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The King of Fighters XV/Mai Shiranui/Combos: Difference between revisions
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| j.D > 5D > 3D (1st hit) > 214AC > 214A || 315 || 240 || 0.5 || 0.33 || 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. | |||
|} | |} | ||
Revision as of 14:09, 20 November 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).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo | Damage | Notes |
---|---|---|
? | Standard low light confirm. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
j.X > ? | Standard jump-in starter. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
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 | |
j.C > j.2B | 127 | 170 | 0 | 0.10 | Anywhere | Hard knockdown. Puts Mai at point-blank range for Oki. |
j.B > 5B~5D > 214C | 208 | 240 | 0 | 0.25 | Anywhere | |
j.D > 5C > 3D > 236D | 257 | 240 | 0 | 0.33 | Anywhere | Ends in hard knockdown |
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. |
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 |
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. |
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 |