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The King of Fighters XV/Mai Shiranui/Combos: Difference between revisions
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''2B > 2A''' || 38 || Standard low light confirm. | ||
|} | |} | ||
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! Combo !! Damage !! Notes | ! Combo !! Damage !! Notes | ||
|- | |- | ||
| ''' | | '''cl.C/2C > 3D(1)''' || 98 || Standard heavy starter. 2C's horizontal range is larger than cl.C's activation range, but 5C has greater vertical coverage if hopped over. | ||
|- | |||
| cl.D > 3D(1) || 108 || Slightly more damage, but cl.D's slower startup and smaller activation range means it's better to save this for guaranteed punishes. | |||
|- | |||
| cl.A, cl.C > 3D(1) || 98 || Frame trap/link light-heavy starter, will not work outside point-blank. | |||
|- | |||
| cl.B ~ D || 87 || Special cancellable target combo. | |||
|} | |} | ||
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|- | |- | ||
| CD || 75 || | | CD || 75 || | ||
|- | |||
| 3D(1) || 30 || Low Quick Max starter. | |||
|} | |} | ||
==Combos== | ==Combos== | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Light Starter''' > 236B || 116 || 125 || 0 || 18% || Anywhere || | ||
|- | |- | ||
| | | '''Heavy Starter''' > 236D || 197 || 170 || 0 || 26.5% || Anywhere || | ||
|- | |- | ||
| | | '''Heavy Starter''' > 214A, 2D || 224 || 240 || 0 || 29.5% || Corner || | ||
|- | |- | ||
| | | CD, 236D || 124 || 140 || 0 || 19.5% || Anywhere || Works anywhere on some characters, but drops when cornered on others. Also does more damage when the opponent is near the corner, where both hits of 236D connect. | ||
|- | |- | ||
| | | CD, 214A, 2D || 172 || 250 || 0 || 27% || Corner || | ||
|- | |||
| j214P, close C || 136 || 150 || 0 || 20% || Anywhere || The lower you hit the dive the easier it will be to combo after | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Light Starter''' > 214AC, 236D || 224 || 125 || 0.5 || 20.5% || Anywhere || | ||
|- | |||
| '''Light Starter''' > [2]9AC~j.214AC, 214C || 232 || 165 || 0.5 || 19.5% || Corner || | |||
|- | |||
| '''Heavy Starter''' > 214AC, 236D || 284 || 170 || 0.5 || 26.5% || Anywhere || | |||
|- | |||
| '''Heavy Starter''' > 214AC, 214C, 2D || 329 || 280 || 0.5 || 33.5% || Corner || Sweep ender. | |||
|- | |- | ||
| | | CD, 214AC, 214C, cl.C || 239 || 290 || 0.5 || 30% || Corner || Be aware, the cl.C ender will leave you in wakeup throw range without immediately walking back after. | ||
|- | |- | ||
| | | j214P, [2]9AC~j214AC(2), 2D || 259 || 150 || 0.5 || 20% || Anywhere || The lower you hit the dive the easier it will be to combo after | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Light Starter''' > 214AC, [2]9AC~214AC, 214C || 320 || 165 || 1.0 || 19.5% || Anywhere || | ||
|- | |||
| '''Light Starter''' > 214AC, [2]9AC~214AC, 214C, 5C || 351 || 235 || 1.0 || 26.5% || Corner || Corner extension. | |||
|- | |||
| '''Heavy Starter''' > 236BD, [2]9AC~214AC, 214C || 377 || 210 || 1.0 || 25.5% || Anywhere || | |||
|- | |- | ||
| | | '''Heavy Starter''' > 214A, [2]9AC~214AC, 214AC, j.4/6C || 401 || 170 || 1.0 || 31.5% || Corner || Air throw ender. | ||
|- | |- | ||
| | | CD, 236BD, [2]9AC~214AC, 214C || 255 || 220 || 1.0 || 23% || Anywhere || | ||
|- | |- | ||
