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 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. |
P & K | P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively. |
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.
Light Starters
Combo | Damage | Notes |
---|---|---|
2B > 2A > 2B | 51 | Standard low light confirm. Chris can often combo into higher damage combo from lights using 6A, but the option isn't always available so it's good to know your options. You may have to omit the last 2B at further spacings. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 6B | 108 | Standard heavy and jump-in starter. f.C(1) allows for same combos which can be a saving grace if barely outside of cl.C range. 2C reaches further and doesn't have any additional scaling even though it's two hits, but is a bit slower. |
2B > 2A > 6A | 65 | Low light confirm that allows for 'Heavy Starter' Combos. Fairly consistent, though you must be fast on the 6A input. |
cl.D > 6B | 118 | More damaging combo starter. |
cl.A, cl.C > 6B | 127 | Close A link into heavy. |
5C | 70 | Far C can cancel, leading to combos. |
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. |
cl.D > 3D > MAX | 137 | Optimal Quick Max starter. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 129 | 0 | Rush combo ending in a special move |
cl.A > A > A > C | 212 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 348 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 439 | 3 | 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 |
---|---|---|---|---|---|---|
Light Starter > 214A | 110 | 140 | Anywhere | Leaves opponent standing in advantage | ||
Light Starter > 623D | 148 | 100 | Anywhere | No oki mid-screen, best used in the corner. | ||
Heavy Starter > 214C | 253 | 260 | Anywhere |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC | 178 | 60 | Anywhere | Use when too far for 623BD full connect. | ||
Light Starter > 623BD | 182 | 60 | Anywhere | Oki is worth using over 214AC, but falls out at far range. | ||
Heavy Starter > 623AC | 291 | 180 | Anywhere | Side swap with good oki. Use when cornered. | ||
Heavy Starter > 214BD, j.236D | 311 | 220 | Anywhere | |||
Heavy Starter > 236CD, Dash cl.D > 6B > 214C | 340 | 370 | Anywhere | Requires 1 Bar | ||
Heavy Starter > 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 |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236A/C | 246 | 140 | Anywhere | |||
Heavy Starter > 214BD, j.236BD, dl.6A > 214D ~ (j.236B) | 414 | 300 | Anywhere | j.236B leaves you next to opponent with advantage. | ||
Heavy Starter > 214BD, j.236BD, 6A > 2369D ~ j.236D, 623B | 432 | 300 | Corner/Midscreen | Corner combo, works from Midscreen. | ||
Heavy Starter > 214BD, j.236BD, 6A > 623BD | 442 | 220 | 1.5 Bar | Anywhere | ||
Heavy Starter > 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 |
---|---|---|---|---|---|---|
Light Starter > 214A > 236236AC | 374 | 140 | Anywhere | |||
Light/Heavy Starter > MAX, cl.D > 214BD, j.236BD, dl.6A > 214C > 214214B/D | 413/505 | 250/370 | Anywhere | 3rd Character | ||
Heavy Starter > 214BD, j.236BD, dl.6A > 214C > 214214B/D | 499 | 300 | Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214A > 236236A/C > 214214BD | 485/570 | 140/260 | Anywhere | |||
Light/Heavy Starter > 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 |
---|---|---|---|---|---|---|
Light/Heavy Starter > 214A > 236236A/C > 214236CD | 571/650 | 140/260 | Anywhere | |||
Light/Heavy Starter > 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 |
---|---|---|---|---|---|---|
Heavy Starter > 214BD, j.236BD, 6A > MAX, 214C > 214214BD > 214236CD | 824 | 300 | Anywhere |