-Happy New Year 2025!

The King of Fighters XV/Clark Still/Combos: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Faizer (talk | contribs)
Faizer (talk | contribs)
Line 133: Line 133:
| '''Starter''' > 214AC, 41236A > 22C > 236P > 6321463214P || 425(H)<br/> 364(L) || 75 || 1.5 || .27%(H)<br/> .25%(L) || Anywhere || Juggle into Super.
| '''Starter''' > 214AC, 41236A > 22C > 236P > 6321463214P || 425(H)<br/> 364(L) || 75 || 1.5 || .27%(H)<br/> .25%(L) || Anywhere || Juggle into Super.
|-
|-
| '''Starter''' > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P > 6321463214P || 482(H)<br/> 424(L) || 235 || 1.5 || .43%(H)<br/> .25%(L) || Against Corner || You lose the corner but also get out of it.
| '''Starter''' > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P > 6321463214P || 482(H)<br/> 424(L) || 235 || 1.5 || .43%(H)<br/> .40%(L) || Against Corner || You lose the corner but also get out of it.
|}
|}



Revision as of 09:32, 15 March 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

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, 2A 60 Standard low confirm.
clB, clA, 2A, 2A 96 His highest damage string of Lights, won't use it much sadly.
clB, clB, clC (1) > 6B 144 Light into Heavy. clA works too but isn't as reliable. Doesn't work from jump ins even with just 1 clB.

Heavy Starters

Combo Damage Notes
cl.C(1) > 6B 96 Standard, reliable heavy starter. Works in practically any situation.
2C > 6B 131 Most damaging combo starter. Requires a deep jump-in due to 2C's slower startup, but its your go to for punishes.
2C 70 The poke.

Other Starters

Combo Damage Notes
CD 75 Standard CD, can be canceled into 6BD.
Counter jCD 112 Amazing tool for Clark.
236CD 75 Shatter Strike, pretty standard.
426BD 150 EX ABB, causes a sideswitch.

Combos

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 > 214A 128 155 .20% Anywhere +38/+65 on tech/knockdown. Grants an autotimed safejump
2B, 2A, farB, 2D > 6BD 133 145 .15% Anywhere +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Light Starter > 623C 152 155 .23% Anywhere +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
Light Starter > 426A > 22C > 236P 173 75 .25% Anywhere Requires quick timing to get.
Heavy Starter > 214C, 214A 229 295 .36% Anywhere +41/+68 on tech/knockdown. 41236A sets up +0/+27 on tech/knockdown.
Heavy Starter > 214C, 2D > 6BD 229 285 .31% Anywhere +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown.
Heavy Starter > 426D > 236P 243 75 .30% Anywhere This works off of Lights too, but its stubby range makes it more reliable from heavies.

EX

Combo Damage Stun Meter Gain Location Notes
Light Starter > 214AC, 426A > 22C > 236P 241 75 .25% Anywhere Most versatile combo from Lights.
Light Starter > 426BD, 214A 251 155 .20% Anywhere +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
Heavy Starter > 623AC, 426D > 236P 303 75 .27% Anywhere Works from Lights too, but its more reliable from clC.
Heavy Starter > 214C, 214A, 426AC > 22C > 236P 307 295 .37% Anywhere Builds a significant portion of the EX meter before you even spend it.
Light Starter > 214AC, 623C, 214A 279 135 .37% Corner +41/+68 on tech/knockdown.
Heavy Starter > 426BD, 623C, 214A 387 235 .43% Back-to-corner Max damage when cornered, works from Lights too. +41/+68 on tech/knockdown.

1 Bar

Note: At 1 bar, Clark has no unique Heavy Starter or Light Starter combos. Stats for both will be shown.