| | | '''Starter''' > 214AC, 236BD, [2]9AC~214AC, 214C || 348/408 || 165/210 || 1.5 || 19.5%/25.5% || Anywhere || Huge damage and corner carry, but in the corner it requires a very specific delay between 214AC and 236BD. | ||
|- | |||
| '''Light Starter''' > [2]9AC~214AC, 214C > 2141236K || 360 || 165 || 1.5 || 19.5% || Corner || | |||
|- | |||
| '''Light Starter''' > 214AC, 236D > 2141236K || 359 || 250 || 1.5 || 21% || Corner || Slightly less damage than the above combo, but no charge needed. | |||
|- | |||
| '''Heavy Starter''' > 214A, 214AC, 236B > 2141236K || 436 || 250 || 1.5 || 35.5% || Corner || | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| || | | '''Light Starter''' > 214AC, [2]9AC~214AC, 214C > 2141236K || 417 || 165 || 2.0 || 19.5% || Anywhere || The timing for the dive changes in the corner. | ||
|- | |||
| '''Light Starter''' > 214AC, 214C, [2]9AC~214AC, 236B > 2141236K || 459 || 245 || 2.0 || 33.5% || Corner || A delay between 214C and [2]9AC~214AC may be necessary. | |||
|- | |||
| '''Heavy Starter''' > 236BD, [2]9AC~214AC, 214C > 2141236K || 474 || 210 || 2.0 || 25.5% || Anywhere || | |||
|- | |||
| '''Heavy Starter''' > 214A, 214AC, [2]9AC~214AC, 236B > 2141236K || 509 || 250 || 2.0 || 35.5% || Corner || | |||
|- | |||
| '''Starter''' > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K || 361/421 || 215/260 || 2.0 || 4%/10% || Anywhere || 1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range. | |||
|- | |||
| '''Starter''' > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K || 366/426 || 255/300 || 2.0 || 4%/10% || Corner || 1000 and 1250 Quick Max corner combo. | |||
|- | |||
| '''Starter''' > BC > cl.D > 214AC, [2]9AC~214AC, 214C (1) > 2141236K || 396/456 || 175/220 || 2.0 || 4%/10% || Anywhere || 1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage. | |||
|- | |||
| CD, 236BD, [2]9AC~214AC, 214C > 2141236K || 352 || 220 || 2.0 || 23% || Anywhere || Corner to corner. | |||
|- | |||
| '''Starter''' > 214AC, 236BD, [2]9AC~214AC, 214C || 445/505 || 165/210 || 2.5 || 19.5%/25.5% || Anywhere || | |||
|- | |||
| '''Light Starter''' > [2]9AC~214AC, 214C > 2141236BD || 458 || 165 || 2.5 || 19.5% || Corner || | |||
|- | |||
| '''Light Starter''' > 214AC, 236D > 2141236BD || 446 || 125 || 2.5 || 21% || Corner || Delaying the super cancel is required to avoid drops. | |||
|- | |||
| '''Heavy Starter''' > 214A, 214AC, 236B > 2141236BD || 517 || 250 || 2.5 || 35.5% || Corner || | |||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Light Starter''' > 236B > 2141236K > 236236AC || 523 || 125 || 3.0 || 18% || Anywhere || | ||
|- | |||
| '''Heavy Starter''' > 236D > 2141236K > 236236AC || 604 || 170 || 3.0 || 26.5% || Anywhere || | |||
|- | |||
| '''Starter''' > BC > cl.D > 3D (1) > 214AC, 236D > 2141236CD || 492/552 || 215/260 || 3.0 || 4%/10% || Anywhere || 1000 Quick Max midscreen combo. | |||
|- | |||
| '''Starter''' > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236CD || 499/559 || 255/300 || 3.0 || 4%/10% || Corner || 1000 Quick Max corner combo. | |||
|- | |||
| '''Starter''' > BC > cl.D > 236D > 2141236K > 2141236CD || 579/639 || 195/240 || 3.0 || 4%/10% || Anywhere || 1250 and 1500 Quick Max midscreen and corner combo. | |||
|- | |- | ||
