-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

The King of Fighters XV/Maxima/Combos: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Faizer (talk | contribs)
Faizer (talk | contribs)
Line 164: Line 164:
| 2C > 236A > 236236A || 363 || 130 || 1 || .2 || Anywhere || Swaps 214A for 236A so 236236A hits.
| 2C > 236A > 236236A || 363 || 130 || 1 || .2 || Anywhere || Swaps 214A for 236A so 236236A hits.
|-
|-
| 3C > 214C > 236236B || 367 || 180 || 1 || .25 || Anywhere || Anti Air confirm.
| AA.3C > 214C > 236236B || 367 || 180 || 1 || .25 || Anywhere || Anti Air confirm.
|-
|-
| '''Light Starter''' > 214AC > 66 > 3C > 214C > 236236A || 484 || 270 || 1.5 || .35 || Anywhere || BNB with a super ender, requires a fast 66 to get the 236236A to connect, if you aren't close enough you can use 236238B for less damage, also less plus than 236236A. NOTE THAT 236236A CANCELS ANY JUGGLING AFTER THIS COMBO, NO 236236BD, NO CLIMAX, NO THING.
| '''Light Starter''' > 214AC > 66 > 3C > 214C > 236236A || 484 || 270 || 1.5 || .35 || Anywhere || BNB with a super ender, requires a fast 66 to get the 236236A to connect, if you aren't close enough you can use 236238B for less damage, also less plus than 236236A. NOTE THAT 236236A CANCELS ANY JUGGLING AFTER THIS COMBO, NO 236236BD, NO CLIMAX, NO THING.

Revision as of 20:08, 17 May 2023

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).

Light Starters

Combo Damage Notes
2A/5A/f.5A > 3C 82 Standard light into 3C, leads into 214A/214AC/236A/236AC.
cl.5B > 3C 87 Standing low light confirm.
2B > 2A > 3C 92 Standard low light confirm.
j.B/j.A > cl.5B > 3C 127 Light jump in into a low standing light into 3C, leads to the same stuff as other starters.

Heavy Starters

Combo Damage Notes
cl.5D > 3C 137 Highest damage ground starter.
j.C > cl.5D > 3C 200 Highest damage jump in starter.
j.C > cl.5C > 3C 162/200 Most reliable jump in, make sure to do 3C after the first hit of cl.5C when not a crossup, otherwise it will whiff.
2C 70 Poke that links into 3C when close and 214A/AC and 236A/AC, add armor to the mix and this is one mighty starter

Other Starters

Combo Damage Notes
CD > 3C 132 Can be done in the corner or after using 236C to get close enough anywhere else.
236CD > 3C 135 Standard Shatter Strike starter.
3C 60 Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough).