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 426BD, 214A, 426AC > 22C > 236P 382(H)
329(L)
155 1 .23%(H)
.20%(L)
Anywhere Max midscreen damage. Maintains sides.
Starter > 426D > 236P > 624624P 354(H)
310(L)
75 1 .27%(H)
.25%(L)
Anywhere Grab into Super.
Starter > 214AC, 623C, 214A, 426AC > 22C > 236P 404(H)
345(L)
235 1 .43%(H)
.37%(L)
Corner Max 1 Bar corner damage. Pulls opponent out of corner.
Starter > 214AC, 41236A > 22C > 236P > 6321463214P 425(H)
364(L)
75 1.5 .27%(H)
.25%(L)
Anywhere Juggle into Super.
Starter > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P > 6321463214P 482(H)
424(L)
235 1.5 .43%(H)
.40%(L)
Against Corner You lose the corner but also get out of it.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Starter > 623C(3) > 6321463214AC 486(H)
427(L)
135 2 .23%(H)
.20%(L)
Anywhere Basic Super confirm, can do Running Three for more oki.
Starter > BC, 2C > 6B > 623C(3) > 6321463214P 407(H)
349(L)
245 2 .10%(H)
.07%(L)
Anywhere May need to do Gattling for a safer confirm, otherwise it's a basic QM confirm after pokes like farC. 1000/1250/1500MAX
Starter > BC, clC (1) > 6B > 623AC, 426D > 236P > 6321463214P 437(H)
383(L)
150 2 .10%(H)
.07%(L)
Anywhere Extended QM confirm that doesn't work on Point. 1250/1500MAX
Starter > 214AC, 426A > 22C > 236P > 6321463214AC 509(H)
446(L)
75 2.5 .27%(H)
.25%(L)
Anywhere Standard extension.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 6B > 623C(3) > 4123641236K > 2141236CD 617 215 3 .04 Anywhere 3rd position. Omit 6B for 2nd position (costs 13 damage).
Light Starter > 623C(3) > 4123641236K > 6321463214AC 581 105 3 .18 Anywhere 1st position meter dump.
Light Starter > 41236A > 22C > 236P > 2141236CD 486 45 3 .225 Anywhere Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be Climax canceled.
Light Starter > 41236D > 236P > 2141236CD 455 45 3 .257 Anywhere Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be Climax canceled.
6B > BC, 2C > 6B > 623C(3) > 4123641236K > 2141236CD 547 210 3 .065 Anywhere 3rd position. Omit 6B for 2nd position (costs 32 damage).
Light Starter > BC, 2C > 6B > 41236BD, 623C, 214A > 2141236CD 625 315 3 .04 Back-to-corner 3rd position only. cl.C offers greater consistency but costs 28 damage.
Heavy Starter > BC, 2C > 6B > 4123641236K > 2141236CD 644 185 3 0.1 Anywhere 1250 and 1500 Quick Max combo. On anchor, you can slot in 623C before the Running Three for an extra 31 damage, at the cost of more difficult execution.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > BC, 2C > 6B > 623C(3) > 4123641236BD > 2141236CD 672 215 4 .04 Anywhere 3rd position. Omit 6B for 2nd position (costs 17 damage).
Light Starter > 623C(3) > 4123641236K > 2141236CD 665 105 4 .18 Anywhere Minimal damage loss compared to the Quick Max variation. Does more damage than the Quick Max combo in 2nd position.
6B > BC, 2C > 6B > 623C(3) > 4123641236BD > 2141236CD 622 210 4 .065 Anywhere 3rd position. Omit 6B for 2nd position (costs 32 damage).

5 Bars

Combo Damage Stun Meter cost Meter Gain Location Notes
Light Starter > 623C(3) > 4123641236BD(3) > 2141236CD 725 105 5 .18 Anywhere With j.A > 2C > 6B, Clark caps out at 803 damage.

Other Starters

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

CD

Combo Damage Stun Meter Cost Meter Gain Location Notes
CD, 41236C > 22C/22D 167/187 100 0 .26/.285 Anywhere Reliable, simple confirm that requires no immediate cancels.
CD, 214C, 623C, 214A 238 400 0 .495 Corner Insane damage, stun, and meter build.

41236K

Combo Damage Stun Meter Cost Meter Gain Location Notes
41236B/D > 236P 165 0 0 .217 Anywhere Damage baseline.
41236BD, 214A 226 80 .5 .13 Anywhere +41/+68 on tech/knockdown.
41236BD, 623C, 214A 325 160 .5 .29 Back-to-corner +41/+68 on tech/knockdown.
41236BD, 214A, 41236AC > 22C/22K 321/361 80 1 .13 Anywhere Significant damage increase.
41236BD, 623C, 214A, 41236AC > 22C/22K 414/454 160 1 .29 Back-to-corner
41236B/D > 236P > 6321463214P 276 0 1 .217 Anywhere Extremely inefficient but a simple meter dump without risking 41236BD.
41236BD, 623C, 623AC, 2C, 41236AC > 22C/22K 462/492 80 1.5 .16 Back-to-corner Requires a manually timed 623AC to link 2C for great damage.
41236B/D > 236P > 6321463214AC 361 0 2 .217 Anywhere Extremely inefficient but a simple meter dump without risking 41236BD.
41236B/D > 236P > 2141236CD 425 0 3 .217 Anywhere Extremely inefficient but a simple meter dump without risking 41236BD.
41236BD, 214A > 2141236CD 624 80 3.5 .13 Anywhere Excellent damage for meter cost and can be done anywhere.
41236BD, 623C, 214A > 2141236CD 701 160 3.5 .29 Back-to-corner Preposterous damage.