| | | CD, 2141236K > 236236AC || 450 || 140 || 3.0 || 19.5% || Anywhere || Doesn't work when cornered. | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Starter''' > BC > cl.D > 236D > 2141236BD > 2141236CD || 666/726 || 195/240 || 4.0 || 4%/10% || Anywhere || Your go-to 4 bar combo. Requires a specific timing for the Climax cancel to avoid either missed hits of 2141236BD or a drop. | ||
|} | |} | ||
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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes | ||
|- | |- | ||
| | | '''Light Starter''' > 236B > 2141236BD > 2141236CD || 718 || 125 || 5.0 || 0% || Anywhere || 4 bar is generally preferred unless the extra damage will secure a kill. | ||
|- | |- | ||
| | | '''Heavy Starter''' > 236D > 2141236BD > 2141236CD || 799 || 170 || 5.0 || 0% || Anywhere || | ||
|} | |} | ||
Latest revision as of 15:11, 14 September 2024
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 | 38 | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C > 3D(1) | 98 | Standard heavy starter. 2C's horizontal range is larger than cl.C's activation range, but 5C has greater vertical coverage if hopped over. |
cl.D > 3D(1) | 108 | Slightly more damage, but cl.D's slower startup and smaller activation range means it's better to save this for guaranteed punishes. |
cl.A, cl.C > 3D(1) | 98 | Frame trap/link light-heavy starter, will not work outside point-blank. |
cl.B ~ D | 87 | Special cancellable target combo. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 | |
3D(1) | 30 | Low Quick Max starter. |
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 |
---|---|---|---|---|---|---|
Light Starter > 236B | 116 | 125 | 0 | 18% | Anywhere | |
Heavy Starter > 236D | 197 | 170 | 0 | 26.5% | Anywhere | |
Heavy Starter > 214A, 2D | 224 | 240 | 0 | 29.5% | Corner | |
CD, 236D | 124 | 140 | 0 | 19.5% | Anywhere | Works anywhere on some characters, but drops when cornered on others. Also does more damage when the opponent is near the corner, where both hits of 236D connect. |
CD, 214A, 2D | 172 | 250 | 0 | 27% | Corner | |
j214P, close C | 136 | 150 | 0 | 20% | Anywhere | The lower you hit the dive the easier it will be to combo after |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC, 236D | 224 | 125 | 0.5 | 20.5% | Anywhere | |
Light Starter > [2]9AC~j.214AC, 214C | 232 | 165 | 0.5 | 19.5% | Corner | |
Heavy Starter > 214AC, 236D | 284 | 170 | 0.5 | 26.5% | Anywhere | |
Heavy Starter > 214AC, 214C, 2D | 329 | 280 | 0.5 | 33.5% | Corner | Sweep ender. |
CD, 214AC, 214C, cl.C | 239 | 290 | 0.5 | 30% | Corner | Be aware, the cl.C ender will leave you in wakeup throw range without immediately walking back after. |
j214P, [2]9AC~j214AC(2), 2D | 259 | 150 | 0.5 | 20% | Anywhere | The lower you hit the dive the easier it will be to combo after |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC, [2]9AC~214AC, 214C | 320 | 165 | 1.0 | 19.5% | Anywhere | |
Light Starter > 214AC, [2]9AC~214AC, 214C, 5C | 351 | 235 | 1.0 | 26.5% | Corner | Corner extension. |
Heavy Starter > 236BD, [2]9AC~214AC, 214C | 377 | 210 | 1.0 | 25.5% | Anywhere | |
Heavy Starter > 214A, [2]9AC~214AC, 214AC, j.4/6C | 401 | 170 | 1.0 | 31.5% | Corner | Air throw ender. |
CD, 236BD, [2]9AC~214AC, 214C | 255 | 220 | 1.0 | 23% | Anywhere | |
Starter > 214AC, 236BD, [2]9AC~214AC, 214C | 348/408 | 165/210 | 1.5 | 19.5%/25.5% | Anywhere | Huge damage and corner carry, but in the corner it requires a very specific delay between 214AC and 236BD. |
