The King of Fighters XV/Chris/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.
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.
CD > 214A, 2A > 6A 151 In the corner, cancelling CD into 214A causes the last hit of 214A to hit meaty, giving Chris enough advantage to link a light normal after.

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 Gain Location notes
Light Starter > 214A 100 140 15% Anywhere Leaves opponent standing in advantage
Light Starter > 623D 136 100 25% Anywhere Very tight and spacing dependant, but possible. More consistent in the corner.
Heavy Starter > 214C 194 190 25% Anywhere Ends in a soft knockdown.
CD > (214A), run, 6A > 214C 185 220 20% Non-Corner Despite Chris having the fastest run speed in the game, he has trouble converting from a CD midscreen due to the long recovery on his CD. Thankfully he can cancel into 214A, which is safe and pushes him further on hit, allowing for a conversion. If you're near the corner, omit the 214A.
CD > 214A, 2A > 6A > 214C 217 290 40% Corner An example of the corner CD link. Damage and stun is quite good.
CD > 214A, 2B > 214A 164 235 25% Corner Use this link if the opponent was a little further out from the corner.
j.236K, cl.D 136 110 20% Corner 623D is possible but the height on the j.236K needs to be very specific. j.236D is the easiest to combo from.

EX

Combo Damage Stun Meter Gain Location notes
Light Starter > 214AC 164 60 5% Anywhere Very simple way to tack on some extra damage.
Heavy Starter > 214BD > j.236D 256 150 20% Anywhere Go-to EX combo for damage.
Heavy Starter > 623AC 252 110 10% Anywhere Side swap with good oki. Use when cornered.
Heavy Starter > 623BD 232 110 10% Anywhere A little less damage but can lead to a safe jump. Possible from lights but is spacing dependant.
Heavy Starter > 236CD, run, cl.D > 6B > 214C 291 300 90% Anywhere Requires 1 bar, but builds back half a bar due to being a Shatter Strike extension. Optimal damage for the half bar range.
Heavy Starter > 214BD > j.236B, 623B 305 190 35% Corner Near mid-screen use j.236D instead. You can end with cl.D for 312 dmg but the meter gain is worse.
CD > (214A), 6A > 623BD 221 140 15% Non-Corner
CD, 214BD > j.236D, 623B 259 180 30% Corner

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236P 225 140 1 15% Anywhere Simple conversion from a safe special.
Heavy Starter > 214BD ~ j.236BD, (delay) 6A > 214C 367 230 1 30% Anywhere
Heavy Starter > 214BD ~ j.236BD, 6A > 2369D ~ j.236D, 623B 387 230 1 40% Corner Corner combo, works from midscreen if you reach the corner by the end of the j.236BD. You can input the 236D as 2369D to avoid overlap with 623D.
CD > (214A), 214BD ~ j.236BD, (delay) 6A > 214C 317 220 1 30% Midscreen Convert to the corner extension is you end up near the corner.
CD > (214A), run, 6A > 214C > 214214K 304 220 1 25% Near Corner
236CD, 6A > 623D 210 80 1 70% Anywhere
Heavy Starter > 214BD ~ j.236BD, 6A > 623BD 394 150 1.5 15% Anywhere
Heavy Starter > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623BD 429 190 1.5 20% Corner
CD > (214A), 214BD ~ j.236BD, 6A > 623BD 345 140 1.5 15% Midscreen
236CD, 6A > 623BD 247 40 1.5 55% Anywhere
236CD, 214BD ~ j.236D, 623B 297 80 1.5 75% Corner