Combo Tree (WIP)

Trying a new combo listing format. Still WIP with readability and notes. Feel free to apply the format to other characters.
Common light starters
2AxN - can be chained up to 4x from point blank range
2B 2AxN - standard low starter, can chain 2A twice from close

Common heavy starters
c.C 6B - standard punish, typically into 426D or 426BD
2C 6B - higher damage punish, good for high-recovery moves since 2C is slower than c.C, and the 6B will whiff from max range
2C - from max range, usually directly into 214C or 426BD; or 623C in Quick Max combos

Useful links
c.B, c.C - c.B has very little pushback, allowing c.B into c.C from a j.A or other jump in. Can do c.B c.B, c.C from point blank range
f.B, 2D - link from f.B into sweep, which can be cancelled into 426AC EX tackle. A common confirm/pressure string is c.B f.B, since f.B is +4 on block

All damage and stun values are calculated without the starter included unless otherwise noted

  • From light or heavy starters
214A recommended
0 gauge - 80 damage - 80 stun
426AC~22C~236P
426AC~22K
2426CD
214AC
→426A~22C~236P - recommended
0.5 gauge - 217 damage - 0 stun
→426A~22K - recommended
0.5 gauge - 242 damage - 0 stun
→214A
426AC~22C~236P recommended
1.0 gauge - 259 damage - 80 stun
426AC~22K recommended
1.0 gauge - 299 damage - 80 stun
2426CD 214A must be delayed for 2426CD to connect
3.5 gauge - 546 damage - 80 stun
→corner 623C, 214A recommended omit follow ups to retain corner
0.5 gauge - 265 damage - 160 stun
426AC~22C~236P recommended
1.0 gauge - 348 damage - 160 stun
426AC~22K recommended
1.0 gauge - 385 damage - 160 stun
2426CD
3.5 gauge - 616 damage - 160 stun
426D~236P recommended meterless hard knock down
0 gauge - 165 damage - 0 stun
624624K
624624BD
2426CD
426BD
→214A
426AC~22C~236P recommended
1.0 gauge - 321 damage - 80 stun
426AC~22K recommended
1.0 gauge - 361 damage - 80 stun
2426CD
→ corner 623C, 214A recommended omit follow ups to retain corner
0.5 gauge - 325 damage - 160 stun
426AC~22C~236P recommended -
1.0 gauge - 414 damage - 160 stun
426AC~22K recommended
1.0 gauge - 454 damage - 160 stun
2426CD
623A these confirms are useful to convert from strings with 2B as the 2nd or 3rd hit to catch opponent's jumping late to avoid Clark's grab mixups.
Example - 2A 2B 623A - opponent blocks the 2A, then stands up/jumps and gets hit by the 2B, allowing a safe and fairly easy confirm into 623A > super
→corner 426AC~22C~236P
1.0 gauge - xxx damage - xx stun
→corner 426AC~22K
1.0 gauge - xxx damage - xx stun
426426K cancel from 3rd hit of 623A
426426BD cancel from 3rd hit of 623A
2426CD cancel from 4th hit of 623A
  • From heavy starters only
214C
→214A
426AC~22C~236P recommended
1.0 gauge - 348 damage - 160 stun
426AC~22K recommended
1.0 gauge - 385 damage - 160 stun
2426CD
623C
426426K cancel from 3rd hit of 623C
426426BD cancel from 3rd hit of 623C
2426CD cancel from 4th hit of 623C
  • Quick Max combos

All damage and stun values are calculated from 2C BC starter

  • (Any ground normal) BC
→2C
→623C
426426K 2426CD recommended 2nd position - cancel from 3rd hit of 623C
3.0 gauge - xxx damage - xxx stun
426426BD 2426CD recommended 2nd position - cancel from 3rd hit of 623C
4.0 gauge - xxx damage - xxx stun
→back to corner 426BD
→ 623C, 214A
426AC~22C~236P 3rd position only
2.0 gauge - xxx damage - xxx stun
426AC~22K 3rd position only
2.0 gauge - xxx damage - xxx stun
→2C 6B
426BD →214A
426AC~22C~236P recommended 2nd/3rd position
2.0 gauge - 415 damage - 260 stun
426AC~22K recommended 2nd/3rd position
2.0 gauge - 445 damage - 260 stun
→623C
426426K 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
3.0 gauge - xxx damage - xxx stun
426426BD 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
4.0 gauge - xxx damage - xxx stun

External Links

Clark Combos by Meno
Clark Combo Guide by rooflemonger
Clark Combos by Kakuge / Fighting Games

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters