The King of Fighters XV/Mai Shiranui/Combos

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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
? Standard low light confirm.

Heavy Starters

Combo Damage Notes
j.X > ? Standard jump-in starter.

Other Starters

Combo Damage Notes
CD 75

(Note: 'Other Starters' won't be referenced in the 'Combos' section.)

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 240 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
2B > 2A > 214C 144 180 0 0.18 Anywhere
2B > 5B~5D > 236D 192 200 0 0.25 Anywhere
j.C > j.2B 127 170 0 0.10 Anywhere Hard knockdown. Puts Mai at point-blank range for Oki.
j.B > 5B~5D > 214C 194 240 0 0.25 Anywhere
j.D > 5C > 3D > 236D 257 240 0 0.33 Anywhere

EX

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 5B~5D > 214AC > 236D 271 200 0.5 0.33 Anywhere
2C > 3D > [3]9AC~214AC > 2D 277 160 0.5 0.2 Anywhere
j.D > 5D > 3D > 214AC > 214A 315 240 0.5 0.33 Anywhere

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2B > 2A > 214AC > [2]9AC~214AC > 214C > 5C 290-328 180-250 1.0 0.25-0.33 Mid-screen to corner Omit 5C if the opponent isn't near the corner of the screen
2B > 2A > 214AC > 236D > 2141236D 370 140 1.5 0 Anywhere Super Cancel combo; ends in hard knockdown.
2C > 3D > 214AC > 236BD > [2]9AC~214AC > 214C 377 210 1.5 0.5 Anywhere Huge damage and corner carry.
2C > 3D > 236BD > [2]9AC~214AC > 214AC > 214C > 214C > 5C 443 1.5 0.4 Corner 5C at the end is not possible if the [2]9AC~214AC part doesn't hit 3 times.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Anywhere

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.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
j.D > 2C > 3D > 236D > j.2141236D > 236236AC > 2141236CD 980 240 4 0 Anywhere MAX Mode required. cl. D can be used in place of 2C for more damage at less consistency.

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

Navigation

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