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The King of Fighters XV/Chris/Combos
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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.
Starters
Combo | Damage | Notes |
---|---|---|
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.C/2C > 6B | 108 | Standard heavy 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. |
cl.D > 6B | 118 | More damaging combo starter. |
cl.A, cl.C/2C > 6B | 127 | Close A link into heavy. |
2B > 2A > 2B | 51 | Low light confirm. |
5C | 70 | Far C can cancel, leading to combos. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
6B | 60 | Overhead Quick Max starter. Not an overhead when canceled into. |
3D | 60 | Low profile slide Quick Max starter. Good range and goes under a lot of things, including many projectiles. |
cl.D > 3D | 137 | Optimal Quick Max starter. |
(Note: 'Other Starters' won't be referenced in the 'Combos' section unless specified.)
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 |
Meterless
Combo | Damage | Stun | Meter Gain | Location | notes |
---|---|---|---|---|---|
Starter > 623D | 150/198 | 125/150 | 26%/30% | Anywhere | |
Starter > 214C | 146/194 | 165/190 | 22%/26% | Anywhere | Better frame advantage post knockdown, but leaves you farther away. |
Starter > 623A | 150/198 | 85/110 | 22%/26% | Anywhere | Sideswap knockdown, but be aware this can drop off a max range light starter. |
CD > (214A), run, 6A > 214C | 168 | 180 | 30.5%(35.5%) | Midscreen | 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. |
j.236K, cl.D | 136 | 110 | 17% | 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 |
---|---|---|---|---|---|
Starter > 214AC, 623D | 237/291 | 125/150 | 26%/30% | Anywhere | |
Starter > 623AC | 201/252 | 85/110 | 7%/11% | Anywhere | Sideswitch with hard knockdown, does not drop at max range. |
Starter > 623BD | 181/232 | 85/110 | 7%/11% | Anywhere | A little less damage but gives HKD and safejump without switching sides. |
Starter > 236CD, run, cl.D > 6B > 623D | 237/295 | 235/260 | 38%/42% | Anywhere | Requires 1 bar, but builds back half a bar due to being a Shatter Strike extension. Optimal midscreen damage for heavy, near-optimal for light. |
Starter > 214BD > j.236B, 623D | 269/326 | 165/190 | 35%/39% | Corner | Near mid-screen use j.236D instead. |
CD > (214A), run, 6A > 623BD | 191 | 140 | 16.5% | Midscreen | |
CD, 214BD > j.236D, 623D | 236 | 180 | 35.5% | Corner |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214BD ~ j.236BD, 6A > 623D | 311/371 | 165/190 | 1 | 30%/34% | Anywhere | |
Starter > 214C > 236236P | 271/330 | 165/190 | 1 | 22%/26% | Anywhere | Trades damage for HKD. |
Starter > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623B | 325/387 | 205/230 | 1 | 36%/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 > 623D | 267 | 180 | 1 | 35.5% | Midscreen | Does not work when cornered. |
Starter > 214BD ~ j.236BD, 6A > 623BD | 335/394 | 125/150 | 1.5 | 11%/15% | Anywhere | |
Starter > 214BD ~ j.236BD, 6A > 236D ~ j.236D, 623BD | 363/429 | 165/190 | 1.5 | 20%/24% | Corner | |
CD > (214A), 214BD ~ j.236BD, 6A > 623BD | 282 | 140 | 1.5 | 16.5% | Midscreen |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214BD ~ j.236BD, (delay) 6A > 214C > 236236P | 392/458 | 205/230 | 2 | 26%/30% | Anywhere | |
Starter > BC, cl.D > 6B > 214BD ~ j.236BD, (delay) 6A > 623D | 328/394 | 275/300 | 2 | 30%/34% | Anywhere | 1000 and 1250 Max Gauge midscreen combo. You can use cl.C instead of cl.D for consistency. |
Starter > BC, cl.D > 6B > 214BD ~ j.236BD, 6A > 236D ~ j.236B, 623B | 347/416 | 315/340 | 2 | 39%/43% | Anywhere | 1000 and 1250 Max Gauge corner combo. |
Starter > BC, cl.D > 214BD ~ j.236BD, (delay) 6A > 214C > 236236P | 398/463 | 275/300 | 2 | 7%/11% | Anywhere | 1500 Max Gauge midscreen and corner combo. Omitting the 6B is necessary to gain enough time to fit the super in the timer. |
CD > (214A), run, 6A > 214C > 236236AC | 339 | 220 | 2 | 31.5% | Midscreen | |
Starter > 214BD ~ j.236B, 214214BD | 411/480 | 125/150 | 2.5 | 16%/20% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214C > 214214K > 236236AC | 496/571 | 165/190 | 3 | 22%/26% | Anywhere | |
Starter > BC, cl.D > 6B > 214AC, 214A (1) > 2141236CD | 497/554 | 235/260 | 3 | 7%/11% | Anywhere | 1000 Max Gauge combo. |
Starter > BC, cl.D > 214C > 236236P > 2141236CD | 554/623 | 235/260 | 3 | 7%/11% | Anywhere | 1250 Max Gauge combo. |
Starter > BC, cl.D > 6B > 214C > 236236P > 2141236CD | 565/631 | 275/300 | 3 | 7%/11% | Anywhere | 1500 Max Gauge combo. |
CD > (214A), run, 6A > 214C > 214236CD | 425 | 220 | 3 | 31.5% | Midscreen | |
CD > (214A), run, 6A > BC, 214C > 236236P > 2141236CD | 499 | 220 | 3 | 16.5% | Midscreen | 1250 and 1500 Max Gauge. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > BC, cl.D > 214C > 236236AC > 2141236CD | 650/727 | 235/260 | 4 | 7%/11% | Anywhere | 1250 and 1500 Max Gauge. 1500 gives time for 6B after cl.D, but scaling means including this doesn't actually increase the combo damage. |
BC, cl.D > 214C > 214214K > 236236AC > 2141236CD | 942 | 150 | 4 | 23% | Anywhere | Raw Max punish combo. |
CD > (214A), run, 6A > BC, 214C > 236236AC > 2141236CD | 575 | 220 | 4 | 16.5% | Midscreen | |
CD, 214BD ~ j.236BD, 6A > BC, (delay) 214C > 236236P > 214236CD | 598 | 220 | 4 | 11.5% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > 214BD, j.236BD, (delay) 6A > BC, 214C > 236236AC > 2141236CD | 718/778 | 205/230 | 5 | 4% | Anywhere | Strongest confirm combo. |
Starter > 214C > 236236AC > 2141236CD | 691/783 | 165/190 | 5 | 0% | Anywhere | Slightly stronger than the above combo, but only when using a heavy starter. |
CD > (214A), 214BD ~ j.236BD, (delay) 6A > BC, 214C > 236236AC > 2141236CD | 674 | 220 | 5 | 4% | Midscreen |