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The King of Fighters XV/Clark Still/Combos
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 | 38 | Standard low confirm. Works in practically any situation. Can fit an extra 2A for bonus damage. |
2A > 2A | 48 | Light starter with less pushback than 2B, making it the preferred follow-up after jump-ins. Can fit an extra 2A for bonus damage. |
2B > cl.B > 2A | 65 | Highest damage low confirm. Must be very close. |
Heavy Starters
Note: A Heavy Starter can access any Light Starter combo and it may be more optimal in some situations. A Heavy Starter combo will do 58 more damage and generate .06 more meter than a Light Starter.
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. |
cl.B, cl.B, cl.C(1) > 6B | 144 | Light link into cl.C. The added hits can cause worse scaling in longer combos. Omit one cl.B after a jump-in. |
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 | 110 | 125 | 0.17 | Anywhere | +38/+65 on tech/knockdown. Grants an autotimed safejump |
Light Starter > f.B, 2D > 6BD | 133 | 145 | 0.15 | Anywhere | +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown. |
Light Starter > 623C | 137 | 125 | 0.2 | Anywhere | +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner. |
Light Starter > 41236A > 22C/22K | 157/182 | 45 | .225/.25 | Anywhere | Reliable, high damage combo ender. 41236A combos at practically any range. |
Light Starter > 41236D > 236P | 185 | 45 | .257 | Anywhere | 41236D has limiting range (notable after jump-ins). Requires near immediate chains/special cancel. |
Heavy Starter > 214C, 214A | 229 | 295 | 0.36 | Anywhere | +41/+68 on tech/knockdown. 41236A sets up +0/+27 on tech/knockdown. |
Heavy Starter > 214C, 2D > 6BD | 229 | 285 | 0.31 | Anywhere | +24/+51 on tech/knockdown. A second 6BD sets up +0/+27 on tech/knockdown. |
0.5 Bar
Combo | Damage | Stun | Meter Gain | Location | Notes |
---|---|---|---|---|---|
Light Starter > 214AC, 41236A > 22C/22K | 232/254 | 45 | 0.225/0.25 | Anywhere | Most versatile combo from a light starter. |
Light Starter > 41236BD, 214A | 241 | 125 | .17 | Anywhere | +41/+68 on tech/knockdown. Close range combo that sets up further meter spending. |
Light Starter > 623AC, 41236D > 236P | 245 | 45 | 0.257 | Anywhere | Must be point blank with precise chains/cancels. Significantly more reliable after cl.C > 6B. |
Heavy Starter > 214C, 214A, 41236AC > 22C/22K | 307/340 | 295 | 0.36 | Anywhere | Builds a significant portion of the EX meter before you even spend it. |
Light Starter > 214AC, 623C, 214A | 274 | 205 | .33 | Corner | +41/+68 on tech/knockdown. |
Light Starter > 41236BD, 623C, 214A | 329 | 205 | .33 | Back-to-corner | Max damage when cornered. +41/+68 on tech/knockdown. |
1 Bar
Note: At 1 bar, Clark has no unique Heavy Starter combos that deal more damage than a Light Starter combo.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > 41236BD, 214A, 41236AC > 22C/22K | 324/361 | 125 | 1 | .17 | Anywhere | Max midscreen damage. Maintains sides. |
Light Starter > 623C(3) > 4123641236K | 289 | 105 | 1 | .18 | Anywhere | 4123641236K grants an autotimed safejump (the only 1-bar autotimed safejump). |
Light Starter > 41236A > 22C > 236P > 6321463214P | 313 | 45 | 1 | .225 | Anywhere | Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled. |
Light Starter > 41236D > 236P > 6321463214P | 296 | 45 | 1 | .257 | Anywhere | Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled. |
Heavy Starter > 236CD, 66, cl.B > cl.B, cl.C > 6B > 41236D > 236P | 307 | 210 | 1 | .977 | Anywhere | 236CD is inconsistent (e.g., whiffs on standing females) but the combo refunds its cost. |
Light Starter > 214AC, 623C, 214A, 41236AC > 22C/22K | 346/376 | 205 | 1 | .33 | Corner | Max corner damage. Pulls opponent out of corner. |
Light Starter > 41236BD, 623C, 214A, 41236AC > 22C/22K | 407/440 | 205 | 1 | .33 | Back-to-corner | Max back-to-corner damage. Pulls opponent out of corner. |
Light Starter > 623AC, 41236BD, 623C, 214A, 41236AC > 22C/22K | 424/451 | 205 | 1.5 | .23 | Anywhere | Meter inefficient but the only 1.5 route that does more damage than a 1 bar combo. |
2 Bars
Note: Clark does not gain significant damage for the meter investment at 2 bars.
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
Light Starter > BC > cl.C(1) > 6B > 623AC, 41236D > 236P > 6321463214P | 379 | 120 | 2 | .04 | Anywhere | 2nd/3rd character only. A very inefficient use of meter (1 extra bar for ~8 more damage). |
Light Starter > 623C(3) > 4123641236BD | 396 | 105 | 2 | .18 | Anywhere | +48 knockdown allows for workable oki. |
Light Starter > 623C(3) > 6321463214AC | 428 | 105 | 2 | .18 | Anywhere | 32 more damage! At the cost of oki! |
Light Starter > 41236A > 22C > 236P > 6321463214AC | 411 | 45 | 2 | .225 | Anywhere | Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled. |
Light Starter > 41236D > 236P > 6321463214AC | 381 | 45 | 2 | .257 | Anywhere | Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled. |
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. |
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 | 266 | 0 | 1 | .217 | Anywhere | Extremely inefficient but a simple meter dump without risking 41236BD. |
41236BD, 623C, 623AC, 41236AC > 22C/22K | 416/449 | 80 | 1.5 | .16 | Back-to-corner | Not worth the extra meter. |
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