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The King of Fighters XV/Mature/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''' > 214C ~ 4P ~ 4P || 156 || 165 || 0 || 22.1% || Anywhere || Meterless from lights, it's this or autocombo(autocombo is technically better). | ||
|- | |||
| '''Heavy Starter''' > 236B, 214C ~ 4P ~ 4P || 250 || 240 || 0 || 35.6% || Anywhere || Launcher into C rekka, best meterless from heavies(midscreen). | |||
|- | |||
| '''Starter''' > 214A || 119/136 || 145/140 || 0 || 16.5%/17% || Anywhere || Not optimal, but safe, so you'll find yourself doing this a lot from heavies if you can't hitconfirm. | |||
|} | |} | ||
Revision as of 17:27, 18 February 2025
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 > 2A | 60 | Standard low light confirm, requires decently close range but not point blank. |
Heavy Starters
Combo | Damage | Notes |
---|---|---|
cl.C/2C/f.C | 70 | With no command normals, this is all you're gonna get for a heavy starter. |
cl.D | 80 | Slower than cl.C, same speed as 2C, but has extra hitstun, allowing it to combo into 236A and, more importantly, 236D. |
cl.A, cl.C | 91 | Light-heavy frame trap/link, cl.C has pretty good activation proximity but cl.A's is small enough that you will need to be very close to get this link. |
Other Starters
Combo | Damage | Notes |
---|---|---|
CD | 75 |
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
Combos
Rush Auto Combo
Combo | Damage | Meter cost | notes |
---|---|---|---|
cl.A > A > A > B | 137 | 0 | Rush combo ending in a special move(NOTE: the ending move is 236B, meaning you can combo after, and this technically leads to Mature's optimal meterless light routing) |
cl.A > A > A > C | 213 | 1 | Rush combo ending in a super |
cl.A > A > A > D | 359 | 2 | Rush combo ending in a Max super |
cl.A > A > A > A | 434 | 3 | Rush combo ending in a Climax super |
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
Light Starter > 214C ~ 4P ~ 4P | 156 | 165 | 0 | 22.1% | Anywhere | Meterless from lights, it's this or autocombo(autocombo is technically better). |
Heavy Starter > 236B, 214C ~ 4P ~ 4P | 250 | 240 | 0 | 35.6% | Anywhere | Launcher into C rekka, best meterless from heavies(midscreen). |
Starter > 214A | 119/136 | 145/140 | 0 | 16.5%/17% | Anywhere | Not optimal, but safe, so you'll find yourself doing this a lot from heavies if you can't hitconfirm. |
EX Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
1 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | notes |
---|---|---|---|---|---|---|