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| j.CD (counter) || 112 || Great air move that opens up combos on counter. | | j.CD (counter) || 112 || Great air move that opens up combos on counter. | ||
|- | |- | ||
| CD (counter) || 112 || | | CD (counter) || 112 || Creates different combos depending on if its used an anti air or not. | ||
|- | |||
| 214A (counter) || 150 || His most dangerous starter, requires a counter hit but it pays off big time. | |||
|- | |||
| 214C (counter) || 175 || Does the exact same thing as 214A (counter but with extra damage and a faster recovery speed. | |||
|} | |} | ||
Revision as of 20:55, 17 May 2023
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). |
j.CD (counter) | 112 | Great air move that opens up combos on counter. |
CD (counter) | 112 | Creates different combos depending on if its used an anti air or not. |
214A (counter) | 150 | His most dangerous starter, requires a counter hit but it pays off big time. |
214C (counter) | 175 | Does the exact same thing as 214A (counter but with extra damage and a faster recovery speed. |
Combos
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 with beam. |
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. |
AA.3C > 214C > 236236BD | 500 | 180 | 2 | .25 | Anywhere | Anti Air beam, extra large |
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. |
AA.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. |
AA.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. |
AA.3C > 214C > 236236AC > CLIMAX | 932 | 180 | 5 | .25 | Anywhere | Anti Air murder, requires the opponent to be a bit lower to the ground. |
AA.3C > 236A > 236236AC > CLIMAX | 894 | 120 | 5 | .20 | Anywhere | Works on higher heights, must do the 236A AFTER the 3C recovery frames. |
Blue Max
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
BC > Light Starter > 214AC > 66 > 3C > 214C > 236236B > CLIMAX | 818 | 270 | 3 | .35 | Anywhere | BNB, use it after blocking heavy DPs. |
BC > Light Starter > 214AC > 3C > 236C > 236A > 236236A > CLIMAX | 909 | 330 | 3 | .46 | Corner | Even scarier in the corner. |
BC > Heavy Starter > 214AC > 66 > 3C > 214C > 236236B > CLIMAX | 887 | 310 | 3 | .40 | Anywhere | Same as light variant but more damage, stun and a bit more meter gain. |
BC > Heavy Starter > 214AC > 3C > 236C > 236A > 236236A > CLIMAX | 978 | 370 | 3 | .51 | Corner | Same as light variant but more damage, stun and a bit more meter gain. |
BC > Light Starter > 214A > 236236A > 236236BD > CLIMAX | 986 | 170 | 4 | .25 | Anywhere | KILL. |
BC > Light Starter > 214AC > 3C > 236C > 236A > 236236AC > CLIMAX | 1013 | 330 | 4 | .46 | Corner | ULTRA KILL. |
BC > Heavy Starter > 214A > 236236A > 236236BD > CLIMAX | 1055 | 210 | 4 | .25 | Anywhere | Same as light variant but more damage, stun and a bit more meter gain. |
BC > Heavy Starter > 214AC > 3C > 236C > 236A > 236236A > CLIMAX | 1082 | 370 | 4 | .51 | Corner | Same as light variant but more damage, stun and a bit more meter gain. |