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The King of Fighters XV/Mature/Combos: Difference between revisions

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| '''Heavy Starter''' > 236B, 214C ~ 4P ~ 4P || 250 || 240 || 0 || 35.6% || Anywhere || Launcher into C rekka, best meterless from heavies(midscreen).
| '''Heavy Starter''' > 236B, 214C ~ 4P ~ 4P || 250 || 240 || 0 || 35.6% || Anywhere || Launcher into C rekka, best meterless from heavies(midscreen).
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| '''Heavy Starter''' > 236B, 214A, cl.C || 267 || 290 || 0 || 37% || Corner || Corner optimization of the above, but low frame advantage leaves Mature susceptible to reversal throw without walking backwards.
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| '''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.
| '''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.
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| 2B > cl.A > A > A > B, 214C ~ 4P ~ 4P || 229|| 215 || 0 || 37.6% || Anywhere || Autocombo extension.
| 2B > cl.A > A > A > B, 214C ~ 4P ~ 4P || 229 || 215 || 0 || 37.6% || Anywhere || Autocombo extension.
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| cl.D > 236D, 214C ~ 4P ~ 4P || 288 || 270 || 0 || 39.6% || Anywhere || Close D's greater hitstun allows it to combo into 236D
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| cl.D > 236D, 214A, 214B || 314 || 330 || 0 || 47% || Corner || Corner extension of the above, and knocks down unlike 236B's corner extension, lessening risk of reversal throw
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| CD, run, 2D || 131 || 170 || 0 || 15.5% || Anywhere || Mature's fast run speed means this is guaranteed anywhere on the screen.
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| CD, 236D, 214A, 214B || 245 || 360 || 0 || 46.5% || Corner || Requires a very fast buffer of 236D after CD's recovery, may be worth it to settle for 236B in some situations.
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Revision as of 03:12, 19 February 2025

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 > 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).
Heavy Starter > 236B, 214A, cl.C 267 290 0 37% Corner Corner optimization of the above, but low frame advantage leaves Mature susceptible to reversal throw without walking backwards.
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.
2B > cl.A > A > A > B, 214C ~ 4P ~ 4P 229 215 0 37.6% Anywhere Autocombo extension.
cl.D > 236D, 214C ~ 4P ~ 4P 288 270 0 39.6% Anywhere Close D's greater hitstun allows it to combo into 236D
cl.D > 236D, 214A, 214B 314 330 0 47% Corner Corner extension of the above, and knocks down unlike 236B's corner extension, lessening risk of reversal throw
CD, run, 2D 131 170 0 15.5% Anywhere Mature's fast run speed means this is guaranteed anywhere on the screen.
CD, 236D, 214A, 214B 245 360 0 46.5% Corner Requires a very fast buffer of 236D after CD's recovery, may be worth it to settle for 236B in some situations.

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

External Links

Navigation

The King of Fighters XV
System

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Characters