Difference between revisions of "The King of Fighters XV/Clark Still/Combos"

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==Combos==
==Combos==
'''Note''': Clark's most practical BnBs are the first '''Light Starter''' and '''Heavy Starter''' in each list. Following entries are situational or for completeness.


===Rush Auto Combo===
===Rush Auto Combo===
Line 79: Line 78:
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 41236A > 22C/22K || 157/182 || 45 || .225/.25 || Anywhere || Reliable, high damage combo ender. 41236A combos at practically any range.
| '''Light Starter''' > 214A || 110 || 125 || 0.17 || Anywhere || +38/+65 on tech/knockdown. Grants an autotimed safejump
|-
|-
| '''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''' > 623A || 110 || 125 || 0.17 || Anywhere || +48/+75 on tech/knockdown. Can drop at some ranges.
| '''Light Starter''' > 623C || 137 || 125 || 0.2 || Anywhere || +30/+57 on tech/knockdown. Grants a autotimed safehop in the corner.
|-
|-
| '''Light Starter''' > 623C || 137 || 125 || 0.2 || Anywhere || +30/+57 on tech/knockdown. Grants a shallow autotimed safehop. Best used 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''' > f.B, 2D > 6BD || 133 || 145 || 0.15 || Anywhere ||+24/+51 on tech/knockdown.
|-
|-
| '''Light Starter''' > 41236D > 236P || 185 || 45 || .257 || Anywhere || 41236D has limiting range (especially after a jump-in). Requires near immediate chains/special cancel.
| '''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.
| '''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.
| '''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.
|}
|}


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! Combo!! Damage !! Stun !! Meter Gain !! Location !! Notes
! 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''' > 214AC, 41236A > 22C/22K || 232/254 || 45 || 0.225/0.25 || Anywhere || Most versatile combo from a light starter.
|-
| '''Light Starter''' > 214A, 41236AC > 22C/22K || 199/239 || 125 || .167 || Anywhere || Poor use of .5 bar but an easy damage dump after a 214A confirm.
|-
|-
| '''Light Starter''' > 41236BD, 214A || 241 || 125 || .17 || Anywhere || +41/+68 on tech/knockdown. Close range combo that sets up further meter spending.
| '''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.
| '''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.  
|-
|-
| '''Light Starter''' > 214AC, 214A || 190 || 125 || 0.17 || Anywhere || +42/+69 on tech/knockdown. Can apply oki afterwards.
| '''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 || 214 || 125 || 0.2 || Anywhere || +35/+62 on tech/knockdown. Launches too far away for oki.
|-
|-
| '''Light Starter''' > 214AC, 623C, 214A || 274 || 205 || .33 || Corner || +41/+68 on tech/knockdown.
| '''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.
| '''Light Starter''' > 41236BD, 623C, 214A || 329 || 205 || .33 || Back-to-corner || Max damage when cornered. +41/+68 on tech/knockdown.
|-
| '''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.
|}
|}


