|-
|-
| '''Starter''' > BC, cl.D > 6A > 623C > 2141236C > 2141236CD || 571/653 || 215/250 || 3 || 7%/11.5% || Anywhere || 1250 and 1500 Max Gauge.
| '''Starter''' > BC, cl.D > 6A > 623C > 2141236C > 2141236CD || 571/653 || 215/250 || 3 || 7%/11.5% || Anywhere || 1250 and 1500 Max Gauge.
|-
|-
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 435 || 170 || 3 || 31.5% || Anywhere* ||
| CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC || 422 || 170 || 3 || 29.5% || Anywhere* ||
|-
|-
| '''Starter''' > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD || 596/679 || 145/180 || 3.5 || 13%/17.5% || Anywhere || Mid-combo Quick Max, stylish but generally not worth it unless the extra 20-30 damage will kill.
| '''Starter''' > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD || 580/662 || 145/180 || 3.5 || 11%/15.5% || Anywhere || Mid-combo Quick Max, stylish but generally not worth it unless the extra 10 damage will kill.
|-
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|}
|}

Revision as of 21:06, 17 February 2025

The King of Fighters XV

OverviewStrategyDataCombosReplays

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.

Chizuru's specials typically are able to combo from both her lights and heavies. Because of this, most of her combos will simply say Starter, while showing damage from her bolded Light and Heavy Starters below.

Light Starters

Combo Damage Notes
2B > 2A > 5B 65 Standard low light confirm.
2B > 2A > 2A > 5B 85 Point-blank use only.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 112 Standard heavy starter. Consistent after jump ins.
cl.D > 6A 122 Stronger, ideal for punishes. Has less range than cl.C making it harder to use.
cl.A, cl.D > 6A 141 Light-heavy frame trap/link, but requires near point-blank range.
6B 40 6B by itself can cancel into specials. Can be a niche punish option.

Other Starters

Combo Damage Notes
CD 75
3D 60 Quick Max starter.

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

General Notes: Combos that end in 214D can omit the 214K ender for a safe jump set-up.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 125 0 Rush combo ending in a special move
cl.A > A > A > C 197 1 Rush combo ending in a super
cl.A > A > A > D 325 2 Rush combo ending in a Max super
cl.A > A > A > A 456 3 Rush combo ending in a Climax super

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 236A 120/170 115/150 0 18.5%/23% Anywhere Easy confirm, leads to supers.
Starter > 214D ~ K ~ 214K 156/209 175/210 0 23%/27.5% Anywhere Stronger 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.
Heavy Starter > 623C 244 170 0 35.5% Anywhere Max damage, but can whiff at further ranges. Won't work after three light normals, only two.
CD > 214B ~ 214K 150 200 0 23.5% 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 197 200 0 35.5% Corner

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC ~ P, 6B > 214D ~ K ~ 214K 245/304 215/250 0.5 27%/31.5% Anywhere Standard 0.5 bar combo for any starter. Note: for many combos with this structure, you can end with 623C for more damage, but this will not work with the example light starter midscreen, as the opponent will be too far away. This always works in the corner however.
CD, 214AC, 6B > 623C 244 200 0.5 35.5% Midscreen Note: most combos starting from CD will not work if Chizuru's back is too close to the corner.
CD, 6B > 214BD ~ K ~ 214K, 623C 258 200 0.5 35.5% Corner

