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

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| CD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P > 2141236K || 411 || 300 || 2 || 39.1% || Corner ||
| CD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P > 2141236K || 411 || 300 || 2 || 39.1% || Corner ||
|-
|-
| '''Light Starter''' > 236BD, 214C ~ 4P ~ 4P > 2141236BD || 466 || 165 || 2.5 || 22.1%v|| Anywhere || Optimal for lights everywhere.
| '''Light Starter''' > 236BD, 214C ~ 4P ~ 4P > 2141236BD || 466 || 165 || 2.5 || 22.1% || Anywhere || Optimal for lights everywhere.
|-
|-
| '''Heavy Starter''' > 214BD, 236D, 214C ~ 4P ~ 4P > 2141236BD || 569 || 270 || 2.5 || 38.6% || Anywhere ||
| '''Heavy Starter''' > 214BD, 236D, 214C ~ 4P ~ 4P > 2141236BD || 569 || 270 || 2.5 || 38.6% || Anywhere ||

Revision as of 14:48, 24 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

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236BD, 214C ~ 4P ~ 4P 245 165 0.5 22.1% Anywhere
Heavy Starter > 214BD, 236D, 214C ~ 4P ~ 4P 331 270 0.5 38.6% Anywhere Good damage, but switches sides and mediocre oki.
Heavy Starter > 236B, 214AC ~ 4P ~ 4P ~ 4P ~ 4P , 214B 313 230 0.5 33% Anywhere Trades oki and damage for keeping the same side and half screen corner carry.
Light Starter > 236BD, 214A, cl.C 260 215 0.5 23.5% Corner Corner optimization of the above, but similar risk(and alternative) to meterless heavy corner route.
Heavy Starter > 214BD, 236D, 214A, 214B 358 330 0.5 46% Corner 214BD does not sideswitch in the corner.
cl.D, 236D, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214B 351 260 0.5 37% Anywhere
cl.D, 236D, 236AC, 214A, cl.C 388 320 0.5 41% Corner
cl.D, 236D, 236AC, 214C ~ 4P ~ 4P 369 270 0.5 39.6% Corner
CD, 214BD, 214C ~ 4P ~ 4P 196 190 0.5 23.1% Anywhere 214BD does not sideswitch due to juggle state.
CD > 2363214AC, 214B, 214C ~ 4P ~ 4P 239 250 0.5 34.1% Non-cornered Requires directly cancelling CD into EX fireball, but is very plus on block.
CD, 236D, 236AC, 214A, cl.C 295 350 0.5 40.5% Corner
CD, 236D, 236AC, 214C ~ 4P ~ 4P 283 300 0.5 39.1% Corner

1 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 236BD, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214B 297 155 1 19.5% Anywhere
Light Starter > 214C ~ 4P ~ 4P > 2141236K 282 165 1 22.1% Anywhere Corner carry.
Heavy Starter > 236B, 214C ~ 4P ~ 4P > 2141236K 385 240 1 35.6% Anywhere
Heavy Starter > 214BD, 236D, 236AC, 214A, cl.C 428 320 1 40% Corner
Heavy Starter > 214BD, 236D, 236AC, 214C ~ 4P ~ 4P 413 270 1 38.6% Corner
cl.D, 214BD, 236D, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214B 401 260 1 37% Anywhere
cl.D, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214A, cl.C 461 320 1 41% Corner
cl.D, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P 447 270 1 39.6% Corner
CD, 214BD, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214B 234 180 1 20.5% Anywhere
CD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214A, cl.C 333 350 1 40.5% Corner
CD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P 321 300 1 39.1% Corner
Light Starter > 236BD, 214C ~ 4P ~ 4P > 2141236K 362 165 1.5 22.1% Anywhere
Heavy Starter > 214BD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214B 465 260 1.5 36% Anywhere
Heavy Starter > 214BD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214A, cl.C 494 320 1.5 40% Corner
Heavy Starter > 214BD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P 481 270 1.5 38.6% Corner
cl.D, 236D, 236AC, 214C ~ 4P ~ 4P > 2141236K 495 270 1.5 39.6% Anywhere

