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The King of Fighters XV/Clark Still/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''' > BC, 2C > 623C(3) > 426426BD > CLIMAX || 713(H)<br/> 642(L) || 205 || 3 || .10%(H)<br/> .07%(L) || Anywhere || You can still add a 6B on Anchor. '''1250/1500MAX''' | ||
|} | |} | ||
Revision as of 09:51, 15 March 2025
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 > 624624P | 425(H) 364(L) |
75 | 1.5 | .27%(H) .25%(L) |
Anywhere | Juggle into Super. |
Starter > 623AC, 426BD, 623C, 214A, 41236AC > 22C > 236P | 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) > 624624AC | 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) > 624624P | 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 > 624624P | 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 > 624624AC | 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 |
---|---|---|---|---|---|---|
Starter > BC, 2C > 623C(3) > 426426K > CLIMAX | 662(H) 587(L) |
205 | 3 | .10%(H) .07%(L) |
Anywhere | You can add a 6B on Anchor. 1250/1500MAX |
Starter > 623C(3) > 426426K > 624624AC | 639(H) 566(L) |
135 | 3 | .23%(H) .20%(L) |
Anywhere | Basic Point meter dump. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Starter > BC, 2C > 623C(3) > 426426BD > CLIMAX | 713(H) 642(L) |
205 | 3 | .10%(H) .07%(L) |
Anywhere | You can still add a 6B on Anchor. 1250/1500MAX |
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
- →426AC~22C~236P
- →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~22C~236P recommended
- →426A~22C~236P - recommended
- →426AC~22K recommended
- 1.0 gauge - 299 damage - 80 stun
- →426AC~22K recommended
- →2426CD 214A must be delayed for 2426CD to connect
- 3.5 gauge - 546 damage - 80 stun
- →2426CD 214A must be delayed for 2426CD to connect
- →corner 623C, 214A recommended omit follow ups to retain corner
- 0.5 gauge - 265 damage - 160 stun
- →corner 623C, 214A recommended omit follow ups to retain corner
- →426AC~22C~236P recommended
- 1.0 gauge - 348 damage - 160 stun
- →426AC~22C~236P recommended
- →426AC~22K recommended
- 1.0 gauge - 385 damage - 160 stun
- →2426CD
- 3.5 gauge - 616 damage - 160 stun
- →426AC~22K recommended
- →426D~236P recommended meterless hard knock down
- 0 gauge - 165 damage - 0 stun
- →624624K
- →624624BD
- →2426CD
- →624624K
- →426BD
- →214A
- →214A
- →426AC~22C~236P recommended
- 1.0 gauge - 321 damage - 80 stun
- →426AC~22C~236P recommended
- →426AC~22K recommended
- 1.0 gauge - 361 damage - 80 stun
- →426AC~22K recommended
- →2426CD
- →2426CD
- → corner 623C, 214A recommended omit follow ups to retain corner
- 0.5 gauge - 325 damage - 160 stun
- 0.5 gauge - 325 damage - 160 stun
- → corner 623C, 214A recommended omit follow ups to retain corner
- →426AC~22C~236P recommended -
- 1.0 gauge - 414 damage - 160 stun
- →426AC~22C~236P recommended -
- →426AC~22K recommended
- 1.0 gauge - 454 damage - 160 stun
- →426AC~22K recommended
- →2426CD
- →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
- 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~22C~236P
- →corner 426AC~22K
- 1.0 gauge - xxx damage - xx stun
- →corner 426AC~22K
- →426426K cancel from 3rd hit of 623A
- →426426BD cancel from 3rd hit of 623A
- →2426CD cancel from 4th hit of 623A
- →426426K cancel from 3rd hit of 623A
- From heavy starters only
- →214C
- →214A
- →426AC~22C~236P recommended
- 1.0 gauge - 348 damage - 160 stun
- →426AC~22C~236P recommended
- →214A
- →426AC~22K recommended
- 1.0 gauge - 385 damage - 160 stun
- →2426CD
- →426AC~22K recommended
- →623C
- →426426K cancel from 3rd hit of 623C
- →426426BD cancel from 3rd hit of 623C
- →2426CD cancel from 4th hit of 623C
- →426426K cancel from 3rd 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
- →426426K 2426CD recommended 2nd position - cancel from 3rd hit of 623C
- →623C
- →426426BD 2426CD recommended 2nd position - cancel from 3rd hit of 623C
- 4.0 gauge - xxx damage - xxx stun
- →426426BD 2426CD recommended 2nd position - cancel from 3rd hit of 623C
- →back to corner 426BD
- → 623C, 214A
- → 623C, 214A
- →back to corner 426BD
- →426AC~22C~236P 3rd position only
- 2.0 gauge - xxx damage - xxx stun
- →426AC~22C~236P 3rd position only
- →426AC~22K 3rd position only
- 2.0 gauge - xxx damage - xxx stun
- →426AC~22K 3rd position only
- →2C 6B
- →426BD →214A
- →426AC~22C~236P recommended 2nd/3rd position
- 2.0 gauge - 415 damage - 260 stun
- →426AC~22C~236P recommended 2nd/3rd position
- →426BD →214A
- →426AC~22K recommended 2nd/3rd position
- 2.0 gauge - 445 damage - 260 stun
- →426AC~22K recommended 2nd/3rd position
- →623C
- →426426K 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
- 3.0 gauge - xxx damage - xxx stun
- →426426K 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
- →623C
- →426426BD 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
- 4.0 gauge - xxx damage - xxx stun
- →426426BD 2426CD recommended 3rd position only - cancel from 3rd hit of 623C