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236AC 341 140 2 15% Anywhere
Heavy Starter > 214BD ~ j.236BD, (delay) 6A > 214C > 214214K 456 230 2 25% Anywhere
Light/Heavy Starter > MAX, cl.D > 6B > 214BD ~ j.236BD, (delay) 6A > 214C 310/390 290 2 25% Anywhere 1000/1250 Max gauge combo. You can use cl.C instead of cl.D for consistency. Low damage, but Chris has a couple of useful MAX cancel starters, such as 6B or 3D.
Light/Heavy Starter > MAX, cl.D > 6B > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623B 322/404 290 2 20% Anywhere 1000/1250 Max gauge corner combo.
Light/Heavy Starter > MAX, cl.D > 214BD ~ j.236BD, (delay) 6A > 214C > 214214K 384/463 250 2 5% Anywhere 1500 Max gauge. Omitting the 6B is necessary to gain enough time to fit the super in the timer.
CD > (214A), run, 6A > 214C > 214214BD 409 220 2 30% Non-Corner
236CD, 214BD ~ j.236BD, (delay) 6A > 214C 369 120 2 70% Anywhere
236CD, 214BD ~ j.236BD, (delay) 6A > 236D ~ j.236D, 623B 392 120 2 75% Corner
Heavy Starter > 214BD ~ j.236B, 214214BD 480 150 2.5 15% Corner
236CD, 214BD ~ j.236BD, (delay) 6A > 623BD 402 40 2.5 55% Anywhere
236CD, 214BD ~ j.236BD, (delay) 6A > 236D ~ j.236D, 623BD 439 80 2.5 65% Corner

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236A/C > 214214BD 449 140 3 15% Anywhere
Heavy Starter > 214BD ~ j.236BD, (delay) 6A > 214C > 214214BD 542 230 3 30% Anywhere
Light/Heavy Starter > MAX, cl.D > 6B > 214C > 214236CD 461/540 250 3 5% Anywhere 1000 Quick Max combo.
Light/Heavy Starter > MAX, cl.D > 214C > 214214K > 214236CD 540/621 210 3 5% Anywhere 1250 Quick Max combo. Best use of 3 bars.
Light/Heavy Starter > MAX, cl.D > 6B > 214C > 214214B/D > 214236CD 549/631 250 3 5% Anywhere 1500 Quick Max combo.
MAX, cl.D > 6B > 214C > 214214K > 214236CD 714 190 3 0% Anywhere 1000 Raw Max combo.
MAX, cl.D > 6A > 214BD ~ j.236BD, 214C > 214214K > 214236CD 750 190 3 0% Anywhere 1250 Raw Max combo. 6A has a shorter animation time than 6B, giving you just enough Max gauge timer.
MAX, cl.D > 6B > 214BD ~ j.236BD, (delay) 6A > 214C > 214214K > 214236CD 776 230 3 0% Anywhere 1500 Raw Max combo.
CD > (214A), run, 6A > 214C > 214236CD 489 220 3 30% Non-Corner
CD > (214A), run, 6A > MAX, 214C > 214214K > 214236CD 514 220 3 15% Non-Corner 1250/1500 Max Gauge. Mid juggle Quick Max combos can cause 214214K/BD to lose hits, but the super will connect properly in the corner. In the corner, this does 538 dmg.
236CD, 6A > 214C > 214214BD 477 120 3 70% Anywhere
236CD, 214BD ~ j.236D, 214214BD 497 140 3.5 60% Corner

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light/Heavy Starter > MAX, cl.D > 214C > 214214BD > 214236CD 630/722 210 4 5% Anywhere 1250 Max Gauge.
Light/Heavy Starter > MAX, cl.D > 6B > 214C > 214214BD > 214236CD 635/721 250 4 5% Anywhere 1500 Max Gauge. Weaker from heavy starters, so omit the 6B there.
MAX, cl.D > 6B > 214A > 236236P > 214214BD > 214236CD 889 190 4 0% Anywhere Raw Max punish combo.
CD > (214A), run, 6A > MAX, 214C > 214214BD > 214236CD 598 220 4 15% Non-Corner 628 dmg in the corner.
CD, 214BD ~ j.236BD, 6A > MAX, 214C > 214214BD > 214236CD 652 220 4 10% Corner
236CD, 6A > MAX, 214C > 214214K > 214236CD 594 120 4 55% Anywhere 623 dmg in the corner.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214BD, j.236BD, (delay) 6A > MAX, 214C > 214214BD > 214236CD 752 230 5 15% Anywhere Strongest confirm combo. 777 dmg in the corner.
cl.D > 214C > 214214BD > 214236CD 783 150 5 20% Anywhere Max damage for 5 bars.
CD > (214A), 214BD ~ j.236BD, (delay) 6A > MAX, 214C > 214214BD > 214236CD 727 220 5 15% Non-Corner 727 dmg in the corner.
236CD, 214BD ~ j.236BD, (delay) 6A > MAX, 214C > 214214K > 214236CD 708 120 5 55% Anywhere

External Links

Chris Combos by Meno
Chris Combos by Kakuge

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