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The King of Fighters XV/Kula Diamond/Combos: Difference between revisions
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| 236C, 214B > 6D, 214A/623C || 246 || 220 || 0 || 45% || Anywhere || 236C is very plus on hit and leaves them standing, allowing you this combo. Nice if you confirm a hit using 236C in pressure. | | 236C, 214B > 6D, 214A/623C || 246 || 220 || 0 || 45% || Anywhere || 236C is very plus on hit and leaves them standing, allowing you this combo. Nice if you confirm a hit using 236C in pressure. | ||
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| CD > 236C, 623C || 236 || 240 || 0 || 40% || Corner || CD > 236C is a potentially useful blockstring, and can lead to extra damage if it hits. | |||
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Revision as of 04:25, 14 March 2022
Combos
General Notes
- Any combo ending in a 214A sets up for a meaty 22C, easy to do using button hold.
Rush Auto Combo
Meterless: A jab, ice punch, and a kick that ends in 623C. 161 damage.
1 Bar: Ends in 236236B/D. 240 damage.
2 Bars: Ends in 236236BD. 367 damage.
3 Bars: Ends in 2141236CD. 446 damage.
Meterless
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 3D | 153 | 160 | 0 | 15% | Anywhere | Combo into slide. Very easy, but not optimal in any way. |
2B > 2B > 5B > 623C | 176 | 200 | 0 | 30% | Anywhere | Basic light string. Kula can't combo into much off lights without meter. |
2B > 2A > 214A | 98 | 140 | 0 | 5% | Anywhere | Much worse but is a hard knockdown and a 22C setup, which is something. Still better to use the above combo. |
c.C(1)/c.D > 6A > 214B > 6D, 214A/623C | 273 | 340 | 0 | 45% | Anywhere | BNB combo. Both hits of c.D into 6A won't connect after a jump in. 214A ender gives 22C oki for less damage (228). |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C | 299 | 380 | 0 | 50% | Corner | Requires a delay to get both hits of the 6B followup, but isn't very tough. 214A ender gives the hard knockdown but 22C oki is impossible in the corner and you still get a great knockdown from 623C, always take the damage. |
5B/5C > 623C | 172 | 170 | 0 | 30% | Anywhere | Kula's 5B and 5C are long reaching, and 623C's fast forward movement means these are pretty consistent. Not optimal but nice for whiff punishes. |
236C, 214B > 6D, 214A/623C | 246 | 220 | 0 | 45% | Anywhere | 236C is very plus on hit and leaves them standing, allowing you this combo. Nice if you confirm a hit using 236C in pressure. |
CD > 236C, 623C | 236 | 240 | 0 | 40% | Corner | CD > 236C is a potentially useful blockstring, and can lead to extra damage if it hits. |
EX
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
2B > 2B > 5B > 214BD > (delay) 6D, 214A/623C | 231 | 160 | 50% | 30% | Anywhere | EX kicks off of a light confirm, nice way to get 22C oki off lows. |
c.C(1)/c.D > 6A > 236AC, 214D, 623C | 328 | 300 | 50% | 48% | Anywhere | 236AC crumple combo. Hard to get a 214A without sacrificing a ton of damage, plus this combo is almost zero meter making it very worth it. |
c.C(1)/c.D > 6A > 214BD > (delay) 6D > 214A/623C | 309 | 260 | 50% | 40% | Anywhere | 214BD > 6D connects if delayed in juggles unlike the meterless versions allowing you to get a 214A after. Nice damage increase from her BNB, and allows her to get 22C oki unlike the 236AC combo. |
c.C(1)/c.D > 6A > 236AC, 214D > (delay) 6B > 623C | 360 | 380 | 50% | 50% | Corner | 236AC extension to her corner combo. Zero on meter so if you have it use it, and good damage on top of it. |
1 Bar
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236A/C | 377 | 340 | 1 | 45% | Anywhere | BNB combo with a super added, shortcut the dp super as 6236C, 236A/C. |
c.C(1)/c.D > 6A > 236AC, 214D, 623AC | 369 | 200 | 1 | 5% | Anywhere | Example of a 2 EX combo. 623AC is nice if you wanna get just an extra bit of damage out of a combo normally ending in 623C. |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236A/C | 384 | 380 | 1 | 45% | Corner | Super extension to her corner combo |
2 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236BD | 498 | 340 | 2 | 48% | Anywhere | Level 2 super followup. Nice and simple damage increase. 236236BD does slightly more damage in a connect than 236236AC, despite the opposite being true of the level 1 versions, but it requires a low 623C hit. |
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236A/C | 454 | 260 | 2 | 35% | Anywhere | Two EX combo into super. Generally not worth over the simpler and better damage level 2 combo. |
(2B > 2B > 5B/c.D > 6A) > Quick Max, c.C > 236AC, 214BD, 623C > 236236A/C | 432 | 340 | 2 | 5% | Anywhere | Quick max combo. Damage listed is with c.D starer. c.D > 6A can also be used after Quick Max, but pushback makes it much less consistent and impossible after a 6A. Damage with light starter is 366. |
3 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes 432 |
---|---|---|---|---|---|---|
c.C(1)/c.D > 6A > 214B > 6D, 623C > 2141236CD | 565 | 340 | 3 | 45% | Anywhere | BNB combo ending in climax. DP into climax is done as 63214C, 236CD. This can also be done with 214A for an easier cancel but only 557 damage. 236236A/C > 236236BD doesn't work midscreen, and reversing the two does far less damage. |
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236BD | 564 | 260 | 3 | 35% | Anywhere | 2 EX combo ending in 236236BD. Very nice damage. |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236A/C > 236236BD | 594 | 380 | 3 | 48% | Corner | Her corner combo with a level 1 to level 2 cancel. Easy to do and very high damage, the 2 supers do more damage than a raw climax here. |
(2B > 2B > 5B/c.D) > Quick Max, c.C > 236AC, 214BD, 623C > 236236BD | 525 | 340 | 3 | 5% | Anywhere | Quick Max combo into level 2. Not enough time in Quick Max to get 2 supers out, and that would be corner only anyway. Light starter does 451. |
4 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes |
---|---|---|---|---|---|---|
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236A/C > 2141236CD | 679 | 340 | 4 | 45% | Anywhere | 4 bar BNB into climax. Round closer, not the biggest damage ever but very high. |
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 2141236CD | 629 | 260 | 4 | 35% | Anywhere | 2 EX combo ending in climax. Not as great as the above combo. |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236A/C > 2141236CD | 660 | 380 | 4 | 48% | Corner | Corner combo into level 1 > climax. |
5 Bars
Combo | Damage | Stun | Meter cost | Meter Gain | Location | Notes 595 |
---|---|---|---|---|---|---|
c.C(1)/c.D > 6A > 214B > 6D, 623C > 236236BD > 2141236CD | 806 | 340 | 5 | 0 | Anywhere | Level 2 into climax. If the 4 bar won't kill, go for this. |
c.C(1)/c.D > 6A > 236AC, 214BD > (delay)6D, 623C > 236236A/C > 2141236CD | 730 | 260 | 5 | 10% | Anywhere | 2 EX combo into climax. Doesn't totally drain your meter, but doesn't leave you with much. |
c.C(1)/c.D > 6A > 214D > (delay)6B, 623C > 236236BD > 2141236CD | 770 | 380 | 5 | 0 | Corner | Corner BNB into level 2 > climax. Simple but not the best damage for the cost. |