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{{ComboLegend-KOFXV}} | {{ComboLegend-KOFXV}} | ||
{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
==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 | |||
|- | |||
| '''2B > 2A > 2A''' || || Standard low light confirm. | |||
|} | |||
===Heavy Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| '''j.X > cl.C > 6B''' || || Standard jump-in starter. | |||
|- | |||
| cl.D > 6B || || Surprisingly, cl.D is faster than cl.C. It still has less range and more pushback, so best used from a close jump-in or as a punish. | |||
|} | |||
===Other Starters=== | |||
{|class="wikitable sortable" | |||
! Combo !! Damage !! Notes | |||
|- | |||
| CD || 75 || | |||
|} | |||
('''Note:''' 'Other Starters' won't be referenced in the 'Combos' section.) | |||
==Combos== | ==Combos== | ||
'''General Notes''' | |||
* Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward. | |||
===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 || 231 || 1 || Rush combo ending in a super. | |||
|- | |||
| cl.A > A > A > D || 360 || 2 || Rush combo ending in a Max super. | |||
|- | |||
| cl.A > A > A > A || 448 || 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 | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6P ~ P || 150/179/192 || 170/200/210 || 0 || 20% || Anywhere || Damage will vary depending on how much back charge was accumulated before the combo. | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ P || 217 || 190 || 0 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter''' > [4]6P (level 2-3) ~ P, 6B || 216/229 || 250/260 || 0 || 30% || Corner || If you were able to charge a level 2 or above 46P, you can get an OTG 6B after. | |||
|- | |||
| CD > 4A, [4]6P ~ P || 150/179/192 || 180/210/220 || 0 || 20% || Anywhere || Niche combo that doesn't require charge that can be used as a whiff punish, since CD > 4A is unsafe. | |||
|- | |||
| CD > 214A, [4]6P ~ (delay) P || 201 || 220 || 0 || 25% || Near Corner || CD corner combo for when the opponent is slightly away from the corner. You need the 214A to hit airborne so it causes a juggle. Delaying your cancel into 214A slightly can increase of likelihood of this happening. | |||
|- | |||
| CD > 214A, 2B > 2A > [4]6P ~ P, 6B || 287 || 360 || 0 || 40% || Corner || If 214A hits standing you can link a 2B and finish with your usual light confirm. | |||
|- | |||
| [2]8P (AA cross up), cl.D || 156/176/196 || 150/170/190 || 0 || 20% || Anywhere || Combo if [2]8P anti-airs a cross-up. | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6AC ~ P || 191 || 90 || 0.5 || 10% || Anywhere || If you had enough time to charge a level 3 version of [4]6P, you dont need to spend the EX here. | ||
|- | |||
| '''Light Starter''' > 6B > 236CD, [4]6P ~ P || 230 || 210 || 1 || 75% || Anywhere || Although this combo technically costs 1 bar, due to the meter build from landing a Shatter Strike, this combo functionally costs less than half a bar, and ends up being more damaging than just cancelling into [4]6AC. | |||
|- | |||
| '''Heavy Starter''' > [4]6AC ~ P || 261 || 110 || 0.5 || 15% || Anywhere || Consistently more damage as a heavy combo. | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8P, cl.D || 283/319 || 240/260 || 0.5 || 30% || Corner || Against smaller characters such as Yuri or Meitenkun himself, you can only get a cl.B after the [2]8P. | |||
|- | |||
| '''Light Starter''' > 6B > 214AC, [4]6P ~ P || 264 || 210 || 0.5 || 25% || Corner || Stronger than the previous combo if only a cl.B ender is possible. Note that 214AC won't combo if they're pushed too far back after the 6B. | |||
