The King of Fighters XV/Chris/Combos
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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 canceled before it finishes. |
~ | 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. |
X * N | Repeat 'X' input 'N' amount of times. |
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 > 2B | 58 | Standard low light confirm. (Some combos allow a third '2B'). |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.C/D > cl.C > 6B | 172 | Standard jump-in starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. |
2B > cl.B > 6A | 85 | Low light confirm that allows for 'Heavy Starter' Combos. Must be close to opponent. |
2C > 6B | 108 | Next best option after jump-in. Combos from further than cl.C thanks to the second hit of 2C. Use when too far for cl.C. |
cl.D > 6B | 118 | Most damaging combo starter. |
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. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
cl.A > A > A > B | 129 | 70 | 0 | Anywhere | Rush combo ending in a special move | |
cl.A > A > A > C | 212 | 30 | 1 | Anywhere | Rush combo ending in a super | |
cl.A > A > A > D | 348 | 30 | 2 | Anywhere | Rush combo ending in a Max super | |
cl.A > A > A > A | 439 | 30 | 3 | Anywhere | Rush combo ending in a Climax super |
Beginner Combos
Combo | Damage | Meter cost | Location | notes |
---|---|---|---|---|
2B > 2B > 214A | 110 | 0 | Anywhere | |
j.D > cl.C > 6B > 214C | 253 | 0 | Anywhere | |
2B > 2B > 214AC | 178 | 0.5 | Anywhere | |
2B > 2B > 214A > 236236A | 246 | 1 | Anywhere | |
j.D > cl.C > 6B > 214BD, j.236BD, 6A > 623D | 418 | 1 | Anywhere | |
2B > 2B > 214A > 236236AC | 374 | 2 | Anywhere | |
2B > 2B > 214A > 214236CD | 451 | 3 | Anywhere | |
2B > 2B > 214A > 236236A > 214236CD | 246 | 4 | Anywhere |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214A | 110 | 140 | Anywhere | Leaves opponent standing in advantage | ||
{Starter 1} > 623D | 148 | 100 | Anywhere | No oki mid-screen, best used in the corner. | ||
{Starter 3} > 214C | 253 | 260 | Anywhere |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214AC | 178 | 60 | Anywhere | Use when too far for 623BD full connect. | ||
{Starter 1} > 623BD | 182 | 60 | Anywhere | Oki is worth using over 214AC. | ||
{Starter 3} > 623AC | 291 | 180 | Anywhere | Side swap with good oki. Use when cornered. | ||
{Starter 3} > 214BD, j.236D | 311 | 220 | Anywhere | |||
{Starter 3} > 236CD, Dash cl.D > 6B > 214C | 340 | 370 | Anywhere | Requires 1 Bar | ||
{Starter 3} > 214BD, j.236B, cl.D | 363 | 290 | Corner | Can get corner cl.D link from near mid-screen if you use j.236D instead. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214A > 236236A/C | 246 | 140 | Anywhere | |||
{Starter 3} > 214BD, j.236BD, dl.6A > 214D ~ (j.236B) | 414 | 300 | Anywhere | j.236B leaves you next to opponent with advantage. | ||
{Starter 3} > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B | 432 | 300 | Corner/Midscreen | Corner combo, works from Midscreen. | ||
{Starter 3} > 214BD, j.236BD, 6A > 623BD | 442 | 220 | 1.5 Bar | Anywhere | ||
{Starter 3} > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623BD | 470 | 260 | 1.5 Bar | Corner/Midscreen |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1} > 214A > 236236AC | 374 | 140 | Anywhere | |||
{Starter 1/3} > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D | 413 / 505 | 250 / 370 | Anywhere | 3rd Character | ||
{Starter 3} > 214BD, j.236BD, dl.6A > 214C > 214214B/D | 499 | 300 | Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1/3} > 214A > 236236A/C > 214214BD | 485 / 570 | 140 / 260 | Anywhere | |||
{Starter 1/3} > MAX, cl.D > 214C > 214214B/D > 214236CD | 571 / 661 | 210 / 330 | Anywhere | 2nd or 3rd Character |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 1/3} > 214A > 236236A/C > 214236CD | 571 / 650 | 140 / 260 | Anywhere | |||
{Starter 1/3} > MAX, cl.D > 214C > 214214BD > 214236CD | 672 / 751 | 210 / 330 | Anywhere | 2nd or 3rd Character |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
{Starter 3} > 214BD, j.236BD, 6A > MAX, 214C > 214214BD > 214236CD | 824 | 300 | Anywhere |