Difference between revisions of "The King of Fighters XV/Mai Shiranui/Combos"
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(Clarifying that one of her 3 Bar Combos needs 1500 MAX MODE. Corrected the 4 Meter damage combo which improperly corresponded to cl. D for it's second attack. Added the Stun Value to the existing 4 and 5 Meter combos. Added a 5 bar combo after finding a more reliable alternative.) |
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==Combo Notation Guide== | |||
{|class="wikitable" | |||
! Notation !! Meaning | |||
|- | |||
| '''X Starter''' || Use the corresponding starter(s) from the 'Starters' section of this page. | |||
|- | |||
| '''>''' || Cancel the previous move into the following move.<br />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).<br />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'''<br>'''{X} * N''' || Repeat 'X' input 'N' amount of times.<br>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)'''.<br/> | |||
The other starters in each table should also work in each case, but may not. | |||
===Light Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''?''' || || Standard low light confirm. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > ?''' || || Standard jump-in starter. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
===Rush Auto Combo=== | ===Rush Auto Combo=== | ||
{|class="wikitable sortable" | |||
! Combo!! Damage !! Meter cost !! notes | |||
|- | |||
| cl.A > A > A > B || 129 || 0 || Rush combo ending in a special move. | |||
|- | |||
| cl.A > A > A > C || 240 || 1 || Rush combo ending in a super. | |||
|- | |||
| cl.A > A > A > D || 356 || 2 || Rush combo ending in a Max super. | |||
|- | |||
| cl.A > A > A > A || 444 || 3 || Rush combo ending in a Climax super. | |||
|} | |||
===Meterless=== | ===Meterless=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
Line 26: | Line 90: | ||
===EX=== | ===EX=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===1 Bar=== | ===1 Bar=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===2 Bars=== | ===2 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===3 Bars=== | ===3 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===4 Bars=== | ===4 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
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===5 Bars=== | ===5 Bars=== | ||
{|class="wikitable" | {|class="wikitable sortable" | ||
! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- |
Revision as of 02:23, 29 April 2022
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 |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(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 | 240 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 356 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 444 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > 214C | 144 | 180 | 0 | 0.18 | Anywhere | |
2B > 5B~5D > 236D | 192 | 200 | 0 | 0.25 | Anywhere | |
j.C > j.2B | 127 | 170 | 0 | 0.10 | Anywhere | Hard knockdown. Puts Mai at point-blank range for Oki. |
j.B > 5B~5D > 214C | 194 | 240 | 0 | 0.25 | Anywhere | |
j.D > 5C > 3D > 236D | 257 | 240 | 0 | 0.33 | Anywhere |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 5B~5D > 214AC > 236D | 271 | 200 | 0.5 | 0.33 | Anywhere | |
2C > 3D > [3]9AC~214AC > 2D | 277 | 160 | 0.5 | 0.2 | Anywhere | |
j.D > 5D > 3D > 214AC > 214A | 315 | 240 | 0.5 | 0.33 | Anywhere |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > 2A > 214AC > [2]9AC~214AC > 214C > 5C | 290-328 | 180-250 | 1.0 | 0.25-0.33 | Mid-screen to corner | Omit 5C if the opponent isn't near the corner of the screen |
2B > 2A > 214AC > 236D > 2141236D | 370 | 140 | 1.5 | 0 | Anywhere | Super Cancel combo; ends in hard knockdown. |
2C > 3D > 214AC > 236BD > [2]9AC~214AC > 214C | 377 | 210 | 1.5 | 0.5 | Anywhere | Huge damage and corner carry. |
2C > 3D > 236BD > [2]9AC~214AC > 214AC > 214C > 214C > 5C | 443 | 1.5 | 0.4 | Corner | 5C at the end is not possible if the [2]9AC~214AC part doesn't hit 3 times. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Anywhere |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2B > cl. B > 5D > 236D > 2141236D > 236236AC | 567 | 200 | 3.0 | 0.25 | Anywhere | Confirm off close 2B |
2B > 2A/5A/2B > MAX > cl. D > 3D > 236D > 2141236D > CLIMAX. | 583-586 | 230 | 3.0 | 0.05 | Anywhere | (Anchor/1500 MAX MODE Gauge) Simple 3 Meter MAX Mode confirm off a 2B. 2A is the most reliable second hit. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
j.D > 2C > 3D > 236D > j.2141236D > 236236AC > 2141236CD | 980 | 240 | 4 | 0 | Anywhere | MAX Mode required. cl. D can be used in place of 2C for more damage at less consistency. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2C > 3D > 214AC > 236BD > 214C > 2141236K > j.2141236CD | 660 | 210 | 5 | 0.3 | Anywhere | Prone to accidental cross-overs if you reach the corner with 236BD. Requires very specific timing on the 236BD if started in the corner. |
2C > 3D > 236BD > 214AC > 214C > 2141236K > j.2141236CD | 676 | 210 | 5 | 0.3 | Mid-screen to Corner |