The King of Fighters XV/Maxima/Combos

From Dream Cancel Wiki
Jump to navigation Jump to search

Template:ComboLegend-KOFXV

The King of Fighters XV

OverviewStrategyDataCombosReplays

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

Meterless:
1 Bar:
2 Bars:
3 Bars:

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

      FAQControlsMovementOffenseDefenseMeters and GaugesPatch NotesMiscellaneous

Characters