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214C ~ 4P ~ 4P > 2141236BD 394 165 2 22.1% Anywhere Better than two EX moves and one super(from lights).
Heavy Starter > 236B, 214C ~ 4P ~ 4P > 2141236BD 505 240 2 35.6% Anywhere Optimal midscreen.
Light Starter > 236BD, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P > 2141236K 403 165 2 22.1% Corner
Heavy Starter > 214BD, 236D, 236AC, 214C ~ 4P ~ 4P > 2141236K 530 270 2 38.6% Corner
Starter > BC, cl.D(1) > 236D, 236AC, 214A > 2141236K 388/450 305/300 2 6.5%/7% Anywhere 1000 Quick Max.
Starter > BC, cl.D > 236D, 236AC, 214A > 2141236K 403/467 325/320 2 6.5%/7% Anywhere 1250 Quick Max(the above, but without cancelling cl.D early).
Starter > BC, cl.C > 214BD, 236D, 236AC, 214A > 2141236K 419/489 325/320 2 6.5%/7% Anywhere 1500 Quick Max.
cl.D > 236D, 214C ~ 4P ~ 4P > 2141236BD 530 270 2 39.6% Anywhere
cl.D > 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P > 2141236K 537 270 2 39.6% Corner
CD, 214BD, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214B > 2141236K 324 180 2 20.5% Anywhere
CD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P > 2141236K 411 300 2 39.1% Corner
Light Starter > 236BD, 214C ~ 4P ~ 4P > 2141236BD 466 165 2.5 22.1% Anywhere Optimal for lights everywhere.
Heavy Starter > 214BD, 236D, 214C ~ 4P ~ 4P > 2141236BD 569 270 2.5 38.6% Anywhere
Heavy Starter > 214BD, 236D, 236AC, 214AC ~ 4P ~ 4P ~ 4P ~ 4P, 214C ~ 4P ~ 4P > 2141236K 571 270 2.5 38.6% Corner
cl.D, 236D, 236AC, 214C ~ 4P ~ 4P > 2141236BD 607 270 2.5 39.6% Anywhere

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214C ~ 4P ~ 4P > 236236P > 2141236BD 495 165 3 22.1% Anywhere For 3 bars, Quick Max is always better.
Heavy Starter > 214BD, 236D, 236AC, 214C ~ 4P ~ 4P > 2141236BD 634 270 3 38.6% Anywhere
cl.D > 236D, 214C ~ 4P ~ 4P > 2141236K > 236236AC 654 270 3 39.6% Anywhere
Starter > BC, cl.D(1) > 236D, 236AC, 214A > 2141236K 524/611 305/300 3 6.5%/7% Anywhere 1000 Quick Max.
Starter > BC, cl.D > 214B > 2141236K > 2141236CD 551/638 225/220 3 6.5%/7% Anywhere 1250 Quick Max.
Starter > BC, cl.D > 236D, 214B > 2141236K > 2141236CD 592/690 335/330 3 6.5%/7% Anywhere 1500 Quick Max.
Light/Heavy Starter > 236BD, 214A > 236236P > 2141236BD 573/651 145/140 3.5 16.5%/17% Anywhere
cl.D > 236D, 236AC, 214C ~ 4P ~ 4P > 2141236K > 236236AC 707 270 3.5 39.6% Anywhere

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214BD, 236D, 236AC, 214C ~ 4P ~ 4P > 2141236K > 236236AC 728 270 4 38.6 Anywhere
Starter > BC, cl.D > 214B > 2141236BD > 2141236CD 655/758 225/220 4 6.5%/7% Anywhere 1250 Quick Max.
Starter > BC, cl.D > 236D, 214B > 2141236BD > 2141236CD 688/802 335/330 4 6.5%/7% Anywhere 1500 Quick Max.

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes

External Links

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