The King of Fighters XV/Mai Shiranui/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 Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.D > close C > 3D Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

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 242 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 > 2A > 236B 134 155 0 0.20 Anywhere
2B > 5B~5D > 236D 191 185 0 0.25 Anywhere Hard knockdown
j.C > j.2B 127 170 0 0.10 Anywhere Hard knockdown. Puts Mai at point-blank range for Oki.
j.D > 5C > 3D > 236D 257 240 0 0.33 Anywhere Ends in hard knockdown
CD > 236D 124 140 0 0.10 Midscreen Doesn't work if you're cornered. It will put you next to the opponent with enough time to back out of throw range and meaty 2B at least.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 5B~5D > 214AC > 236D 270 185 0.5 0.33 Anywhere Ends in hard knockdown
2C > 3D (1st hit) > [3]9AC~214AC > 2D 277 160 0.5 0.2 Anywhere
j.D > 5D > 3D (1st hit) > 214AC > 214A 315 240 0.5 0.33 Anywhere
CD > 236BD > 2D 169 170 0.5 0.15 Midscreen The sweep won't connect if you are cornered. When the sweep does connect you can cancel it into light fan and follow it.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214AC > [2]9AC~214AC > 214C > 5C 320-351 165-235 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 355 125 1.5 0 Anywhere Super Cancel combo; ends in hard knockdown.
2C > 3D > 214AC > 236BD > [2]9AC~214AC > 214C 408 210 1.5 0.5 Anywhere Huge damage and corner carry.
CD > 236BD > [2]9AC~214AC > 214C 255 220 1.0 0.2 Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214AC > [2]9AC~214AC > 214C > 2141236K 417 165 2.0 0.2 Anywhere the timing for the dive changes if you get to the corner
2B > 2A > 214AC > 214C [2]9AC~214AC > 236B > 2141236K 459 245 2.0 0.3 Corner let the dummy fall after 214C to make the dive consistent
CD > 236BD > [2]9AC~214AC > 214C > 2141236K 352 220 2.0 0.2 Anywhere This will always take the enemy to the corner
CD > 236A > 2A > 214AC > 214C > [2]9AC~214AC > 236B > 2141236K 410 390 2.0 0.45 Corner If you hit CD at tip range and immediately cancel into fireball, it makes the opponent stand and allows you to link 2A
236CD > [2]9AC~214AC > 214C > 2141236K 462 120 2.0 0.1 Anywhere do this when shatter strike hits someone airborne
214A > 214AC > [2]9AC~214AC > 236B > 2141236K 458 160 2.0 0.2 Corner lights canceled into 214A is a frametrap and you get to capitalize off it here

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.
236CD > 236BD > [2]9AC~214AC > 214C > 2141236K 486 120 2.5 0.1 Anywhere do this when shatter strike hits a grounded enemy

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > QUICK MAX > close C > 3D > 236D > 2141236KK > 2141236CD 639 215 4 0 Anywhere Wait to level 3 until all hits of the level 2 have connected. If you use this exact starter the level 2 ends at 19 hits.

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

External Links

Mai Combos by Meno

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