Light Starter > [2]9AC~214AC, 214C > 2141236K | 360 | 165 | 1.5 | 19.5% | Corner | |
Light Starter > 214AC, 236D > 2141236K | 359 | 250 | 1.5 | 21% | Corner | Slightly less damage than the above combo, but no charge needed. |
Heavy Starter > 214A, 214AC, 236B > 2141236K | 436 | 250 | 1.5 | 35.5% | Corner |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214AC, [2]9AC~214AC, 214C > 2141236K | 417 | 165 | 2.0 | 19.5% | Anywhere | The timing for the dive changes in the corner. |
Light Starter > 214AC, 214C, [2]9AC~214AC, 236B > 2141236K | 459 | 245 | 2.0 | 33.5% | Corner | A delay between 214C and [2]9AC~214AC may be necessary. |
Heavy Starter > 236BD, [2]9AC~214AC, 214C > 2141236K | 474 | 210 | 2.0 | 25.5% | Anywhere | |
Heavy Starter > 214A, 214AC, [2]9AC~214AC, 236B > 2141236K | 509 | 250 | 2.0 | 35.5% | Corner | |
Starter > BC > cl.D > 3D (1) > 214AC, 236D > 2141236K | 361/421 | 215/260 | 2.0 | 4%/10% | Anywhere | 1000 and 1250 Quick Max midscreen combo. Quick Max is not optimal from the listed starters, but used for conversions from far pokes/3D (1). Note for all Quick Max routes: it may be necessary to use cl.C instead of cl.D for conversions from far range. |
Starter > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236K | 366/426 | 255/300 | 2.0 | 4%/10% | Corner | 1000 and 1250 Quick Max corner combo. |
Starter > BC > cl.D > 214AC, [2]9AC~214AC, 214C (1) > 2141236K | 396/456 | 175/220 | 2.0 | 4%/10% | Anywhere | 1500 Quick Max midscreen and corner combo. The timing on the super cancel can cause the last hit of 2141236K to drop, 236236P can be used instead for more consistency but slightly less damage. |
CD, 236BD, [2]9AC~214AC, 214C > 2141236K | 352 | 220 | 2.0 | 23% | Anywhere | Corner to corner. |
Starter > 214AC, 236BD, [2]9AC~214AC, 214C | 445/505 | 165/210 | 2.5 | 19.5%/25.5% | Anywhere | |
Light Starter > [2]9AC~214AC, 214C > 2141236BD | 458 | 165 | 2.5 | 19.5% | Corner | |
Light Starter > 214AC, 236D > 2141236BD | 446 | 125 | 2.5 | 21% | Corner | Delaying the super cancel is required to avoid drops. |
Heavy Starter > 214A, 214AC, 236B > 2141236BD | 517 | 250 | 2.5 | 35.5% | Corner |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236B > 2141236K > 236236AC | 523 | 125 | 3.0 | 18% | Anywhere | |
Heavy Starter > 236D > 2141236K > 236236AC | 604 | 170 | 3.0 | 26.5% | Anywhere | |
Starter > BC > cl.D > 3D (1) > 214AC, 236D > 2141236CD | 492/552 | 215/260 | 3.0 | 4%/10% | Anywhere | 1000 Quick Max midscreen combo. |
Starter > BC > cl.D > 3D (1) > [2]9AC~214AC, 214C > 2141236CD | 499/559 | 255/300 | 3.0 | 4%/10% | Corner | 1000 Quick Max corner combo. |
Starter > BC > cl.D > 236D > 2141236K > 2141236CD | 579/639 | 195/240 | 3.0 | 4%/10% | Anywhere | 1250 and 1500 Quick Max midscreen and corner combo. |
CD, 2141236K > 236236AC | 450 | 140 | 3.0 | 19.5% | Anywhere | Doesn't work when cornered. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Starter > BC > cl.D > 236D > 2141236BD > 2141236CD | 666/726 | 195/240 | 4.0 | 4%/10% | Anywhere | Your go-to 4 bar combo. Requires a specific timing for the Climax cancel to avoid either missed hits of 2141236BD or a drop. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 236B > 2141236BD > 2141236CD | 718 | 125 | 5.0 | 0% | Anywhere | 4 bar is generally preferred unless the extra damage will secure a kill. |
Heavy Starter > 236D > 2141236BD > 2141236CD | 799 | 170 | 5.0 | 0% | Anywhere |