1 Bar

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C 347/414 175/210 1 35%/39.5% Anywhere Natural extension from her 0.5 bar combo.
Starter > 214C ~ P > 2141236A 244/302 125/160 1 14%/18.5% Anywhere Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel. Also note: Most combos ending in the seal super(2141236P) will allow for an OTG 236C ender in the corner.
Heavy Starter > 236236K, 2C > 3D, 6B > 236C 429 330 1 41.5% Anywhere Clone Super BnB. Timing can be tricky.
Starter > 214AC ~ P ~ 214P, 214BD ~ K ~ 214K, 623C 379/448 135/170 1 31.5%/35.5% Corner
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623AC 359/428 115/150 1.5 11%/15.5% Anywhere Hard knockdown.
Starter > 214AC ~ P, 6B > 236A > 2141236C 318/382 155/190 1.5 22.5%/27% Anywhere Trades damage to seal the opponent.
Starter > 214BD ~ K ~ 214K, 214AC ~ P ~ 214P, 623AC, 236C 408/482 75/110 1.5 18%/22.5% Corner Corner-only OTG ender.
Starter > 214AC ~ P ~ 214P, 623C > 2141236P, 236C 408/478 105/140 1.5 36%/40.5% Corner Trades a small amount of damage for metergain and seal.
CD, 214AC ~ P ~ 214P, 214BD ~ K ~ 214K, 623C 325 160 1 31.5% Corner
CH j.CD, 6B > 214BD ~ K ~ 214K, 623AC 380 120 1 12% Anywhere Listed damage is for hop CD, will require manual timing adjustment based on height.
CH j.CD, 6B > 214BD ~ K ~ 214K, 623C > 2141236C 428 150 1.5 30% Anywhere Can OTG with 236C in the corner.

2 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C 401/472 145/180 2 29%/33.5% Anywhere Best use of two bars from a light starter.
Starter > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236C 356/427 255/290 2 7%/11.5% Anywhere Go-to midscreen 1000 and 1250 Max Gauge combo, ends with sealing the opponent.
Starter > BC, cl.D > 6A > 214AC ~ P ~ 214P, 623C > 2141236C 407/483 215/250 2 18%/22.5% Corner Corner 1000 and 1250 Max Gauge combo.
Starter > BC, cl.D > 6A > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C 411/481 255/290 2 7%/11.5% Anywhere Midscreen 1500 Max Gauge combo.
Starter > BC, cl.D > 6A > 214AC ~ P ~ 214P, 214BD ~ K ~ 214K, 623C > 2141236C, 236C 456/531 215/250 2 18%/22.5% Corner Corner 1500 Max Gauge combo.
CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236C 347 170 2 29.5% Anywhere*
Starter > 214AC ~ P, 6B > 236A > 2141236AC 423/495 155/190 2.5 22.5%/27% Anywhere Level 2 seals for longer than level 1(6.66 seconds as opposed to 5.33).
Heavy Starter > 236236K > 2C > 3D > 6B > 236C > 2141236A 526 330 2 41.5% Anywhere Best consistent use of two bars from a heavy starter.
Heavy Starter > 236236K > 2C > 3D > 6B > 236A > 2141236C > 236C 551 300 2 51% Midscreen Needs to end in corner.
CH j.CD > 6B > 214C ~ P > 2141236AC 456 170 2 19% Anywhere

3 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC 491/570 145/180 3 29%/33.5% Anywhere
Starter > BC, cl.D > 6A > 214AC ~ P, 6B > 623C > 2141236CD 546/612 255/290 3 7%/11.5% Anywhere 1000 Max Gauge.
Starter > BC, cl.D > 6A > 623C > 2141236C > 2141236CD 571/653 215/250 3 7%/11.5% Anywhere 1250 and 1500 Max Gauge.
CD, 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C > 2141236AC 422 170 3 29.5% Anywhere*
Starter > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD 580/662 145/180 3.5 11%/15.5% Anywhere Mid-combo Quick Max, stylish but generally not worth it unless the extra 10 damage will kill.

4 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Starter > BC, cl.D > 6A > 623C > 2141236AC > 2141236CD 661/751 215/250 4 7%/11.5% Anywhere 1250 and 1500 Max Gauge.
Starter > 214AC ~ P, 6B > BC, 623C > 2141236C > 2141236CD 686/777 145/180 4.5 13%/17.5% Anywhere

5 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder

External Links

Chizuru Combos by Meno
Chizuru Combos (ver. 1.33+) by Kakuge

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