The King of Fighters XV/Maxima/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).

Light Starters

Combo Damage Notes
2A/5A/f.5A > 3C 82 Standard light into 3C, leads into 214A/214AC/236A/236AC.
cl.5B > 3C 87 Standing low light confirm.
2B > 2A > 3C 92 Standard low light confirm.
j.B/j.A > cl.5B > 3C 127 Light jump in into a low standing light into 3C, leads to the same stuff as other starters.

Heavy Starters

Combo Damage Notes
cl.5D > 3C 137 Highest damage ground starter.
j.C > cl.5D > 3C 200 Highest damage jump in starter.
j.C > cl.5C > 3C 162/200 Most reliable jump in, make sure to do 3C after the first hit of cl.5C when not a crossup, otherwise it will whiff.
2C 70 Poke that links into 3C when close and 214A/AC and 236A/AC, add armor to the mix and this is one mighty starter

Other Starters

Combo Damage Notes
CD > 3C 132 Can be done in the corner or after using 236C to get close enough anywhere else.
236CD > 3C 135 Standard Shatter Strike starter.
3C 60 Can be used as an anti air to link into 214C, 63214BD and 623D, or as a grounded hit to link into 214A/AC, 236A/AC and 63214BD (also 63214B if close enough).

(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 172 0 Rush combo ending in a special move (214A), can be linked into supers.
cl.A > A > A > C 257 1 Rush combo ending in a super (236236A).
cl.A > A > A > D 393 2 Rush combo ending in a Max super (236236AC).
cl.A > A > A > A 467 3 Rush combo ending in a Climax super.

Meterless

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214A 190 170 0 .25 Anywhere Basic combo, safe on block but can be punished with guard cancel roll. HKD on hit.
2A > 236A 120 90 0 .10 Anywhere Basic light confirm if too far away for 3C, unsafe on block and can be too unsafe.
2B > 2A > 2A > 236A 145 135 0 .20 Anywhere Close low light confirm.
Heavy Starter > 214A 245 210 0 .30 Anywhere Plus on block and safe to guard cancel roll.
2C > 214A 184 150 0 .20 Anywhere Poke confirm, 236236A will whiff at far ranges.
5C > 3C > 63214B , 214P 205 100 0 .25 Anywhere Cancel after first hit of 5C, can be done without the followup for a setup.

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Light Starter > 214AC > 66 > 3C > 214C 340 270 .5 .35 Anywhere His most reliable BNB, leads into HKD.
Light Starter > 214AC > 66 > 3C > 623D 355 150 .5 .40 Anywhere Alternate ender, does more damage but not as plus as 214C
Light Starter > 214AC > 3C > 236C > 623D 437 210 .5 .55 Corner Corner only juggle, requires timing between 3C > 236C however you can either delay the 3C or delay the 236C afterwards to make it easier.
2A > 2A > 2A > 6321BD > 214P 227 90 .5 .10 Anywhere Confirm that leads straight into the corner.
Heavy Starter > 214AC > 66 > 3C > 214C 395 310 .5 .40 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 66 > 3C > 623D 410 190 .5 .45 Anywhere Same as light variant but more damage, stun and a bit more meter gain.
Heavy Starter > 214AC > 3C > 236C > 623D 492 250 .5 .60 Corner Same as light variant but more damage, stun and a bit more meter gain.
j.A > j.214AC 197 30 .5 .05 Anywhere Light confirm into j.214AC, HKD on hit, death sentence on block.

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

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