The King of Fighters XV/Chizuru Kagura/Combos

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Template:ComboLegend-KOFXV

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

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.

Chizuru's specials typically are able to combo from both her lights and heavies. Because of this, most of her combos will simply say Starter, while showing damage from her bolded Light and Heavy Starters below.

Light Starters

Combo Damage Notes
2B > 2B > 5B 85 Standard low light confirm.

Heavy Starters

Combo Damage Notes
cl.C/2C > 6A 112 Standard heavy starter. Consistent after jump ins.
cl.D > 6A 122 Stronger, ideal for punishes. Has less range than cl.C making it harder to use.
6B 60 6B by itself can cancel into specials. Can be a niche punish option.

Other Starters

Combo Damage Notes
CD 75

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

Combos

General Notes: Combos that end in 214D can omit the 214K ender for a safe jump set-up.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 0 Rush combo ending in a special move
cl.A > A > A > C 1 Rush combo ending in a super
cl.A > A > A > D 2 Rush combo ending in a Max super
cl.A > A > A > A 3 Rush combo ending in a Climax super

0 Meter

Combo Damage Stun Meter Gain Location Notes
Starter > 236A 140/170 130 20% Anywhere Easy confirm, leads to supers.
Light Starter > 214D ~ K ~ 214K 176/209 190 25% Anywhere Stronger confirm, ends in a hard knockdown. You'll want to hit K as soon as you finish inputting 214D. If Chizuru is close enough you can use 214C instead for more corner carry.
Heavy Starter > 623C 217 170 30% Anywhere Max damage, but can whiff at further ranges. Won't work after three light normals, only two.
CD > 214B ~ 214K 166 200 25% Anywhere By using the B version you can safely cancel CD on block while getting a small combo if it hits. If the CD was blocked, press K so the clone hits the opponent while leaving you safe. If the CD hits, let the clone attack naturally, then do the 214K follow-up. Sometimes the clone won't reach far enough to connect the first hit, but you can still get the follow-up. If you're close to the corner you may have to manually cause the clone to attack.
CD, 6B > 623C 219 200 30% Corner

0.5 Meters

Combo Damage Stun Meter Gain Location Notes
Starter > 214AC ~ P, 6B > 214D ~ K ~ 214K 298/339 230 25% Anywhere Standard 0.5 bar combo for any starter. You can end with 623C for more damage, but if you were too far when you started the combo, this'll whiff. This always works in the corner however.
CD, 214AC, 6B > 623C 295 200 35% Midscreen Doesn't work if Chizuru's back is too close to the corner.
CD, 6B > 214BD ~ K ~ 214K, 623C 317 200 35% Corner
236AC, 623A 194 60 15% Anywhere Conversion if 236AC happens to land.

1 Meter

Combo Damage Stun Meter Cost Meter Gain Location Notes
Starter > 214AC ~ P, 6B > 214BD ~ K ~ 214K, 623C 396/444 190 1 40% Anywhere Natural extension from her 0.5 bar combo.
Starter > 214C ~ P > 214236C 264/302 140 1 15% Anywhere Simple combo if you want to lock your opponent's specials. 236A can also be used instead of 214C. It could be helpful to input the P follow up as 214P for an easier super cancel.

1.5 Meters

Combo Damage Stun Meter Gain Location notes
2B > 2B > 5B > 214PP.P > 6B > 236A > 2141236P 371 170 Anywhere
j.C > 5D > 6A> 214PP.P > 6B > 214KK.K.214K > 623PP 526 220 Anywhere
236CD > 214PP.P > 6B > 214KK.K.214K > 623C 449 100 Anywhere

2 Bars

Combo Damage Stun Meter Gain Location notes
2B > 2A > 5B > 214PP.P > 6B > 214KK.K.214K > 623C > 2141236P 449 Anywhere Add 236C at corner for a total of 482
5C > 6A > 236236B > 2B > CD > 6B > 214C~P >2141236A Corner
5C > 6A > 236236KK > 2C > 3D > 5D > 6A > 214D.K.214K Anywhere
5C> 6A > Quick Max > cl.D > 6A > 214AC~P > 6B > 214BD~K~214K > 236 > 2141236A 507 300 0.15 Anywhere
5D > 6A > 236236KK > 2C > 3D > 5D > 6A > 623C 513 390 Anywhere
5D > 6A > MAX > 5D > 6A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236P 517 300 Anywhere Mid or Anchor
5D > MAX > 5D > 6A > 214PP.P > 6B > 236A > 2141236P 433 260 Anywhere
J.C > 5D > 6A > 214PP.P > 6B > 214KK.K.214K > 236A > 2141236A 554 260 Anywhere

3 Bars

Caption text
Combo Damage Stun Meter Gain Location Notes
5D > 6A > 236236BD > 2C > 3D > cl.D > 6A > 236A > 2141236P 570 370 0.49 Anywhere
5D > MAX > 5D > 6A > 214PP.P > 6B > 214KK.K.214 > 236A > 2141236PP 575 260 Anywhere Anchor
5D > MAX > 5D > 6A > 214C.P > 2141236P > 2141236CD 641 230 Anywhere Mid or Anchor

4 Bars

Caption text
Combo Damage Stun Meter Gain Location Notes
cl.D > 6A > 236236BD > 2C > 3D... cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 236A > 2141236P 716 410 0.55 Anywhere
5D > MAX > 5D > 6A > 2141236PP > 2141236CD 746 230 Anywhere Anchor

5 Bars

Caption text
Combo Damage Stun Meter Gain Location Notes
cl.D > 6A > 236236BD > 2C > 3D > cl.D > 6A > 236CD > 66 > cl.D > 6A > 236236CD > 2C > 3D > cl.D > 6A > 214BD~K~214K > 214AC~P > 6B > 623C 750 760 0.4 Anywhere Preferably back to corner

External Links

Chizuru Combos by Meno
Chizuru Combos (ver. 1.33+) by Kakuge

Navigation

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