The King of Fighters XV/Orochi 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.

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 ? 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

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A 119 100 0 ~18% Anywhere Soft knockdown
Light Starter > 623C 164 180 0 ~26% Anywhere Slightly shorter max range than 214A, but more damage, stun, meter gain, and Super Cancelable
Heavy Starter > 41236D > 623A 249 150 0 ~40% Anywhere Soft knockdown

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Cl.C > 6B > 214AC > 623C 302 0.5 0.4 Anywhere Basic Heavy EX combo. Nearly meter neutral with great damage.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
cl.C > 6B > 41236B > 2141236A/C 360-385 110 1 0.25 Anywhere Basic 1 Bar Super Combo. Super can be briefly charged to increase damage output from 360 to 385.
cl.C > 6B > 623C > 2141236A/C 356 270 1 0.3 Anywhere Good damage and corner carry. Puts opponent fullscreen; you can C Fireball here with minimal risk.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 2 0% Anywhere Placeholder notes

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 3 0% Anywhere Placeholder notes

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 4 0% Anywhere Placeholder notes

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Placeholder combo 0 0 5 0% Anywhere Placeholder notes

External Links

Navigation

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