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The King of Fighters XV/Maxima/Combos

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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/clA/farA > 3C 82 3C leads into the same combos as heavy starters.
clB, 2A/clA > 3C 107 Standing low confirm, 2A is more reliable.
2B, 2A > 3C 92 Standard low confirm.

Heavy Starters

Combo Damage Notes
jC, clC > 3C 200 You will be using clC a lot, if done from a jump in that isn't a cross up, cancel the 1st hit of clC. (Does 162 damage then).
jC, clD > 3C 200 clD does the same damage but is 1 hit, however it's slow enough to be less reliable despite that.
2C 70 Longest poke, can be canceled into 3C if done close enough.

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 126 Standard Shatter Strike starter.
(AA) 3C 60 Causes a juggle when used as an anti air
jCD (Counter) 112 One of his best air tools, even stronger after the last patch.
CD (counter) 112 Causes a wall bounce.
214A/C (Counter) 150/175 Causes a wall bounce, but thanks to Vapor Cannon's recovery and little scaling its far more dangerous.

Combos

Rush Auto Combo

Combo Damage Meter cost notes
cl.A > A > A > B 172 0 Rush combo ending in a Special move (Vapor Cannon), can be canceled into supers.
cl.A > A > A > C 257 1 Rush combo ending in a Super (Double Vapor Cannon).
cl.A > A > A > D 393 2 Rush combo ending in a Max Super (Double Vapor Cannon).
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.
2B > 2A > 2A > 236A 145 135 0 .20% Anywhere 236A can combo from lights, but will not connect from further ranges than this.
Heavy Starter > 214A 302 290 0 .40% Anywhere Your best friend.
2C > 236A, 2A 187 160 0 .23% Corner Max range 236A causes a small juggle, 2C is long enough to hit from the ranges that cause said juggle.
(AA) 3C > 623D 210 60 0 .30% Anywhere Simple anti air, leaves you at a worse advantage than other enders but does the most damage..

EX

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214AC, 66, 3C > 214C 442 370 .5% .47% Anywhere Your best friend's power up. 623K does more damage and 236C gives more oki, 214C is the mixed version of those enders.
Heavy Starter > 214AC, 3C > 236C > 623D 533 330 .5% .65% Corner Corner only juggle, 623K's oki issues seize in the corner. You can get both hits of clC after a jump in.
Heavy Starter > 214AC, 236A, 3C > 236C > 623D 591 390 .5% .80% Near Corner You won't be using this route too often as it works only when close to the corner. Despite the strict requirements, it pays off big time when you get to use it.
(AA) 3C > 63214BD > 214P 237 60 .5 .05% Anywhere Anti air confirm that leads to the wall.
2C > 236A, 623BD 337 130 .5% .20% Corner 236A's juggle into some damage.
2A, 2A, 2A > 6321BD > 214P 227 90 .5% .05% Anywhere His only other light confirm that isn't from 3C.

1 Bar

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214AC, 66, 3C, 63214BD > 214P 471 270 1 .25% Anywhere Your best friend's 2nd power up, leads into the corner. You can do 623BD for more damage, but it's rarely worth it over Maxima Press.
Heavy Starter > 214AC, 66, 3C > 236C, 63214BD > 214P 545 330 1 .47% Midscreen Works only from midscreen and closer, it's a beefier version of the normal route.
Heavy Starter > 214AC, 3C > 214C, 623BD 564 390 1 .48% Corner Does good damage but is too unreliable to recommend, stick to his other corner routes.
Heavy Starter > 214AC, 66, 3C > 214C > 236236P 585 390 1.5 .47% Anywhere Timing can be tricky, but you can always delay the Vapor Canon to make sure the super hits.
Heavy Starter > 214AC, 3C > 236C, 236A > 236236P 625 390 1.5 .57% Corner The standard Charge Loop packs a punch thanks to its scaling.
Heavy Starter > 214AC, 236A, 3C > 236C, 236A > 236236P 675 450 1.5 .75% Near Corner As always, the Triple Charge Loop makes its niche uses pay big time.

2 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214A > 236236AC 606 290 2 .40% Anywhere His 2 bar only options are limited to say the least.
Heavy Starter > 214AC, 66, 3C > 214C > 236236AC 689 390 2.5 .47% Anywhere His best super ender thanks to the changes to MAX Double Vapor Cannon.
Heavy Starter > 214AC, 3C > 236C, 236A > 236236AC 721 390 2.5 .57% Corner This used to break before those DVC changes.
Heavy Starter > 214AC, 236A, 3C > 236C, 236A > 236236AC 763 450 2.5 .75% Near Corner This niche route will only get better.