|- | |||
| CD, 214AC || 151 || 100 || 0.5 || 10% || Anywhere || Very consistent. | |||
|- | |||
| CD, 214A, [4]6P, [2]8AC, [2]8P, [4]6P ~ P, 6B || 446 || 450 || 0.5 || 60% || Near Corner || If the 214A causes a juggle, you can land this very powerful combo. | |||
|- | |||
| [2]8AC, [4]6P ~ P || 216/246/260 || 80/110/120 || 0.5 || 15% || Anywhere || Combo from a [2]8AC. For the level 2 and 3 [4]6P, you have to hit them low enough to the ground so the P follow-up hits. | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6P ~ (delay) P > 236236K || 292/321/334 || 170/200/210 || 1 || 25% || Anywhere || You don't have to delay the P follow-up as much on level 2 or 3 [4]6P. You can input the P follow up as 236P and then input 236K to get the super. If you land this in the corner, you can get an OTG 6B after. | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ P > 236236P || 361 || 190 || 1 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B || 439/528 || 340/360 || 1 || 45% || Corner || Remember to input the [2]8 as [1]7 to build charge for [4]6P. | |||
|- | |||
| 236CD, [4]6P ~ P || 164 || 80 || 1 || 65% || Anywhere || Meitenkun's SS confirms are fairly straight forward, and will be identical to his regular confirms after the normals. | |||
|- | |||
| '''Light Starter''' > 6B/'''Heavy Starter''' > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B || 511/582 || 380/360 || 1.5 || 45% || Corner || Identical to the last combo, except fitting a 214AC at the beginning. | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || || | | '''Light Starter''' > [4]6P ~ (delay) P > 236236BD || 405/434/447 || 170/200/210 || 2 || 25% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ (delay) P > 236236BD || 493 || 190 || 2 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236K, 6B || 531/639 || 330/360 || 2 || 40% || Corner || | |||
|- | |||
| ''(QM)'' '''Light Starter''' > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K || 369 || 320 || 2 || 15% || Anywhere || Meitenkun's only midscreen Max combo from a light confirm. | |||
|- | |||
| ''(QM)'' '''Heavy Starter''' > 4A > BC, [4]6AC, [2]8AC, [4]6P ~ P > 236236K || 491 || 230 || 2 || 15% || Anywhere || At 1500 Max Guage, Meitenkun gets a unique max combo that utilizes the knockdown of 4A. Still weaker than a regular heavy confirm however. | |||
|- | |||
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6B > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B || 459 || 490 || 2 || 45% || Corner || 1000 Max Guage combo. | |||
|- | |||
| ''(QM)'' '''Light Starter''' > BC, cl.D > 214AC > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B || 478 || 450 || 2 || 45% || Corner || 1250 Max Guage combo. Leaving out the usual 6B gives you just enough time to fit the 3 EX moves in. | |||
|- | |||
| ''(QM)'' '''Light Starter''' > BC, cl.D > 6B > [4]6AC, [2]8AC, (delay) [4]6P ~ P > 236236K, 6B || 518 || 400 || 2 || 15% || Corner || 1500 Max Guage combo. You have just enough Max timer to fit this all in, so any excess delay can potentially cause you to miss the super. | |||
|- | |||
| '''Light Starter''' > 6B/'''Heavy Starter''' > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 236236K, 6B || 604/659 || 380/360 || 2.5 || 45% || Corner || | |||
|- | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6P ~ (delay) P > 236236K > 236236AC || 516/545/558 || 170/200/210 || 3 || 20% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ (delay) P > 236236K > 236236AC || 609 || 190 || 3 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236BD || 598/705 || 290/310 || 3 || 35% || Corner || | |||
|- | |||
| (''QM'') '''Light Starter''' > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 2141236CD || 534 || 320 || 3 || 15% || Anywhere || 1000 Max combo. Meitenkun's QM damage is comparable to his regular combos at 3 meters. Input the P follow up as 214P, then input 236CD for the Climax Cancel. | |||
|- | |||
| (''QM'') '''Light Starter''' > 6B > BC, 5C > [4]6P > 236236K > 2141236CD || 596 || 260 || 3 || 15% || Anywhere || 1250 Max combo. 5C is the most consistent after Quick Max to make sure you have enough Max gauge to fit everything no matter the spacing. | |||
|- | |||
| (''QM'') '''Light Starter''' > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K > 2141236CD || 629 || 320 || 3 || 15% || Anywhere || 1500 Max combo. | |||
|- | |||
| (''QM'') '''Light Starter''' > 6B > BC, cl.D > 6B > 214AC, [4]6P ~ (delay) P > 2141236CD || 583 || 320 || 3 || 15% || Corner || 1000 corner Max combo. At 1250 and 1500 gauge, use the midscreen combos. | |||
|- | |||
| '''Light Starter''' > 6B/'''Heavy Starter''' > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236BD || 661/741 || 330/310 || 3.5 || 45% || Corner || | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6P ~ (delay) P > 236236K > 2141236CD || 598/627/640 || 170/200/210 || 4 || 20% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ (delay) P > 236236K > 2141236CD || 700 || 190 || 4 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ (delay) P > 236236K > 2141236CD || 785/874 || 340/360 || 4 || 25% || Corner || Works with 1250 or 1500 Max Gauge. | |||
|- | |||
| ''(QM)'' '''Light Starter''' > 6B > BC, 5C > [4]6P > 236236BD > 2141236CD || 689/780 || 260/240 || 4 || 15% || Anywhere || 1250 Max combo. | |||
|- | |||
| ''(QM)'' '''Light Starter''' > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K > 2141236CD || 706/777 || 320/300 || 4 || 15% || Anywhere || 1500 Max combo. | |||
|- | |||
| '''Light Starter''' > 6B/'''Heavy Starter''' > 214AC, [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ P > 236236K > 2141236CD || 856/928 || 380/360 || 4.5 || 25% || Corner || | |||
|- | |||
|} | |} | ||
===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 | ||
|- | |- | ||
| || | | '''Light Starter''' > [4]6P ~ (delay) P > 236236BD > 2141236CD || 711/740/753 || 170/200/210 || 5 || 20% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > [4]6P ~ (delay) P > 236236BD > 2141236CD || 819 || 190 || 5 || 25% || Anywhere || | |||
|- | |||
| '''Light Starter'''/'''Heavy Starter''' > [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ (delay) P > 236236BD > 2141236CD || 862/951 || 340/360 || 5 || 25% || Corner || | |||
|} | |} | ||
Latest revision as of 17:24, 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 |
---|---|---|
2B > 2A > 2A | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > cl.C > 6B | Standard jump-in starter. | |
cl.D > 6B | Surprisingly, cl.D is faster than cl.C. It still has less range and more pushback, so best used from a close jump-in or as a punish. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
- Meitenkun's 6B can be cancelled later than most cancellable command normals. By inputting your normal > 6B as soon as possible, you can have enough time to charge 4 if you cancel the 6B late. This is important to getting combos where you don't have charge already, such as after running forward.