===1 Bar===
===1 Bar===
'''Note:''' At 1 bar, Clark has no unique '''Heavy Starter''' combos that deal more damage than a '''Light Starter''' combo.
'''Note:''' At 1 bar, Clark has no unique '''Heavy Starter''' combo that deals more damage than a '''Light Starter''' combo.
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > 41236BD, 214A, 41236AC > 22C/22K || 324/361 || 125 || 1 || .17 || Anywhere || Maintains sides. Max midscreen damage.
| '''Light Starter''' > 41236BD, 214A, 41236AC > 22C/22K || 324/361 || 125 || 1 || .17 || Anywhere || Max midscreen damage. Maintains sides.
|-
|-
| '''Light Starter''' > 214AC, 623C, 214A, 41236AC > 22C/22K || 346/376 || 205 || 1 || .33 || Corner || Max corner damage.
| '''Light Starter''' > 623C(3) > 4123641236K || 289 || 105 || 1 || .18 || Anywhere || 4123641236K grants an autotimed safejump (the only 1-bar autotimed safejump).
|-
|-
| '''Light Starter''' > 41236BD, 623C, 214A, 41236AC > 22C/22K || 407/440 || 205 || 1 || .33 || Back-to-corner || Max back-to-corner damage.  
| '''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''' > 623AC, 41236BD, 623C, 214A || 364 || 205 || 1 || .33 || Back-to-corner || Suboptimal back-to-corner damage but it gives Clark the corner. +41/+68 on tech/knockdown.  
| '''Light Starter''' > 41236D > 236P > 6321463214P || 296 || 45 || 1 || .257 || Anywhere || Though inefficient, any non-EX 236P (Flashing Elbow) confirm can be super canceled.
|-
|-
| '''Light Starter''' > 623C(3) > 4123641236K || 289 || 105 || 1 || .18 || Anywhere || 4123641236K grants an autotimed safejump. Possibly the only 1 bar method to get an autotimed safejump.
| '''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, 214A, 41236AC > 22C/22K || 268/301 || 125 || 1 || .17 || Anywhere || A simple way to cash out if you confirmed into 214AC.
| '''Light Starter''' > 623AC, 41236BD, 214A, 41236AC > 22C/22K || 357/387 || 125 || 1.5 || .17 || Anywhere || Meter inefficient but the only 1.5 route that does more damage than a 1 bar anywhere combo.
|-
|-
| '''Heavy Starter''' > 214C, 623AC, 2C > 41236AC > 22C/22K || 338/368 || 285 || 1 || .3 || Corner || The only unique 1 bar '''Heavy Starter''' combo (and it does less than the '''Light Starter''' combo).
| '''Light Starter''' > 214AC, 623C, 214A, 41236AC > 22C/22K || 346/376 || 205 || 1 || .33 || Corner || Max 1 bar corner damage. Pulls opponent out of corner.
|-
|-
| '''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 deals damage and refunds its cost.
| '''Light Starter''' > 214AC, 623C, 623AC, 2C > 41236AC > 22C/22K || 372/399 || 125 || 1.5 || .27 || Corner || Requires a manually timed 623AC but does minimal damage for the extra meter.
|-
|-
| '''Light Starter''' > 41236A > 22C > 236P > 6321463214P || 297 || 45 || 1 || .225 || Anywhere || Can super cancel any 236P (Flashing Elbow) for bonus damage, but this is less efficient than using 2 EX moves
| '''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, 214A, 41236AC > 22C/22K || 357/387 || 125 || 1.5 || .17 || Anywhere || A rather pitiful increase in damage for an extra .5 but one of his only 1.5 routes
| '''Light Starter''' > 41236BD, 623C, 623AC, 2C > 41236AC > 22C/22K || 445/472 || 195 || 1.5 || .22 || Back-to-corner || Requires a manually timed 623AC but does minimal damage for the extra meter.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > BC > cl.C(1) > 6B > 623AC, 41236D > 236P > 6321463214P || 369 || 120 || 2 || .04 || Anywhere || 2nd/3rd character only. A very inefficient use of meter (1 extra bar for ~8 more damage).
| '''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 decent oki.
| '''Light Starter''' > 623C(3) > 4123641236BD || 396 || 105 || 2 || .18 || Anywhere || +48 knockdown allows for workable oki.
|-
|-
| '''Light Starter''' > 623C(3) > 6321463214AC || 403 || 105 || 2 || .18 || Anywhere || 7 more damage! At the cost of 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 || 392 || 45 || 1 || .225 || Anywhere || Can super cancel any non-EX 236P (Flashing Elbow) for bonus damage, but this is very inefficient.
| '''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.
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! 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. Works for 2nd position without the 6B (at the cost of 13 damage).  
| '''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''' > BC > 2C > 6B > 41236BD, 623C, 214A > 2141236CD || 625 || 315 || 3 || .04 || Back-to-corner || 3rd position only. Swap 2C for cl.C for greater consistency (costs 28 damage).
| '''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''' > 623C(3) > 4123641236K > 6321463214AC || 557 || 105 || 3 || .18 || Anywhere || 1st position meter dump.
| '''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/2nd position (omit 6B). Raw overhead 3 meter damage dump.
| 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''' > 41236A > 22C > 236P > 2141236CD || 486 || 45 || 3 || .225 || Anywhere || Can Climax cancel any non-EX 236P (Flashing Elbow) for bonus damage, but this is very inefficient.
| '''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.
 
|}
|}


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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! Notes
|-
|-
| '''Light Starter''' > BC > 2C > 6B > 623C(3) > 4123641236BD(3) > 2141236CD || 672 || 215 || 4 || .04 || Anywhere || 3rd position. Works for 2nd position without the 6B (at the cost of 17 damage).
| '''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.
| '''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/2nd position (omit 6B). Raw overhead 3 meter damage dump.
| 6B > BC > 2C > 6B > 623C(3) > 4123641236BD > 2141236CD || 622 || 210 || 4 || .065 || Anywhere || 3rd position. Omit 6B for 2nd position (costs 32 damage).
|}
|}


