Difference between revisions of "The King of Fighters XV/Maxima/Combos"

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Revision as of 17:04, 29 April 2022

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

Please note, any combo that starts with 2A 3C can also be started with cl.5B 3C, 2B 2A 3C (when close enough), or j.C cl.C 3C.

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 0 Rush combo ending in a special move.
cl.A > A > A > C 1 Rush combo ending in a super.
cl.A > A > A > D 2 Rush combo ending in a Max super.
cl.A > A > A > A 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
(2B/j.C) 2A > 3C > 214A Anywhere Basic combo, fairly safe on block but can be punished with guard cancel roll.
2A > 2A > 63214B Anywhere While less damage, it will give a far better mixup. Can do followup for extra damage
cl.B > 3C > 214A Anywhere Same as the first combo, but with a standing low

EX

Combo Damage Stun Meter cost Meter Gain Location notes
(2B) 2A > 3C > 214AC, 66 3C > 214C .5 midscreen Big damage. Potential safe jump with running full jump j.CD but requires manual timing
(2B) 2A > 3C > 214AC, dl.3C > dl.236C, 623B .5 Corner 3C should hit them pretty low to the ground. This does almost 50% for half a bar, but with slightly worse oki than if you just do 3C 214C ender.
(2B) 2A > 2A (2A) > 624BD > 214K .5 Anywhere Hit confirms from ranges that are normally too far for anything else, very good way to start getting the game rolling in your favor off of some jabs.


1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
2A > 2A > 2B > 236236B 1 Anywhere Super confirm from fairly far out, the cancel has to be done very fast
2A > 3C > 214A > 236236A 1 Anywhere Basic super confirm, usually not worth using over the ex vapor cannon combos but has its place if you confirmed badly and already did vapor cannon.
2A > 3C > 214AC, 66 3C, 624BD 1 midscreen Instant corner carry and decent damage. Not much more damage than the 3C 214C ender though, so consider whether the corner carry is important or not.
2A > 3C > 214AC, dl.3C > dl.236C, 624BD 1 Corner Tricky timing to get down, but gives good damage and a good knockdown unlike the 623K ender.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2A > 3C > 214AC, 66 3C > 214C >236236A 1.5 Anywhere Very good damage, in the corner omit the microdash before 3C and just delay it slightly. If you are unsure about timing/spacing you can always cancel into beam super instead for slightly less damage.
3C > quick max > 214C > 236236A 2 Anti Air Anti air combo off of 3C, probably your best way of getting decent damage off of it as an anti air option. Also possible off of 5A counterhit 3C.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2A > 3C > quick max, cl.C (1) > 3C > 214A > 236236A > climax 3 Anywhere Basic quick max into level 1 -> level 3, does tons of damage. You can do two hits of cl.C however it will not work on 2nd position Maxima, and it may have too much pushback.
2A > 3C > quick max, cl.C(1) > 3C > 214AC, 66 3C > 214C > climax 3 Anywhere Quickmax combo for point Maxima.
3C > quick max > 214C > 236236A > climax 3 Anti Air Anti Air confirm into level 1 -> level 3, make them think twice for jumping in at you. Obviously doesn't work for point maxima.

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2A > 3C > 214AC, 66 3C > quick max > 214C > 236236A > climax 3.5 Anywhere Big damage, doesn't do too much less than the below combo and saves you a half a bar so consider using this instead
2A > 3C > quick max > cl.C(1) > 3C > 214A >236236AC > climax 4 Anywhere Basic level 2 into level 3 confirm

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
2A > 3C > 214AC, 66 3C > Quick Max > 214C > 236236AC > climax 4.5 Anywhere For when you feel like blowing almost your full load. Can do about 90% when done off of a jumpin.

External Links

Maxima Combos by Meno

Navigation

The King of Fighters XV
System

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Characters