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The King of Fighters XV/Mai Shiranui/Combos: Difference between revisions
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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 || | ||
|- | |- | ||
| | | CD, 236BD, [2]9AC~214AC, 214C > 2141236K || 352 || 220 || 2.0 || 23% || Anywhere || Corner to corner. | ||
|} | |} | ||
Revision as of 22:17, 22 December 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 |
---|---|---|
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 |