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===CD===
===CD===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo !! Damage !! Notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| CD || 75 ||
| 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===
===41236K===
{|class="wikitable sortable"
{|class="wikitable sortable"
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! notes
! Combo!! Damage !! Stun !! Meter Cost !! Meter Gain !! Location !! Notes
|-
|-
| 41236B/D > 236P || 165 || 0 || 0 || .217 || Anywhere || Damage baseline.
| 41236B/D > 236P || 165 || 0 || 0 || .217 || Anywhere || Damage baseline.
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| 41236BD, 623C, 214A, 41236AC > 22C/22K || 414/454 || 160 || 1 || .29 || Back-to-corner ||  
| 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.
| 41236B/D > 236P > 6321463214P || 276 || 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.
| 41236BD, 623C, 623AC, 2C, 41236AC > 22C/22K || 462/492 || 80 || 1.5 || .16 || Back-to-corner || Requires a manually timed 623AC to link 2C for great damage.
|-
|-
| 41236B/D > 236P > 6321463214AC || 361 || 0 || 2 || .217 || Anywhere || Extremely inefficient but a simple meter dump without risking 41236BD.
| 41236B/D > 236P > 6321463214AC || 361 || 0 || 2 || .217 || Anywhere || Extremely inefficient but a simple meter dump without risking 41236BD.
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|}
|}