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

Combos

Please note, any combo that starts with 2A 3C can also be started with cl.5B 3C, 2B 2A 3C (when close enough), or j.C cl.C 3C.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 172 0 Rush combo ending in a special move (214A), can be linked into supers.
cl.A > A > A > C 257 1 Rush combo ending in a super (236236A).
cl.A > A > A > D 393 2 Rush combo ending in a Max super (236236AC).
cl.A > A > A > A 467 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A 190 170 0 .25 Anywhere Basic combo, safe on block but can be punished with guard cancel roll. HKD on hit.
2A > 236A 120 90 0 .10 Anywhere Basic light confirm if too far away for 3C, unsafe on block and can be too unsafe.
2B > 2A > 2A > 236A 145 135 0 .20 Anywhere Close low light confirm.
Heavy Starter > 214A 245 210 0 .30 Anywhere Plus on block and safe to guard cancel roll.
2C > 214A 184 150 0 .20 Anywhere Poke confirm, 236236A will whiff at far ranges.
5C > 3C > 63214B , 214P 205 100 0 .25 Anywhere Cancel after first hit of 5C, can be done without the followup for a setup.
AA.3C > 623D 210 60 0 .30 Anywhere Simple anti air.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC > 66 > 3C > 214C 340 270 .5 .35 Anywhere His most reliable BNB, leads into HKD.
Light Starter > 214AC > 66 > 3C > 623D 355 150 .5 .40 Anywhere Alternate ender, does more damage but not as plus as 214C
Light Starter > 214AC > 3C > 236C > 623D 437 210 .5 .55 Corner Corner only juggle, requires timing between 3C > 236C however you can either delay the 3C or delay the 236C afterwards to make it easier.
2A > 2A > 2A > 6321BD > 214P 227 90 .5 .10 Anywhere Confirm that leads straight into the corner.
Heavy Starter > 214AC > 66 > 3C > 214C 395 310 .5 .40 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623D 410 190 .5 .45 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 236C > 623D 492 250 .5 .60 Corner Same as light variant but more damage, stun and a bit more meter gain.
j.A > j.214AC 197 30 .5 .05 Anywhere Light confirm into j.214AC, HKD on hit, death sentence on block.
AA.3C > 63214BD > 214P 237 60 0 .05 Anywhere Anti air to the wall.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC > 66 > 3C > 63214BD > 214P 372 150 1 .15 Anywhere BNB with an ender that leads into the corner.
Light Starter > 214AC > 66 > 3C > 623BD 377 150 1 .15 Anywhere Beefier ender but you need faster execution to get the extra damage.
Light Starter > 214AC > 3C > 214C > 623BD 472 270 1 .35 Corner Tricky execution, wont work if the combo is started outside of the corner.
Light Starter > 214AC > 66 > 3C > 236C > 63214BD 452 150 1 .3 Near Corner/Corner Can TECHNICALLY be done anywhere, but the timing gets near impossible.
Light Starter > 214A > 236236A 377 170 1 .25 Anywhere Simple super confirm.
2B > 2A > 2A > 236A > 236236A 321 135 1 .2 Anywhere Not as simple super confirm.
Heavy Starter > 214AC > 66 > 3C > 63214BD > 214P 427 190 1 .2 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623BD 432 190 1 .2 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 214C > 623BD 527 310 1 .4 Corner Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 236C > 63214BD 507 190 1 .35 Near Corner/Corner Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214A > 236236A 432 210 1 .3 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
2C > 214A > 236236B 358 150 1 .2 Anywhere Uses later super as 236236A wont connect.
2C > 236A > 236236A 363 130 1 .2 Anywhere Swaps 214A for 236A so 236236A hits.
AA.3C > 214C > 236236B 367 180 1 .25 Anywhere Anti Air confirm.
Light Starter > 214AC > 66 > 3C > 214C > 236236A 484 270 1.5 .35 Anywhere BNB with a super ender, requires a fast 66 to get the 236236A to connect, if you aren't close enough you can use 236238B for less damage, also less plus than 236236A. NOTE THAT 236236A CANCELS ANY JUGGLING AFTER THIS COMBO, NO 236236BD, NO CLIMAX, NO THING.
Light Starter > 214AC > 3C > 236C > 236A > 236236A 538 330 1.5 .46 Corner 236P loop, can whiff if you mistime 236C.
Heavy Starter > 214AC > 66 > 3C > 214C > 236236A 549 310 1.5 .4 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 236C > 236A > 236236A 593 370 1.5 .51 Corner Same as light variant but more damage, stun and a bit more meter gain.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236AC 513 170 2 .25 Anywhere Basic super confirm.
2B > 2A > 2A > 236A > 236236AC 449 135 2 .2 Anywhere Off of low lights, way more strict on the inputs.
Heavy Starter > 214A > 236236AC 568 210 2 .3 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
2C > 214A > 236236bd 526 150 2 .2 Anywhere Unlike the 1 Bar super, this one hits no matter what.
3C > 214C > 236236BD 500 180 2 .25 Anywhere Anti Air.
Light Starter > 214AC > 66 > 3C > 214C > 236236BD 569 270 2.5 .35 Anywhere BNB with a more damaging super, but far less plus than 236236A, but also easier to hit.
Light Starter > 214AC > 3C > 236C > 236A > 236236AC 642 330 2.5 .46 Corner Maxima damage at its finest. However it can whiff randomly...Good luck.
Heavy Starter > 214AC > 66 > 3C > 214C > 236236BD 624 310 2.5 .40 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 236C > 236A > 236236AC 697 370 2.5 .51 Corner Same as light variant but more damage, stun and a bit more meter gain.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 3C > 214A > 236236A > CLIMAX 718 300 3 .1 Anywhere Basic Quick Max combo, nothing special, just make sure to not rush the cl.5D.
Heavy Starter > BC > cl.5D > 3C > 214A > 236236A > CLIMAX 773 340 3 .15 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
3C > BC > 214C > 236236A > CLIMAX 700 180 3 .10 Anywhere Anti Air massacre.
Light Starter > 214AC > 66 > 3C > BC > 214C > 236236A > CLIMAX 753 270 3.5 .15 Anywhere BNB with a Quick Max in the middle, works with 1250 and 1500 Max Gauge (Mid and Anchor).
Light Starter > 214AC > 3C > BC > 236C > 236A > 236236A > CLIMAX 784 330 3.5 .15 Corner Charge loops showing off its lack of scaling, the Quick Max should make the timing of 236C much easier. Works with 1500 Max Gauge (Anchor) only
Heavy Starter > > 214AC > 66 > 3C > BC > 214C > 236236A > CLIMAX 808 310 3.5 .20 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > BC > 236C > 236A > 236236A > CLIMAX 839 370 3.5 .20 Corner Same as light variant but more damage, stun and a bit more meter gain.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > BC > cl.5D > 3C > 214A > 236236AC > CLIMAX 822 300 4 .1 Anywhere Basic Quick Max combo, but more painful.
Heavy Starter > BC > cl.5D > 3C > 214A > 236236AC > CLIMAX 877 340 4 .15 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
3C > BC > 214C > 236236AC > CLIMAX 828 180 4 .10 Anywhere Anti Air slaughter.
Light Starter > 214AC > 66 > 3C > BC > 214C > 236236AC > CLIMAX 849 270 4.5 .15 Anywhere BNB with a Quick Max in the middle, made to shatter bones, works with 1250 and 1500 Max Gauge (Mid and Anchor).
Light Starter > 214AC > 3C > BC > 236C > 236A > 236236AC > CLIMAX 872 330 4.5 .15 Corner Omae wa mou, shindeiru. Works with 1500 Max Gauge (Anchor) only.
Heavy Starter > > 214AC > 66 > 3C > BC > 214C > 236236AC > CLIMAX 904 310 4.5 .20 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > BC > 236C > 236A > 236236AC > CLIMAX 927 370 4.5 .20 Corner Same as light variant but more damage, stun and a bit more meter gain.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A > 236236AC > CLIMAX 884 170 5 .25 Anywhere Basic Meter waster.
Heavy Starter > 214A > 236236AC > CLIMAX 939 210 5 .3 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
3C > 214C > 236236AC > CLIMAX 932 180 5 .25 Anywhere Anti Air murder, requires the opponent to be a bit lower to the ground.
3C > 236A > 236236AC > CLIMAX 894 160 5 .20 Anywhere Works on higher heights, must do the 236A AFTER the 3C recovery frames.

External Links

Maxima Combos by Meno

Navigation

The King of Fighters XV
System

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters