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! Combo!! Damage !! Stun !! Meter cost !! Meter Gain !! Location !! notes
! 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
| '''Light Starter''' > 214AC, [2]9AC~214AC, 214C > 2141236K || 417 || 165 || 2.0 || 19.5% || Anywhere || The timing for the dive changes in 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
| '''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.
|-
|-
| CD > 236BD > [2]9AC~214AC > 214C > 2141236K || 352 || 220 || 2.0 || 0.2 || Anywhere || This will always take the enemy to the corner
| '''Heavy Starter''' > 236BD, [2]9AC~214AC, 214C > > 2141236K || 474 || 210 || 2.0 || 25.5% || Anywhere ||
|-
|-
| CD > 236A > 2A > 214AC > 214C > [2]9AC~214AC > 236B > 2141236K || 410 || 390 || 2.0 || 0.45 || Corner || If you hit CD at tip range and immediately cancel into fireball, it makes the opponent stand and allows you to link 2A
| '''Heavy Starter''' > 214A, 214AC, [2]9AC~214AC, 236B > 2141236K || 509 || 250 || 2.0 || 35.5% || Corner ||  
|-
|-
| 236CD > [2]9AC~214AC > 214C > 2141236K || 462 || 120 || 2.0 || 0.1 || Anywhere || do this when shatter strike hits someone airborne
| CD, 236BD, [2]9AC~214AC, 214C > 2141236K || 352 || 220 || 2.0 || 23% || Anywhere || Corner to corner.
|-
| 214A > 214AC > [2]9AC~214AC > 236B > 2141236K || 458 || 160 || 2.0 || 0.2 || Corner || lights canceled into 214A is a frametrap and you get to capitalize off it here
|}
|}



Revision as of 22:17, 22 December 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).
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.B > 5D 87 Special cancellable target combo.

Other Starters

Combo Damage Notes
CD 75

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, but does more damage near the corner, where both hits of 236D connect.
CD, 214A, 2D 172 250 0 27% Corner

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.

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
Light/Heavy Starter > 214AC, 236BD, [2]9AC~214AC, 214C 348/408 165/210 1.5 19.5%/25.5% Midscreen Huge damage and corner carry, but drops in the corner.
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
CD, 236BD, [2]9AC~214AC, 214C > 2141236K 352 220 2.0 23% Anywhere Corner to 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.
236CD > 236BD > [2]9AC~214AC > 214C > 2141236K 486 120 2.5 0.1 Anywhere do this when shatter strike hits a grounded enemy

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

External Links

Mai Combos by Meno

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