==Combo Tree (WIP)==
'''''Trying a new combo listing format. Still WIP with readability and notes. Feel free to apply the format to other characters.'''''
<br>
'''Common light starters'''<br>
'''2A'''xN - can be chained up to 4x from point blank range<br>
'''2B 2A'''xN - standard low starter, can chain 2A twice from close<br>
'''Common heavy starters'''<br>
'''c.C 6B''' - standard punish, typically into 426D or 426BD<br>
'''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<br>
'''2C''' - from max range, usually directly into 214C or 426BD; or 623C in Quick Max combos<br>
'''Useful links'''<br>
'''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<br>
'''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<br>
<br>
''All damage and stun values are calculated without the starter included unless otherwise noted''
<br>
*'''From light or heavy starters'''<br>
:→'''214A''' <span style="background-color:#FF0">recommended</span><br>
:&emsp;<span style="background-color:#EEE">'''''0''''' ''gauge'' - '''''80''''' ''damage'' - '''''80''''' ''stun''</span><br>
::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span><br>
::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span><br>
::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span><br>
:→<span style="text-shadow: 1px 1px #FF0">'''214AC'''</span><br>
::→426A~22C~236P - <span style="background-color:#FF0">recommended</span><br>
::&emsp;<span style="background-color:#EEE">'''''0.5''''' ''gauge'' - '''''217''''' ''damage'' - '''''0''''' ''stun''</span><br>
::→426A~22K - <span style="background-color:#FF0">recommended</span><br>
::&emsp;<span style="background-color:#EEE">'''''0.5''''' ''gauge'' - '''''242''''' ''damage'' - '''''0''''' ''stun''</span><br>
::→214A<br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''259''''' ''damage'' - '''''80''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''299''''' ''damage'' - '''''80''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span> ''214A must be delayed for 2426CD to connect''<br>
:::&emsp;<span style="background-color:#EEE">'''''3.5''''' ''gauge'' - '''''546''''' ''damage'' - '''''80''''' ''stun''</span><br>
::→corner 623C, 214A <span style="background-color:#FF0">recommended</span> ''omit follow ups to retain corner''<br>
::&emsp;<span style="background-color:#EEE">'''''0.5''''' ''gauge'' - '''''265''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''348''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''385''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span><br>
:::&emsp;<span style="background-color:#EEE">'''''3.5''''' ''gauge'' - '''''616''''' ''damage'' - '''''160''''' ''stun''</span><br>
:→'''426D~236P''' <span style="background-color:#FF0">recommended</span> ''meterless hard knock down''<br>
:&emsp;<span style="background-color:#EEE">'''''0''''' ''gauge'' - '''''165''''' ''damage'' - '''''0''''' ''stun''</span><br>
::→<span style="text-shadow: 1px 1px #00F;">624624K</span><br>
::→<span style="text-shadow: 1px 1px #F00;">624624BD</span><br>
::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span><br>
:→<span style="text-shadow: 1px 1px yellow;">'''426BD'''</span><br>
::→214A<br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''321''''' ''damage'' - '''''80''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''361''''' ''damage'' - '''''80''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span><br>
::→ corner 623C, 214A <span style="background-color:#FF0">recommended</span> ''omit follow ups to retain corner''<br>
:::&emsp;<span style="background-color:#EEE">'''''0.5''''' ''gauge'' - '''''325''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> <span style="background-color:#FF0">recommended</span> ''-<br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''414''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''454''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span><br>
:→'''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.''<br>
:::''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''<br>
::→corner <span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span><br>
::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xx''''' ''stun''</span><br>
::→corner <span style="text-shadow: 1px 1px #FF0">426AC~22K</span><br>
::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xx''''' ''stun''</span><br>
::→<span style="text-shadow: 1px 1px #00F;">426426K</span> ''cancel from 3rd hit of 623A''<br>
::→<span style="text-shadow: 1px 1px #F00;">426426BD</span> ''cancel from 3rd hit of 623A''<br>
::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span> ''cancel from 4th hit of 623A''<br>
*From heavy starters only<br>
:→'''214C'''<br>
::→214A<br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''348''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> <span style="background-color:#FF0">recommended</span><br>
:::&emsp;<span style="background-color:#EEE">'''''1.0''''' ''gauge'' - '''''385''''' ''damage'' - '''''160''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span><br>
:→'''623C'''<br>
::→<span style="text-shadow: 1px 1px #00F;">426426K</span> ''cancel from 3rd hit of 623C''<br>
::→<span style="text-shadow: 1px 1px #F00;">426426BD</span> ''cancel from 3rd hit of 623C''<br>
::→<span style="text-shadow: 1px 1px #FC0;">2426CD</span> ''cancel from 4th hit of 623C''<br>
*<span style="color:#FF00FF">'''Quick Max combos'''</span><br>
''All damage and stun values are calculated from 2C <span style="text-shadow: 1px 1px #F0F;">BC</span> starter
<br>
*(Any ground normal) <span style="text-shadow: 1px 1px #F0F;">BC</span>
:→2C<br>
::→623C<br>
:::→<span style="text-shadow: 1px 1px #00F;">426426K</span> <span style="text-shadow: 1px 1px #FC0;">2426CD</span> <span style="background-color:#FF0">recommended</span> ''2nd position - cancel from 3rd hit of 623C''<br>
:::&emsp;<span style="background-color:#EEE">'''''3.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xxx''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #F00;">426426BD</span> <span style="text-shadow: 1px 1px #FC0;">2426CD</span> <span style="background-color:#FF0">recommended</span> ''2nd position - cancel from 3rd hit of 623C''<br>
:::&emsp;<span style="background-color:#EEE">'''''4.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xxx''''' ''stun''</span><br>
::→back to corner <span style="text-shadow: 1px 1px yellow;">426BD</span><br>
:::→ 623C, 214A<br>
::::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> ''3rd position only''<br>
::::&emsp;<span style="background-color:#EEE">'''''2.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xxx''''' ''stun''</span><br>
::::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> ''3rd position only''<br>
::::&emsp;<span style="background-color:#EEE">'''''2.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xxx''''' ''stun''</span><br>
:→2C 6B<br>
::→<span style="text-shadow: 1px 1px yellow;">426BD</span> →214A<br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22C~236P</span> <span style="background-color:#FF0">recommended</span> ''2nd/3rd position''<br>
:::&emsp;<span style="background-color:#EEE">'''''2.0''''' ''gauge'' - '''''415''''' ''damage'' - '''''260''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #FF0">426AC~22K</span> <span style="background-color:#FF0">recommended</span> ''2nd/3rd position''<br>
:::&emsp;<span style="background-color:#EEE">'''''2.0''''' ''gauge'' - '''''445''''' ''damage'' - '''''260''''' ''stun''</span><br>
::→623C<br>
:::→<span style="text-shadow: 1px 1px #00F;">426426K</span> <span style="text-shadow: 1px 1px #FC0;">2426CD</span> <span style="background-color:#FF0">recommended</span> ''3rd position only - cancel from 3rd hit of 623C''<br>
:::&emsp;<span style="background-color:#EEE">'''''3.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xxx''''' ''stun''</span><br>
:::→<span style="text-shadow: 1px 1px #F00;">426426BD</span> <span style="text-shadow: 1px 1px #FC0;">2426CD</span> <span style="background-color:#FF0">recommended</span> ''3rd position only - cancel from 3rd hit of 623C''<br>
:::&emsp;<span style="background-color:#EEE">'''''4.0''''' ''gauge'' - '''''xxx''''' ''damage'' - '''''xxx''''' ''stun''</span><br>


==External Links==
==External Links==

Latest revision as of 00:06, 13 December 2023

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

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 combo that deals 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 > 623AC, 41236BD, 214A, 41236AC > 22C/22K 357/387 125 1.5 .17 Anywhere Meter inefficient but the only 1.5 route that does more damage than a 1 bar anywhere combo.
Light Starter > 214AC, 623C, 214A, 41236AC > 22C/22K 346/376 205 1 .33 Corner Max 1 bar corner damage. Pulls opponent out of corner.
Light Starter > 214AC, 623C, 623AC, 2C > 41236AC > 22C/22K 372/399 125 1.5 .27 Corner Requires a manually timed 623AC but does minimal damage for the extra meter.
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 > 41236BD, 623C, 623AC, 2C > 41236AC > 22C/22K 445/472 195 1.5 .22 Back-to-corner Requires a manually timed 623AC but does minimal damage for the extra meter.

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 276 0 1 .217 Anywhere Extremely inefficient but a simple meter dump without risking 41236BD.
41236BD, 623C, 623AC, 2C, 41236AC > 22C/22K 462/492 80 1.5 .16 Back-to-corner Requires a manually timed 623AC to link 2C for great damage.
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
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~22K recommended
1.0 gauge - 299 damage - 80 stun
2426CD 214A must be delayed for 2426CD to connect
3.5 gauge - 546 damage - 80 stun
→corner 623C, 214A recommended omit follow ups to retain corner
0.5 gauge - 265 damage - 160 stun
426AC~22C~236P recommended
1.0 gauge - 348 damage - 160 stun
426AC~22K recommended
1.0 gauge - 385 damage - 160 stun
2426CD
3.5 gauge - 616 damage - 160 stun
426D~236P recommended meterless hard knock down
0 gauge - 165 damage - 0 stun
624624K
624624BD
2426CD
426BD
→214A
426AC~22C~236P recommended
1.0 gauge - 321 damage - 80 stun
426AC~22K recommended
1.0 gauge - 361 damage - 80 stun
2426CD
→ corner 623C, 214A recommended omit follow ups to retain corner
0.5 gauge - 325 damage - 160 stun
426AC~22C~236P recommended -
1.0 gauge - 414 damage - 160 stun
426AC~22K recommended
1.0 gauge - 454 damage - 160 stun
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
→corner 426AC~22C~236P
1.0 gauge - xxx damage - xx stun
→corner 426AC~22K
1.0 gauge - xxx damage - xx stun
426426K cancel from 3rd hit of 623A
426426BD cancel from 3rd hit of 623A
2426CD cancel from 4th hit of 623A
  • From heavy starters only
214C
→214A
426AC~22C~236P recommended
1.0 gauge - 348 damage - 160 stun
426AC~22K recommended
1.0 gauge - 385 damage - 160 stun
2426CD
623C
426426K cancel from 3rd hit of 623C
426426BD cancel from 3rd hit of 623C
2426CD cancel from 4th 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
426426BD 2426CD recommended 2nd position - cancel from 3rd hit of 623C
4.0 gauge - xxx damage - xxx stun
→back to corner 426BD
→ 623C, 214A
426AC~22C~236P 3rd position only
2.0 gauge - xxx damage - xxx stun
426AC~22K 3rd position only
2.0 gauge - xxx damage - xxx stun
→2C 6B
426BD →214A
426AC~22C~236P recommended 2nd/3rd position
2.0 gauge - 415 damage - 260 stun
426AC~22K recommended 2nd/3rd position
2.0 gauge - 445 damage - 260 stun
→623C
426426K 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
3.0 gauge - xxx damage - xxx stun
426426BD 2426CD recommended 3rd position only - cancel from 3rd hit of 623C
4.0 gauge - xxx damage - xxx stun

External Links

Clark Combos by Meno
Clark Combo Guide by rooflemonger
Clark Combos by Kakuge / Fighting Games

Navigation

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