Maxi Combo Thread

KamikazeGopher

[09] Warrior
All credit for this list goes to Rico from caliburforum.com
W! indicates a wall stun.



Natural Combos (NCs)

Simple
AA (18)
BB (26)
3B->RO A (38)
44AB (30)
4AB (50)
4AB,G (40)
4AB4 (56)
FC 3AAA (18)
6BB (20)
WS KK (33)
4B,B (30)
B+K:BBB:A (53)
[noparse]6B:B:B[/noparse] (55)
2B+K,B side or rear hit (32)
66B4 (40)
4A+B fully charged

Canned
aK (29)
236A (32)
236B (24)
236K (44)
3A+K (42)
66A (28)
22_88B (36)

From Stance
RO KB (44)
RO KK (34) iffy on some characters
RO KA (46)
RO K[K]
LI AA (28)
RC AA (41)
RC KK:K (47)
BL KK (42)


Natural Combos on Counter Hit (NCc)

Simple/Canned
A+B (51)
6BBB (50)
2KK (32)
22_88KK (39)
2B+KB (27)
4A+B
6A->RO A

From Stance
RO AK (39)
LO AK (49)
LO BK (44)


Standard Juggle Combos

236K
--> A+BG
--> 1K (53)

4[A+B]
--> 33bA->RC A (236A combos if they don't just ukemi)
--> 66B+K (70)

6A+B
--> BL B (41)
--> BL K (39)

33A
--> A+BG
--> 1K (27)

4AB
--> G~1K (47)
--> LO B (61)

2KB (2K whiffs)
--> RO B (50~51 depending on tech) Stun is shakable.

9K
--> 33bA->RC A (236A is combo if they don't just ukemi)
--> 66B+K (56)

66B
--> G~66B+K (48)
--> G~236A (49)

33B_RC Ab
--> slight delay, BL K,K (58_60)

44B
--> RO B (59)
--> G, 66B+K (60)

11_77_44K
--> 66B+K (59)
--> 33B (good for stance wakes)

RO K,[K]
--> 66B+K (68)

LI B_{B}
--> slight delay, BL K,K (58_68)
--> 2B+KB
--> A+BG

WL BBA
--> BT B+K (65)

[noparse]B+K:B:B:B:A[/noparse]
--> BT B+K

Counter Hit (CH) Juggle Combos

4A+B
--> 33bA->RC A (236 A is combo if they don't just ukemi)
--> 66B+K (69)

3B
--> RO B->RC K (57~58 depending on tech)

22A
--> LI K, G, 66B+K (54)
--> LI B, slight delay, BL K,K (61)
--> LI K, 3B->RO B->RC K (71~72 depending on tech)
--> LI K, 4BBK (60)
--> LI K, [noparse]B+K:B:B:B:A[/noparse], BT B+K

88A
--> 3B->RO B->RC K (65~66 depending on tech)
--> 4AB->LO B (65)
--> [noparse]B+K:B:B:B:A[/noparse], BT B+K

33B
--> G, 66B+K (67)
--> PSL1->RC A (2nd hit ACable) (64)
--> PSL3->LO BK (66)
--> PSL3->LO K (75)
--> PSL2->RO B->RC K (63-65 depending on tech)
--> PSL2->RO K2A (the low tech traps all directions, RO KB combos if they don't tech)

BL A
--> LI K, B+KBBBA (54)
--> LI K, 6BBB (58)
--> LI K, 2KK, 1K (58)
--> LI K, A+B (64)
--> LI K, 3B->RO B->RC K (73~74 depending on tech)
--> LI K, 4BBK (69)
--> LI K, [noparse]B+K:B:B:B:A[/noparse], BT B+K

WL A
--> 1K (40)
--> 22_88K if opponent stays down (44)
--> 2B+KB (66)

Wall Combos

66K,W! or 66A,W!
--> 4BBK
--> 3B->RO B->RC K

66B,W!
--> LO BK

6A+B,W! or 33B,W!
--> BL A->LI K, 4BBK
--> BL A->LI K, 3B->RO B->RC K
 
NCs
4A+B(fully charged)

NCC
4A+B

Stance NCs
RO, KK
RO, K[K](full charge)
RO, KA

CH 33B
-PSL1->RC,A(2nd hit ACable)
 
I'm glad you're here, Gopher. You saved me some legwork with that post.

And dang, I can't believe I missed 4A+B and CH 4A+B. Guess I just hate them so much that it slipped my mind.

As for the RO K,K series, RO K,[K] has juggles so it's in that section and I don't actually think RO K,A is an NC anymore. The A whiffs if I'm not mistaken.
 
I don't actually think RO K,A is an NC anymore. The A whiffs if I'm not mistaken.
Havent had it whiff yet. I hit box issue against certain characters maybe?


Added Reks combos and a few others:

33A
--> A+Bg->RC

CH 33B
--> PSL3->LO BK
--> PSL3->LO K

CH WL A
--> 2B+KB

CH BL A
--> LI K, 4BBK

CH 22A
--> LI K 4BBK
 
Indeed I WAS mistaken about RO K,A as it hits every time, but I've found RO K,K to be VERY iffy. On Xianghua for example, it whiffs about 95% of the time at every distance. But against Nightmare it hits every time. Oh well.

Thought I'd add up some damages for those moves/combos for ya, too.

RO K,K (34) Iffy on smaller characters.

