-Happy New Year 2025!
The King of Fighters XV/Maxima/Combos
Jump to navigation
Jump to search
Maxima Combos by Kakuge
Team K' Combos by Persona
Maxima Combos by Faizer
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. |