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 | 231 | 1 | Rush combo ending in a super. |
cl.A > A > A > D | 360 | 2 | Rush combo ending in a Max super. |
cl.A > A > A > A | 448 | 3 | Rush combo ending in a Climax super. |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ P | 150/179/192 | 170/200/210 | 0 | 20% | Anywhere | Damage will vary depending on how much back charge was accumulated before the combo. |
Heavy Starter > [4]6P ~ P | 217 | 190 | 0 | 25% | Anywhere | |
Light Starter > [4]6P (level 2-3) ~ P, 6B | 216/229 | 250/260 | 0 | 30% | Corner | If you were able to charge a level 2 or above 46P, you can get an OTG 6B after. |
CD > 4A, [4]6P ~ P | 150/179/192 | 180/210/220 | 0 | 20% | Anywhere | Niche combo that doesn't require charge that can be used as a whiff punish, since CD > 4A is unsafe. |
CD > 214A, [4]6P ~ (delay) P | 201 | 220 | 0 | 25% | Near Corner | CD corner combo for when the opponent is slightly away from the corner. You need the 214A to hit airborne so it causes a juggle. Delaying your cancel into 214A slightly can increase of likelihood of this happening. |
CD > 214A, 2B > 2A > [4]6P ~ P, 6B | 287 | 360 | 0 | 40% | Corner | If 214A hits standing you can link a 2B and finish with your usual light confirm. |
[2]8P (AA cross up), cl.D | 156/176/196 | 150/170/190 | 0 | 20% | Anywhere | Combo if [2]8P anti-airs a cross-up. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6AC ~ P | 191 | 90 | 0.5 | 10% | Anywhere | If you had enough time to charge a level 3 version of [4]6P, you dont need to spend the EX here. |
Light Starter > 6B > 236CD, [4]6P ~ P | 230 | 210 | 1 | 75% | Anywhere | Although this combo technically costs 1 bar, due to the meter build from landing a Shatter Strike, this combo functionally costs less than half a bar, and ends up being more damaging than just cancelling into [4]6AC. |
Heavy Starter > [4]6AC ~ P | 261 | 110 | 0.5 | 15% | Anywhere | Consistently more damage as a heavy combo. |
Light Starter/Heavy Starter > [4]6AC, [2]8P, cl.D | 283/319 | 240/260 | 0.5 | 30% | Corner | Against smaller characters such as Yuri or Meitenkun himself, you can only get a cl.B after the [2]8P. |
Light Starter > 6B > 214AC, [4]6P ~ P | 264 | 210 | 0.5 | 25% | Corner | Stronger than the previous combo if only a cl.B ender is possible. Note that 214AC won't combo if they're pushed too far back after the 6B. |
CD, 214AC | 151 | 100 | 0.5 | 10% | Anywhere | Very consistent. |
CD, 214A, [4]6P, [2]8AC, [2]8P, [4]6P ~ P, 6B | 446 | 450 | 0.5 | 60% | Near Corner | If the 214A causes a juggle, you can land this very powerful combo. |
[2]8AC, [4]6P ~ P | 216/246/260 | 80/110/120 | 0.5 | 15% | Anywhere | Combo from a [2]8AC. For the level 2 and 3 [4]6P, you have to hit them low enough to the ground so the P follow-up hits. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ (delay) P > 236236K | 292/321/334 | 170/200/210 | 1 | 25% | Anywhere | You don't have to delay the P follow-up as much on level 2 or 3 [4]6P. You can input the P follow up as 236P and then input 236K to get the super. If you land this in the corner, you can get an OTG 6B after. |
Heavy Starter > [4]6P ~ P > 236236P | 361 | 190 | 1 | 25% | Anywhere | |
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B | 439/528 | 340/360 | 1 | 45% | Corner | Remember to input the [2]8 as [1]7 to build charge for [4]6P. |
236CD, [4]6P ~ P | 164 | 80 | 1 | 65% | Anywhere | Meitenkun's SS confirms are fairly straight forward, and will be identical to his regular confirms after the normals. |
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B | 511/582 | 380/360 | 1.5 | 45% | Corner | Identical to the last combo, except fitting a 214AC at the beginning. |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ (delay) P > 236236BD | 405/434/447 | 170/200/210 | 2 | 25% | Anywhere | |