RO K,A (46)


4[A+B]
--> 66B+K (70)

33A
--> A+Bg (33) NOT GUARANTEED. Can be teched to the left.


CH 4A+B
--> 66B+K (69)

CH 33B
--> PSL1 > RC A (64)
--> PSL3 > LO B,K (66)
--> PSL3 > LO K (74)
--> PSL2 > RO B > RC K (63-65 depending on tech)

CH 22A
--> LI K, 4B,B,K (60)

CH BL A
--> LI K, 4B,B,K (69)

CH WL A
--> 2B+K,B (66)
 
Another three that Ive found seem to work:

B+K: B: B: B:A
-->BT B+K

CH 88A
-->B+K: B: B: B:A, BT B+K

CH 22A
-->LI K, B+K: B: B: B:A, BT B+K

If you hit the precise JF version of B+K:BBBA, they fall behind you in the same manner as if you did WL BBA, allowing a B+K follow up for a massive amount of damage. I also want confirmation before I add it, but I believe 6B: B: B is NC, not NCc.
 
[confirmation]

Maxi's 6B;B;B is NC. No CH needed! Tested by trying to block the recorded JF version myself.

[/confirmation]
 
[confirmation]

Maxi's 6B;B;B is NC. No CH needed! Tested by trying to block the recorded JF version myself.

[/confirmation]
Thanks for that. I can never get that timing down.

Adding these wall combos.

66K,W! OR 66A,W!
--> 4BBK
--> 3B->RO B->RC K

66B,W!
--> LO BK

6A+B,W! OR 33B,W!
--> BL A->LI K, 4BBK
--> BL A->LI K, 3B->RO B->RC K
 
22A

--> LI K, G, 3B->RO B->RC K (71~72 depending on tech),

Can u do Instead on of

RC K, Can u do (B)GB move, But its not guaranteed if your opponent techs out of the combo rite.
 
Another three that Ive found seem to work:

B+K: B: B: B:A
-->BT B+K

CH 88A
-->B+K: B: B: B:A, BT B+K

CH 22A
-->LI K, B+K: B: B: B:A, BT B+K

If you hit the precise JF version of B+K:BBBA, they fall behind you in the same manner as if you did WL BBA, allowing a B+K follow up for a massive amount of damage. I also want confirmation before I add it, but I believe 6B: B: B is NC, not NCc.

CH 22A
-->LI K, B+K: B: B: B:A, BT B+K

Well, how do u make this combo work when your opponents launched after the

B: B: B: A, wont your opponent be out of range were the BT, B+K wont connect I need

to try this,
 
Vash: Yeah, if the opponent dosent tech right or left CH 3B->RO B->RC B will connect. Cant remember for how much damage off the top of my head. And the [noparse]B+K:B:B:B:A[/noparse] has to be the version with the flashes, which the timing is more strict.

whirow: ill add that one.
 
Vash: Yeah, if the opponent dosent tech right or left CH 3B->RO B->RC B will connect. Cant remember for how much damage off the top of my head. And the [noparse]B+K:B:B:B:A[/noparse] has to be the version with the flashes, which the timing is more strict.

whirow: ill add that one.


Thanks A bunch (KamikazeGopher), That sounds rite but in terms of the timing Being Strict you mean there Just Frames....if thats the case I'm in trouble, lol.

And one more thing K,G Maxi's, 3,A when it stuns on counter its a recoverable rite.
 

Thanks A bunch (KamikazeGopher), That sounds rite but in terms of the timing Being Strict you mean there Just Frames....if thats the case I'm in trouble, lol.
Yeah, its a tough one, but just practice the timing if you think its worth it. IIRC, the damage from a CH 22A->LI K, [noparse]B+K:B:B:B:A[/noparse], BT B+K combo was like 90+ damage, although some armor had gone missing.

And one more thing K,G Maxi's, 3,A when it stuns on counter its a recoverable rite.

Yep. It is. Same with WS [A+B], CH WS A+B, and RO B. Those are recoverable too.
 
Yeah, its a tough one, but just practice the timing if you think its worth it. IIRC, the damage from a CH 22A->LI K, [noparse]B+K:B:B:B:A[/noparse], BT B+K combo was like 90+ damage, although some armor had gone missing.

Oh of Course K.G the practice is required....lol, And its so worth it, matter fact K.G yea, your right man, of course....lol i manage to hit the B: B: B: A. not the j.f Ver, it was about 70% damage. When u hit the combo, your opponents forced into a stun crouch position how do u keep your opponent entangled in the combo so that they don't whiff the last hit.

Yep. It is. Same with WS [A+B], CH WS A+B, and RO B. Those are recoverable too.


So they can't be used a combo can they.
 
Oh of Course K.G the practice is required....lol, And its so worth it, matter fact K.G yea, your right man, of course....lol i manage to hit the B: B: B: A. not the j.f Ver, it was about 70% damage. When u hit the combo, your opponents forced into a stun crouch position wat how do u keep your opponent entangled in the combo so that they don't whiff the last hit.
I think they changed the last hit of it to be mid now, not high. I think WL BBAs last hit is high and can whiff against X at times.

So they can't be used a combo can they.
That depends on your opponent and whether or not they shake the stun. RO B has limited damage options since your forced into RC, but for the others, you can land at least 80+ damage if they dont escape. Even if they do, your left at a huge advantage on hit with good stance options to mess with them.
 
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