3 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > BC > cl.5D (> 3C) > 214A > 236236P > CLIMAX 787
(807)
360
(420)
3 .20% Anywhere Standard Quick Max route, however you can get more damage with 3C if he's on Anchor.
MAX 1250/1500 : Values/Actions shown in () are 1500 only!
Heavy Starter > 214A > 236236P > 236236BD 724 290 3 .40% Anywhere If you're on point, this does a good job too.
Heavy Starter > > 214AC, 66, 3C > BC, 214C > 236236P > CLIMAX 839 390 3.5 .25% Anywhere Your best friend has a Quick Max route, you may need to delay the Vapor Cannon after depending on how you did the QM. MAX 1250/1500
Heavy Starter > 214AC, 3C > BC, 236C, 236A > 236236P > CLIMAX 871 390 3.5 .25% Corner Corner only, Anchor only Quick Max alternate route. MAX 1500
Heavy Starter > 214AC, 236A, 3C > BC, 214C > 236236A > CLIMAX 893 450 3.5 .44% Near Corner No Loops this time as the QM doesn't give enough height. The rewards outdo that downside. MAX 1250/1500

4 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > BC, cl.5D > 3C > 214A > 236236AC > CLIMAX 903 420 4 .20% Anywhere This is where the damage becomes funny for everyone except the opponent, to make things better you can do 3C now at all times. MAX 1250/1500
Heavy Starter > > 214AC, 66, 3C > BC, 214C > 236236AC > CLIMAX 927 390 4.5 .25% Anywhere Your best friend is a tactical nuke now. MAX 1250/1500
Heavy Starter > 214AC, 3C > BC, 236C, 236A > 236236AC > CLIMAX 951 390 4.5 .25% Corner Once again, Anchor only. MAX 1500
Heavy Starter > 214AC, 236A, 3C > BC, 214C > 236236AC > CLIMAX 973 450 4.5 .44% Near Corner This isn't even it's final form yet. MAX 1250/1500

5 Bars

Combo Damage Stun Meter cost Meter Gain Location notes
Heavy Starter > 214A > 236236AC > CLIMAX 951 290 5 .40% Anywhere We have reached the endgame. You do this if you want them dead on the spot.
Heavy Starter > 214AC, 236A, 3C > 236C, 236A > 236236AC > CLIMAX 1053 450 5.5 .75% Near Corner That's right, Maxima gains a 5.5 meter combo with the power of Triple Charge Loops. LEAVES NOTHING BEHIND.

Other

Combo Damage Stun Meter cost Meter Gain Location notes
CD, 3C > 236C > 623D 307 220 0 .55% Corner Technically this is the most damaging meterless corner combo, without counter at least.
236CD, 3C > 214C 238 180 1 .25% Anywhere Simple raw Shatter Strike combo.
CD (Counter) > (236A), 623D 244 100 .5 .10% Anywhere You can also link a 214A instead, this is just for grounded cases.
(AA) CD (Counter) > (236A), 3D > 214C 245 180 0 .40% Anywhere This is the type of stuff you fish for. Their height doesn't matter so long as they jumped.
jCD (Counter), 3C > 214C 295 260 0 .30% Anywhere jCD Counters are wild after the last patch, and Maxima got a big boost from that.
jCD (Counter), 3C > 214C > 236236AC > CLIMAX 989 260 5 .30% Anywhere Here is a blunt example. All of the mid combo QM routes will work too, now for cheaper.
jCD (Counter), 236A, 3C > 236C, 623K 490 260 0 .70% Corner +
Near Corner
Triple Charge Loops now work in the corner itself, this is enough to put fear into them.
jCD (Counter), 236A, 3C > 236C, 236A > 236236AC > CLIMAX 1050 320 5 .60% Corner +
Near Corner
Fun fact, you can replace the loop after 3C with a single Vapor Cannon and it will still kill...But that meter gain.
214P (Counter), 66, 3C > 214C 333
(358)
260
(300)
0 .44%
(.47%)
Anywhere Long ago it used to matter which Vapor Cannon got the counter hit, now the only difference is some bigger numbers, both act as meterless EX Vapor Cannon.
214C stats will be put in ().
214A (Counter), 3C > 236C, 623K 450 200 0 .65% Corner In the corner they're far less efrective, 214C will cause side switches so it's better to avoid it.
214P (Counter), 214A > 236236AC > CLIMAX 1003
(1028)
160
(200)
5 .37%
(.40%)
Anywhere Much like jCD, it too leads to a ToD. The single easiest TOD he has.
214C stats will be put in ().
214A (Counter), 3C > 236C, 236A > 236236AC > CLIMAX 1049 260 5 .55% Corner Same applies to the corner.
214C (Counter), 236A, 3C > 236C, 236A > 236236AC > CLIMAX 1113 360 5 .70% Near Corner Last and not least, his most damaging combo. This is just to show how little mercy you have.

External Links

Maxima Combos by Kakuge
Team K' Combos by Persona
Maxima Combos by Faizer

Navigation

The King of Fighters XV
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