Heavy Starter > [4]6P ~ (delay) P > 236236BD | 493 | 190 | 2 | 25% | Anywhere | |
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236K, 6B | 531/639 | 330/360 | 2 | 40% | Corner | |
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K | 369 | 320 | 2 | 15% | Anywhere | Meitenkun's only midscreen Max combo from a light confirm. |
(QM) Heavy Starter > 4A > BC, [4]6AC, [2]8AC, [4]6P ~ P > 236236K | 491 | 230 | 2 | 15% | Anywhere | At 1500 Max Guage, Meitenkun gets a unique max combo that utilizes the knockdown of 4A. Still weaker than a regular heavy confirm however. |
(QM) Light Starter > BC, cl.D > 6B > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B | 459 | 490 | 2 | 45% | Corner | 1000 Max Guage combo. |
(QM) Light Starter > BC, cl.D > 214AC > [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 6B | 478 | 450 | 2 | 45% | Corner | 1250 Max Guage combo. Leaving out the usual 6B gives you just enough time to fit the 3 EX moves in. |
(QM) Light Starter > BC, cl.D > 6B > [4]6AC, [2]8AC, (delay) [4]6P ~ P > 236236K, 6B | 518 | 400 | 2 | 15% | Corner | 1500 Max Guage combo. You have just enough Max timer to fit this all in, so any excess delay can potentially cause you to miss the super. |
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ P, 236236K, 6B | 604/659 | 380/360 | 2.5 | 45% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ (delay) P > 236236K > 236236AC | 516/545/558 | 170/200/210 | 3 | 20% | Anywhere | |
Heavy Starter > [4]6P ~ (delay) P > 236236K > 236236AC | 609 | 190 | 3 | 25% | Anywhere | |
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236BD | 598/705 | 290/310 | 3 | 35% | Corner | |
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 2141236CD | 534 | 320 | 3 | 15% | Anywhere | 1000 Max combo. Meitenkun's QM damage is comparable to his regular combos at 3 meters. Input the P follow up as 214P, then input 236CD for the Climax Cancel. |
(QM) Light Starter > 6B > BC, 5C > [4]6P > 236236K > 2141236CD | 596 | 260 | 3 | 15% | Anywhere | 1250 Max combo. 5C is the most consistent after Quick Max to make sure you have enough Max gauge to fit everything no matter the spacing. |
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K > 2141236CD | 629 | 320 | 3 | 15% | Anywhere | 1500 Max combo. |
(QM) Light Starter > 6B > BC, cl.D > 6B > 214AC, [4]6P ~ (delay) P > 2141236CD | 583 | 320 | 3 | 15% | Corner | 1000 corner Max combo. At 1250 and 1500 gauge, use the midscreen combos. |
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, [4]6P ~ (delay) P > 236236BD | 661/741 | 330/310 | 3.5 | 45% | Corner |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ (delay) P > 236236K > 2141236CD | 598/627/640 | 170/200/210 | 4 | 20% | Anywhere | |
Heavy Starter > [4]6P ~ (delay) P > 236236K > 2141236CD | 700 | 190 | 4 | 25% | Anywhere | |
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ (delay) P > 236236K > 2141236CD | 785/874 | 340/360 | 4 | 25% | Corner | Works with 1250 or 1500 Max Gauge. |
(QM) Light Starter > 6B > BC, 5C > [4]6P > 236236BD > 2141236CD | 689/780 | 260/240 | 4 | 15% | Anywhere | 1250 Max combo. |
(QM) Light Starter > 6B > BC, cl.D > 6B > [4]6P ~ (delay) P > 236236K > 2141236CD | 706/777 | 320/300 | 4 | 15% | Anywhere | 1500 Max combo. |
Light Starter > 6B/Heavy Starter > 214AC, [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ P > 236236K > 2141236CD | 856/928 | 380/360 | 4.5 | 25% | Corner |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > [4]6P ~ (delay) P > 236236BD > 2141236CD | 711/740/753 | 170/200/210 | 5 | 20% | Anywhere | |
Heavy Starter > [4]6P ~ (delay) P > 236236BD > 2141236CD | 819 | 190 | 5 | 25% | Anywhere | |
Light Starter/Heavy Starter > [4]6AC, [2]8AC, [2]8P, 4A > BC, (delay) [4]6P ~ (delay) P > 236236BD > 2141236CD | 862/951 | 340/360 | 5 | 25% | Corner |